DracoDei
2010-08-26, 09:37 AM
Having made the Tittering Brick Squirrels (http://www.giantitp.com/forums/showthread.php?t=140707) and gotten a positive response I am looking to make another Falling Anvil (http://www.giantitp.com/forums/showthread.php?p=6800474#post6800474) using creature. DebiHuman suggested something intelligent, and so I will almost certainly have it be something with Int 6 or greater (probably at least 10). I might also mix in some Far Realms (http://www.giantitp.com/forums/showpost.php?p=3410915&postcount=5%20Maneuvers%20of%20Madness) discipline... I was looking for some help picking which Falling Anvil maneuver(s) and/or stance(s) to base the creature around. I am probably aiming for something CR 6 or less, but that doesn't NECESSARILY limit us to low level maneuvers and/or stances.
But, to do that, I think I should go ahead and grant a request that has been made more than once, (but is a large amount of work) and create a by-level rather than alphabetized sort of the full descriptions of the maneuvers. Not sure which list I will be more careful about editing my tweaks into first... but that is a question for the future, not now.
Still looking for comments on balance of course. Note that I don't consider that just because something is meant for humorous games that that changes how it should be balanced. Also, I am wondering if I should spoilerize each level.
Level 1
Banana Peel Drop
Falling Anvil (Strike) [Chaos]
Level: Swordsage 1
Prerequisite: non-lawful alignment
Initiation Action: 1 standard action
Range: Your Unarmed/Natural Attack Reach
Target: One Square
Duration: Until Successful Trip or End of Battle
WHOOPS!
You drop a banana peel into any square you could target with a natural melee or unarmed melee attack (you may move away from it without it vanishing or becoming inactive). The banana peel has an AC of 9 and 2 hitpoints, but is not CONSIDERED damaged by anything other than Acid, Cold (which it takes half damage from), Electricity, or Fire. If anyone other than you enters that square they are subject to a trip attempt (this is specifically NOT an attack of opportunity). They do not get an attack of opportunity either on you or the banana peel. In lew of a touch attack by the banana peel (which can't move under its own power), the target is required to make a Will Save with a DC of 11 + your Wisdom modifer. If they fail, they step on the peel. In the case of someone trying to jump over the square with the peel in it if they fail the Will save they jump onto the peel instead of their intended destination (this consumes movement only for the amount of distance actually traveled, not the distance originally intended). Flying creatures are not effected. For purposes of this Trip attempt the peel counts as a medium sized creature with a strength modifier equal to your Charisma or Wisdom modifier (whichever is higher), and the defender ALSO counts as medium sized for this purpose (regardless of actual size) and MUST oppose the trip attempt with Dexterity, NOT Strength. Stablity bonuses apply as usual. If the defender is tripped the peel vanishes, otherwise the defender is immune to further trip attempts by that particular banana peel for one round. The peel can not itself be tripped. A character who succeeds on their will save to avoid a trip attempt may pick up that particular banana peel and put in a safe place (such as shoving it through their belt) as a standard action that provokes attacks of opportunity provided they don't leave the square before they do so. The peel loses all special properties as soon as it is picked up (except that it still vanishes at the end of combat).
If two or more "active" banana peels generated by the same character (including via items) end up laying in the same square, then the last ones to enter the square disappear.
If you do not have a banana with you to use for the peel, then activating this maneuver is a supernatural ability, however even something that would suppress a supernatural ability can not make the banana peel disappear or stop functioning prematurely once it has been brought into existence.
(Thanks to zerombr for the basic idea of including banana slips.)
Brick Drop
Falling Anvil (Strike) [Chaos]
Level: Swordsage 1
Prerequisite: Non-lawful alignment
Initiation Action: 1 standard action
Range: 20 feet
Target: One creature
Duration: Instantaneous
Crack!
You smile crookedly at a selected creature and a brick or a moderately sized flowerpot complete with moist soil and a blossoming daisy falls towards them (no matter how low the ceiling may be, or even if there is no ceiling). It strikes as a ranged touch attack, and deals 2d6 bludgeoning damage if successful. The brick or flowerpot (including flower and soil) disappears at the end of combat.
This maneuver is a supernatural ability.
Everyday Arsenal
Falling Anvil (Boost) [Chaos]
Level: Swordsage 1
Prerequisite: Non-lawful alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 2 rounds (?)
