Black Rain (3.5e Martial Discipline)/All Maneuvers

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Azure Battle Mandala
Black Rain (Strike)
Level: 3
Prerequisite: One Black Rain maneuver
Initiation Action: 1 standard action
Range: Firearm attack
Target: One creature
Duration: Instantaneous

A trained gunslinger does not aim with his eyes alone, nor with the sights of his gun — both are unreliable, and can lead him astray. After years of honing their skills, an adept can master the azure battle mandala, a meditation that allows them to envision an intricate ring of blue circles that center around their foe, allowing them to aim and fire with inhuman precision, the only hint of their prowess a light glinting in their eyes.

As part of this maneuver, you make a single ranged attack with a firearm or ray weapon against an opponent with a +20 insight bonus on the attack roll. If the attack hits, it deals an additional 2d6 damage.

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Black Powder Flashbang
Black Rain (Strike)
Level: 5
Prerequisite: Three Black Rain Maneuver
Initiation Action: Swift
Range: 10 ft.
Area: 5-ft radius burst
Duration: Instantaneous
Saving Throw: Fortitude Partial

As you initiate this maneuver, you throw a small homemade grenade of your own making, which cause all creatures (including yourself if you are not careful) within a 5 ft. radius burst to make a Fortitude save (DC 15 + your highest mental ability score modifier) or be Dazed and blinded for 1 round. A creature who succeed their save are instead dazzled for 1 round.

Using this maneuver require 2 lbs of black powder, or six cartridges.



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Black Tempest
Black Rain (Stance)
Level: 3
Prerequisite: One Black Rain maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

In the heat of battle, no man has time to be caught reloading his gun. Trained gunslingers can re-arm themselves in seconds, never letting down their onslaught of steel against a foe.

While you are in this stance, you may reload any firearm you are holding as a swift action.


Blossom of Inevitable Demise
Black Rain (Strike)
Level: 7
Prerequisite: Three Black Rain maneuvers
Initiation Action: 1 standard action
Range: 60 ft.
Area: Line
Duration: Instantaneous

With purposeful prowess and the graceful finesse that would make angels weep to witness it, you unleash a single bullet upon the battlefield, a bullet that can kill armies.

When you initiate this maneuver, you make a single ranged attack with a firearm or ray weapon as a line attack. You make a single attack roll, and use that for each foe in the area of this maneuver to determine if the attack hits them. However, the attack does not stop if it misses a single foe — it continues on, its course altering to accommodate the miss. You make a separate damage roll for each opponent hit by the attack, and the attack deals an additional +10d6 damage.


Blossom of Iron Petals
Black Rain (Strike)
Level: 2
Initiation Action: 1 standard action
Range: 60 ft.
Area: Line
Duration: Instantaneous

With the patience of a monk watching a lotus flower bloom, a gunslinger can watch the bullet blossom forth from the barrel of his gun, its path guided by calm mind, steady eye, and a quick finger on the trigger. The blossom of iron petals has let a lone gunman slay mobs of foes with a single shot.

When you initiate this maneuver, you make a single attack with a firearm or ray weapon as a line attack. You make a single attack roll, and use that for each foe in the area of this maneuver to determine if the attack hits them. However, starting with the third foe, you take a -5 penalty on the attack roll for every target past the first two: -5 for the roll against the third, -10 against the fourth, and so on, to a maximum of -20 against the sixth. If the attack misses a single foe, then it stops, and does not apply to any further foes behind them. You make a separate damage roll for each opponent hit by the attack.


Blossom of Righteous Fire
Black Rain (Strike)
Level: 5
Prerequisite: Two Black Rain maneuvers
Initiation Action: 1 standard action
Range: 60 ft.
Area: Line
Duration: Instantaneous

A master gunslinger can perceive in the most fleeting seconds the countless geometries of the battlefield, immediately knowing the path his bullet must take to down his foes.

When you initiate this maneuver, you make a single ranged attack with a firearm or ray weapon as a line attack. You make a single attack roll, and use that for each foe in the area of this maneuver to determine if the attack hits them. If the attack misses a single foe, then it stops, and does not apply to any further foes behind them. You make a separate damage roll for each opponent hit by the attack, and the attack deals an additional +6d6 damage.

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Boomjump
Black Rain (Rush)
Level: 4
Initiation Action: Full-Round Action
Range: Personal
Target: Self
Duration: Instantaneous
Saving Throw: None and Fortitude Negate

As a part of initiating this rush, make a Jump check and a ranged attack (against a square or creature). As long as the jump is made on the opposite direction as the ranged attack, you gain your initiator level as a bonus on the Jump, are treated as if you had a running start, the height of your jump is not limited by your height and you use the same formula for vertical jump as horizontal jump. Neither the attack nor the movement provoke attack of opportunity.

If you are adjacent to the target of your firearm attack and the attack hit, you also knock them back half your jump distance in the opposite direction as yours unless it succeed a Fortitude save (DC 14 + your highest mental ability modifier). If moved this way, it must make a DC 15 Balance check or fall Prone.

This maneuver is a supernatural ability.



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Cruel Shrapnel Cascade
Black Rain (Strike)
Level: 6
Prerequisite: Two Black Rain maneuvers
Initiation Action: 1 standard action
Range: Firearm attack
Target: One creature
Duration: 5 rounds
Saving Throw: Fortitude negates

With a flick of his wrist and a cruel gaze, a gunslinger can casually dispense mutilation, razing his foe’s flesh with bullets that splinter into shards of lead.

As part of this maneuver, you make a single ranged attack with a firearm or ray weapon against an opponent. If the attack hits, the foe hit must make a Fortitude save, DC 16 + your highest mental ability score, or suffer one of the following effects, based on which body part you targets:

  • Arms: Your bullet shreds the foe’s arm muscles, rendering it almost useless. They take 4 Strength damage, and temporarily lose the use of one of their arms, dropping whatever they are holding in it at the time.
  • Legs: Your bullet scatters shrapnel throughout your foe’s legs, leaving them all but unable to stand. They take 4 Dexterity damage and suffer a -10 ft. penalty to all movement forms and a -10 penalty on all Balance, Climb, Jump, Swim, and Tumble checks.
  • Vitals: Your bullet pulps your foe’s innards, leaving them a bleeding, haggard wreck. They take 2 Constitution damage and take 1d12 damage each subsequent round.

The additional effects last for 5 rounds. Healing the ability damage also ends the effects, but a Heal check or normal magical healing cannot end them. Some foes may not be affected by certain called shots. A creature lacking arms, tentacles, claws, or similar appendages cannot be affected by an arms shot; a creature lacking any legs, wings, fins, or similar propulsive appendages cannot be affected by a legs shot, and creature lacking a discernible anatomy (any creature immune to sneak attack damage) is immune to a vitals shot.

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Curve the Bullet
Black Rain (Boost)
Level: 1
Prerequisite: One Black Rain Maneuver
Initiation Action: Swift
Range: Personal
Target: Ranged Attack
Duration: Concentration + 1 Round
Saving Throw: None

The initiator imbues her next bullet with psychic energy, allowing her to guide it with her thoughts. After initiating, until the end of your turn the next attack you make with a firearm does not need to follow a straight line, instead the initiator has the bullet move as if it was a creature.

The bullet has a fly speed with poor maneuverability equal to half its range increment and may take two 'move actions' immediately upon being fired. The initiator directly controls the path the bullet takes, but does not see through it. If the bullet leaves her line of sight for 1 round, the effect ends as it strikes an obstacle. The initiator may have enough knowledge of a previously seen area to navigate the bullet without ending the effect, at the GM’s discretion.

The initiator may concentrate as a standard action and keep the bullet in flight for multiple rounds, each time she concentrates the bullet takes another two move action. If the bullet is midair and the initiator fails to concentrate on it, it falls harmlessly to the ground.

If the bullet enters another creature’s square, you make the attack roll as normal without any penalties from range. The attack carries any effects from the initial shot, such as extra damage from a strike and any additional effect the strike carries. If the initiator does not have line of sight to the target, the attack has a 20% miss chance against it. If the attack miss for any reason the effect ends.

This maneuver is a supernatural ability.



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Danger Zone
Black Rain (Stance)
Level: 5
Prerequisite: Need three Black Rain maneuvers
Initiation Action: Swift Action
Range: Personal
Target: Self

They won't escape you this time, not when you have your eyes and trigger finger right on them.

While in this stance you gain the benefits of the Combat Reflexes feat, except it is keyed to your highest mental ability score and stack with the actual feat. When armed with a discipline ranged weapon, you may make attacks of opportunity against opponents who provoke them within 30' of you. Creatures are aware of this fact and may still use Tumble to avoid provoking from movement.


Deadeye Shot
Black Rain (Strike)
Level: 4
Prerequisite: One Black Rain maneuver
Initiation Action: 1 round
Range: 60 ft
Targets: One creature/level
Duration: Instantaneous
Saving Throw: None

It's high noon...

You line up your shots over the course of 1 round, and at the beginning of your next turn you make a single ranged attack against all opponents in range. This attack benefits from true strike. The same attack and damage roll applies to all creatures, and it counts as firing only one piece of ammunition.


Deadeye Sniper Gaze
Black Rain (Stance)
Level: 6
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

With a good rifle, a trusty scope, and a bit of luck, any soldier can manage to snipe down an enemy from a few hundred yards. A master gunslinger needs neither rifle, nor scope, nor luck — with but a pistol, he could down a foe before his enemy could even see him.

While in this stance, you ignore all range penalties on attack rolls, as well as all miss chances from concealment, except for that from total concealment.

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Deadland Walker's Shade
Black Rain (Stance)
Level: 1
Prerequisite: Need one Black Rain maneuvers
Initiation Action: Swift Action
Range: Personal
Target: Self

Only a stranger would walk the deadland, a strange that walk in the shade of the sun and in the shade of the Gods.

While in this stance you are under a constant extraordinary endure elements (heat only) and undetectable alignment effects. You count as True Neutral when dealing with spells or effects whose effectiveness is based on your alignment whenever doing so would be advantageous. This second effect is a supernatural ability.



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Dive for Cover
Black Rain (Rush)
Level: 2
Prerequisite: One Black Rain maneuver
Initiation Action: Move
Range: Personal
Target: Self
Duration: Instantaneous
Saving Throw: None

Now that what I call multitasking!

As you initiate this maneuver you move your speed, you gain a +20 increase to your land speed for that movement. During that movement you may draw or sheath your weapon and/or reload your firearm as a free action that do not provoke an attack of opportunity. If your movement end in cover, you gain a +2 morale bonus to AC and attack against targets who are hindered by your newly found cover.



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Dust Devil Shot
Black Rain (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous

Deserts are haunted by dust devils, mysterious twisters of sand that few understand. Fewer still understand the maneuver named for them, the elaborate dust devil shot. With a steady hand and a quick mind for geometry, a gunslinger can ricochet his shot off one foe into a second, allowing him to quickly even the odds.

As part of this maneuver, you make a single ranged attack with a firearm or ray weapon against an opponent. If the attack hits, you may have the shot ricochet to strike an additional foe within 10 ft. of the first one. You make new attack and damage roll for the ricocheted shot.


Ebon Lotus Blossom Mandala
Black Rain (Strike)
Level: 9
Prerequisite: Four Black Rain maneuvers
Initiation Action: 1 standard action
Range: 60 ft.
Area: Line
Duration: Instantaneous

At the peak of the gunslinger’s art, there lies the ebon battle mandala, the swirling ring of black lotus petals that is uncompromising death for the gunslinger’s foes. To draw up this mandala, the gunslinger closes his eyes, seeing the battlefield with his very soul.

When you initiate this maneuver, you make a single ranged attack with a firearm or ray weapon as a line attack. The attack ignores all miss chances from concealment, even total concealment, and for impaired vision or invisible foes — even with your eyes closed, you take no penalty. The attack automatically hits every foe in the maneuver’s area, and automatically threatens a critical hit. You make a separate confirmation roll for each opponent, and a separate damage roll for each opponent hit by the attack. The attack deals an additional +15d6 damage, which increases to +25d6 if you confirm the critical hit. In addition, because the ebon lotus blossom mandala reveals any weaknesses a foe has, not just those of living foes, the critical hit damage and bonus damage from the maneuver still applies against foes normally immune to critical hits (such as undead).


Elegant Execution
Black Rain (Boost)
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round or Instantaneous (see text)

Mercy comes from the barrel of a gun, the warm kiss of iron that ends the misery of the wounded.

This maneuver has two uses: first, it can be used to enhance attacks made executioner-style, at close range. For one round, any firearm or ray weapon attack you make against an opponent within 30 ft. of you deals an additional 1d6 damage, +1/initiator level. If they are within 10 ft., the attack instead deals an additional 2d6 damage, +1/initiator level.

Alternatively, this maneuver can be used to rapidly dispatch a fallen foe. As part of this maneuver, you may make a coup de grace attack with a firearm or ray weapon against any opponent who is helpless and within the first range increment of the gun you are attacking with. Delivering a coup de grace with this maneuver does not provoke an attack of opportunity.


Flawless Moxie
Black Rain (Stance)
Level: 3
Prerequisite: Need two Black Rain maneuvers
Initiation Action: Swift Action
Range: Personal
Target: Self

A true gunslinger need grit, moxie and enough ammo.

While in this stance you position yourself for maximum shooting speed and steel your heart from fear, after all if you can shoot fast enough nothing can scare you.

Firstly you gain the benefits of the Rapid Shot feat when attacking with firearms. If you already possess the feat you do not take the -2 penalty to attack. However whenever you make an attack you take a cumulative -1 penalty to AC until the start of your next turn.

Secondly as long as you have a loaded firearm drawn you cannot be Intimidated and gain a bonus on Will saving throws against [Fear] effect equal to half your initiator level


Gather the Storm
Black Rain (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous

Reloading a fired gun is an awkward and ponderous task — ejecting the used cartridge, pouring in black powder, loading a ball, ramming it down. But with a quick hand, a masterful finesse, and a through knowledge of the mechanisms of a firearm, such a task can be done in seconds.

When you initiate this maneuver, you may load any firearm you are holding. In addition, this maneuver allows you to load a gun even if you cannot use your hands — if, for example, you are holding a pistol in each hand, or have your hands tied behind your back. Through superhuman feats of coordination you can use your mouth, feet, and all your body to help load a gun, as long as you are not fully incapable of movement.


Heaven-Shattering Volley
Black Rain (Boost)
Level: 8
Prerequisite: Three Black Rain maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: One round

Nothing survives the onslaught of a master gunslinger — even the gates of heaven would fall before his righteous steel. His bullets pierce even the most powerful bulwarks, leaving nothing but the flow of blood behind.

For the duration of this ability, any ranged attack you make with a firearm or ray weapon ignores damage reduction. In addition, every firearm attack you make leaves a bleeding wound, causing the foe hit by it to take 3 points of damage each subsequent round. The wounds are so grievous that neither magical healing nor normal Heal checks can stop their flow, though they can heal the damage after it has happened. Regardless of how many attacks you hit a creature with, the damage from bleeding is only 3 per round.


Hot-Blooded Gunman Bravado
Black Rain (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

A true gunslinger must have a deft hand, a calm mind, an unshakable will — but above all, he must have hot blood flowing through his veins, an unconquerable assurance in himself. Gunman who thrive on such bravado can take risky shots with potentially devastating consequences.

While in this stance, before you make an attack roll with a ranged weapon (even one that is not a firearm), you may take a penalty on all ranged attack rolls for that round of up to your base attack bonus. If you do, then you gain a bonus equal to the penalty you took on all ranged damage rolls you make in that round.


Inglorious Maiming Shot
Black Rain (Strike)
Level: 4
Prerequisite: One Black Rain maneuver
Initiation Action: 1 standard action
Range: Firearm attack
Target: One creature
Duration: 5 rounds
Saving Throw: Fortitude negates

Nothing is more cruel than a bullet in the guts, the cruel, bleeding wound it leaves. Such a shot all but guarantees a slow and miserable death that is worlds apart from the clean kill of a shot to the head.

As part of this maneuver, you make a single ranged attack with a firearm or ray weapon against an opponent. If the attack hits, the opponent must make a Fortitude save, DC 14 + your highest mental ability score, or take 2 points of Constitution damage. In addition, they suffer a grievous bleeding wound, causing them to take 1d6 damage each subsequent round for 5 rounds. Magical healing equal to the amount of damage dealt by this strike or a Heal check with DC equal to 14 + your highest mental ability score ends the bleeding. If the bleeding is not healed before the end of the 5 rounds, then the foe takes an additional 2 Constitution damage. Foes that are immune to precision damage are immune to the Constitution damage and bleeding from inglorious maiming shot.


Iron Caress
Black Rain (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Firearm attack
Target: One creature
Duration: 5 rounds
Saving Throw: Fortitude partial

Anyone can fire blindly into a mass of soldiers, knowing that their ball of lead will most likely hit a foe. But only a true artist of the gun can aim with superhuman precision, picking out the precise point on their target they wish to hit and then firing flawlessly. As part of this maneuver, you make a single ranged attack with a firearm or ray weapon against an opponent. If the attack hits, the foe hit must make a Fortitude save, DC 11 + your highest mental ability score, or suffer one of the following effects, based on which body part you targets:

  • Arms: Your bullet lodges itself in your victim’s hand, hindering their use of it. They take a -1 penalty on all attack and damage rolls.
  • Legs: Your bullet pierces the muscles of your foe’s legs, slowing their every movement. They take a -5 penalty on all Balance, Climb, Jump, Swim, and Tumble checks.
  • Vitals: Your bullet leaves a messy, bleeding wound. Each subsequent round, the foe takes an additional point of damage.

The additional effects last for 5 rounds. Magical healing equal to the amount of damage dealt by this strike or a Heal check, DC 11 + your highest mental ability score, also ends the effects. Some foes may not be affected by certain called shots. A creature lacking arms, tentacles, claws, or similar appendages cannot be affected by an arms shot; a creature lacking any legs, wings, fins, or similar propulsory appendages cannot be affected by a legs shot, and creature lacking a discernible anatomy (any creature immune to sneak attack damage) is immune to a vitals shot.


Lord of Arms
Black Rain (Stance)
Level: 8
Prerequisite: Four Black Rain maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

No man dares cross the true masters of the Black Rain, those gunslingers who claim the title Lord of Arms. They have drawn their weapons into their souls, becoming one with their arsenal.

While in this stance, any firearm or ray weapon you wield is treated as being aligned with both aspects of your alignment for overcoming damage reduction, and cannot be sundered or disarmed. Whenever a martial maneuver allows you to make a melee attack, you may instead make a ranged attack with a firearm or ray weapon. In addition, while in this stance, you gain the full benefits of both the hot-blooded gunman bravado and righteous devil gunslinger stances. Finally, as an immediate action, you may make a firearm or ray weapon attack to parry a ranged attack, as the smoking steel parry maneuver.

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Quickest Gun in the West
Black Rain (Boost)
Level: 3
Prerequisite: One Black Rain maneuver
Initiation Action: Swift
Range: Personal
Target: Self
Duration: Instantaneous and 1 Round
Saving Throw: None

Quick on the holster, quick on the trigger, quick on your feet if you miss

You are trained to be the fastest son (or daughter) of a gun in the whole damn area. As you initiate this maneuver you make a single extra attack at your highest attack bonus as part of initiating this maneuver, all attack made this round suffer an additional -2 penalty (including this one). After the attack is resolved, you may reload your firearm as a free action that do not provoke attack of opportunity.

For each unintentionally missed attack made, you gain a cumulative +5 bonus to your land speed (up to a maximum of your base land speed) when moving away from any opponent you missed. This bonus last until the end of your next turn.



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Righteous Devil Gunslinger
Black Rain (Stance)
Level: 5
Prerequisite: Two Black Rain maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

A master gunslinger can be a righteous man, a defender of the innocent; or he can be a cruel and ruthless devil. But whatever he is in his heart of hearts, his soul is a thing of refined glory, a shining exemplar of good or evil. Legendary gunslingers wield their guns not with their hands but with their very souls, their bullets forged from their own spirit.

While in this stance, your ki infuses your guns. Whenever you fire your gun, if it is unloaded, the ki coalesces into a bullet and powder, allowing you to fire your gun without having to ever reload. In addition, the bullets of ki retain a link to you, allowing you to control their motion. You do not have to shoot in a straight line with firearms or ray weapons — instead, you may include a single 90 degree turn in the path of a shot.


Scarlet Battle Mandala
Black Rain (Strike)
Level: 7
Prerequisite: Three Black Rain maneuvers
Initiation Action: 1 standard action
Range: Firearm attack
Target: One creature
Duration: Instantaneous

Every gunslinger eventually learns the anatomy of violence, the countless points on the mortal body that produce spectacular wounds when struck with a flying piece of lead, whether by studying medical texts or simply observing the results of their victories. But only once they can call up this knowledge as reflexively as they would draw their gun, aiming for vital weaknesses without thinking, can they master the scarlet battle mandala. As they enter the meditation to call it up, countless elegant red rings manifest in their vision, circling in on their foes’ weak points. Blood surges into the vessels of the gunslinger’s eyes for a split second, causing his eyes to flash a deep crimson.

As part of this maneuver, you make a single ranged attack with a firearm or ray weapon against an opponent. The attack automatically hits regardless of your foe’s AC, and ignores any miss chance due to concealment less than total concealment. The attack automatically threatens a critical hit. If you successfully confirm the critical hit, it deals +10d6 damage. In addition, because the scarlet battle mandala reveals any weaknesses a foe has, not just those of living foes, the critical hit damage and bonus damage from the maneuver still applies against foes normally immune to critical hits (such as undead).


Searing Brass
Black Rain, Mystical Rain, Thunder Bolt, Sovereign Storm (Boost) [X-Discipline]
Level: 9
Prerequisite: Five Black Rain, Mystical Rain, Thunder Bolt, or Sovereign Storm maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Maybe in your next life, you won't move quite so predictably.

You gain the benefits of the Combat Reflexes, Improved Combat Reflexes, Punishment Combat Reflexes, and Super Snipe feats for 1 round. This means that you can use ranged attacks to make attacks of opportunity; see Super Snipe for details. In addition, the number of attacks of opportunity you can make during this round is increased by 1 per 4 initiator levels.
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Shoot the Strap
Black Rain (Counter)
Level: 1
Initiation Action: Immediate Action
Range: Ranged Attack
Target: One Flat-Footed Creature
Duration: Instantaneous (See Text)
Saving Throw: Reflex Partial, Will Negate (see text)

The gunslinger couldn't escape the gang, but he knew he could save himself a second or two with a well-placed shot. Sorry Betty, he hoped she's forgive him one day.

As part of initiating this counter make an attack against a flat-footed creature, however instead of targeting the creature itself you target it armor or clothes (same AC). If the attack hit and deal at least 1 point of damage to the armor (accounting it hardness) it sever an important strap and cause it to fall apart. The creature is allowed a Reflex save to catch it (DC 11 + the initiator's highest mental ability modifier), otherwise the armor fall at it feet. A successful save cause the armor to be merely displaced, causing the same penalties as if it was donned hastily.

If this result in the target ending up in a state of undress this maneuver also behave as the Sexy Distraction skill trick, using the target's DC for the skill trick instead of the initiator's maneuver DC. The target must make a Will save or become Immobilized for 1 round as they cover themselves in shame, mindless or shameless creature are immune to this effect.



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Smoking Aim Mantra
Black Rain (Boost)
Level: 5
Prerequisite: One Black Rain Maneuver
Initiation Action: Swift
Range: Personal
Target: Self
Duration: 1 round or until discharged
Saving Throw: None


As you initiate this boost you visualize hitting your target a thousand time in a thousand different situations. As part of initiating this boost, make a DC 20 Concentration check, if you succeed you gain a +20 insight bonus on your next ranged firearm attack, you also ignore the effect of wind on your ranged attack as well as concealment and cover (except total cover) on that attack.



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Smoking Steel Parry
Black Rain (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: 30 ft.
Target: You or one ally
Duration: Instantaneous

In times of desperation and immediate danger, an experienced gunslinger finds that their perception seems to slow down, that everything seems to move much slower. As adrenaline surges through their body, a single moment of perfect action is possible...and if they take it, they can achieve the superhuman.

Smoking steel parry allows a gunslinger to accomplish a task most think impossible, deflecting a bullet with a shot of their own. Whenever an opponent makes an attack with a ranged or thrown weapon against you or an ally within 30 ft. of you, after they make their attack roll, you may initiate this maneuver to make a single attack roll with any firearm or ray weapon you are holding. The target of the attack uses the higher of his AC or your attack roll as his effective AC against his attack. Smoking steel parry cannot be used attacks made with weapons more than one size category larger than the weapon you are holding, and you cannot use it if you are flatfooted or otherwise denied your Dexterity bonus to AC.


Stance of the Coyote
Black Rain (Stance)
Level: 1
Prerequisite: Need one Black Rain maneuvers
Initiation Action: Swift Action
Range: Personal
Target: Self

The Coyote Bandits used their mobility and skills to inflict tremendous casualties on lawmen. They moved with great speed across the battlefield and could track gunpowder by scent.

While in this stance, whenever you initiate a Black Rain strike you may move 10 feet right after. Additionally you gain Scent but only to track firearms users, as you are able to distinguish the smell of black powder with incredible efficiency.


Stare Down Death
Black Rain (Boost)
Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

Some men burn with a fire that will not let them succumb to death, an unconquerable spirit that refuses to go gentle into that good night.

Unlike most maneuvers, you cannot actively initiate stare down death. Instead, if you have it readied (but not necessarily granted, if you are a Crusader) and are reduced to -1 hp or less (but not if you are reduced to -10 hp and die), it is automatically initiated, even if you are not conscious. You immediately make a stabilization check, adding your initiator level to the base 10% chance you have of stabilizing. In addition, if you successfully stabilize, then you regain a number of hit points equal to your Charisma score (not modifier). This maneuver can only be initiated once per encounter, unlike most.


Sublime Marksmanship
Black Rain (Boost)
Level: 3
Prerequisite: One Black Rain maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: One round

Not all gunslingers are bloodthirsty murderers or ruthless vigilantes. Most see the value of ending a fight without fatally wounding a foe, and have thus honed their skills to shoot an enemy’s weapons out of his hands.

For one round, you may disarm foes or sunder weapons with ranged attacks (even if they are not made with firearms) without the usual penalty for doing so.


Trance of Unhesitating Speed
Black Rain (Counter)
Level: 4
Prerequisite: Two Black Rain maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

Without even thinking, a gunslinger might find that he has already drawn his gun and shot his foe down before he has even consciously realized the threat to him.

Unlike most maneuvers, you cannot actively initiate trance of unhesitating speed. Instead, if you have it readied at the beginning of an encounter (but not necessarily granted, if you are a Crusader), it is automatically initiated immediately before the first round of combat, even if you are flat-footed. As part of this maneuver, you may draw a single firearm or ray weapon and either load it or make a single ranged attack with it. You are still flat-footed after using this maneuver; your actions are unconscious and you are still not fully aware of the danger to you.