"Clang! Clang! Clang!" goes the frying pan! "Ring! Ring! Ring!" goes your skull!
For the duration of this boost you take no penalties for wielding improvised weapons, and any improvised weapons you wield could as Silver, Magical and Chaotic for purposed of DR, Regeneration, etc. If your initiator level is 21 or higher they also count as Epic for such purposes.
This maneuver is a supernatural ability.
Pie to the Face
Falling Anvil (Strike) [Chaos]
Level: Swordsage 1(2?)
Prerequisite: Non-lawful alignment
Initiation Action: 1 standard action
Range: Melee
Target: One Opponent
Duration: 1 round
One of the oldest and most simple strikes in the repitiore of the demented is the simple pie to the face.
Producing a banana creme pie from some eldritch dimension, attempt to deliver it to your opponents face. The pie does no damage, but if you succeed on the touch attack then the opponent is blinded for one round, or until they spend a move action to clear their eyes.
This maneuver is a supernatural ability.
Seltzer Spray
Falling Anvil (Strike) [Chaos]
Level: Swordsage 1
Prerequisite: Non-lawful alignment
Initiation Action: 1 standard action
Range: 10 feet
Target: One Creature
Duration: 1 round
Saving Throw: Fortitude Negates
You whip a seltzer bottle out of no-where and spray it at your target. They must make a fortitude save DC 11 + your wisdom modifier or be dazed for one round.
This maneuver is a supernatural ability.
((Since this works out to a short ranged Daze Monster, maybe it should also require a touch attack?))
Stance of the Loony
Falling Anvil (Stance) [Chaos]
Level: Swordsage 1
Prerequisite: Non-lawful alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You can survive almost any attack... but at the cost of your sanity. You may convert incoming hitpoint damage to wisdom burn. This effect occurs after damage reduction, and you may convert some, all, or none of the damage as you take it. This does nothing to alter any other effects other than hitpoint damage, even if you reduce the damage taken to zero(you can't reduce it further than zero). The conversion rate varies based on your Initiator level as explained on the following table.
IL|hp per Wis burn|X|IL|hp per Wis burn
1 |0.75|X|16-18|5
2-3 | 1 |X|19-20|6
4-8 | 2 |X|21-22|7
9-12| 3 |X|23-24|8
13-15| 4 |X|etc..|(IL-7)/2 rounded down
This maneuver is a supernatural ability.
Zany Mind (Also known as "Moment of Imperfect Mind")
Falling Anvil (Counter) [Chaos]
Level: Swordsage 1
Prerequisite: Non-lawful alignment
Initiation Action: 1 immediate action
Range: Personal
Target: You
Your totally mental nature has rendered you as unassailable as the rubbery wall of a padded cell is to its occupant. When someone targets you with a spell that seeks to erode you willpower you preempt them by already having eroded it.
Between your dedication to comedy, short attention span, and supreme inanity, you have discovered, completely by accident, how to resist attempts to subvert your willpower. When you feel such an effect successfully cloud your mind, the seething silliness inside your soul sometimes surges.
You can use this maneuver any time immediately after you fail a will save, before any of the effects of that failed save are resolved. You may make a Bluff check and retroactively use the results of that check in place of the failed will save. A result of a natural 1 on your Bluff check is not an automatic failure, but if you succeed you are Confused for the next round, with the caster of the effect that you replaced the will save against counting as the caster of the Confusion effect. ((Make it so immunity to confusion disallows ability to use this maneuver?))
Level 2
Extending Boxing Glove
Falling Anvil (Strike) [Chaos]
Level: Swordsage 2
Prerequisite: 1 Falling Anvil maneuver, non-lawful alignment
Initiation Action: 1 Standard Action
Range: 60 feet
Target: 1 opponent or object
Saving Throw: Fortitude Negates Stun
You produce a boxing glove on the end of a one handed device build around a set of lazy tongs and send the glove forth to strike an opponent. This deals damage exactly as if it were an unarmed strike performed by you, employing the Stunning Fist and Improved Unarmed Strike feats. Use your strength modifier for the damage bonus, and your dexterity modifier for the to-hit modifier. The DC to resist the stunning effect is 10+1/2 your initiator level+your wisdom modifier, and this does not count against your limit of number of times per day you can use the Stunning Fist feat (assuming you have it, which is utterly irrelevant to the execution of this maneuver). You also gain bonus damage equal to 1/2 your initiator level. Depending on your initiator level the glove may gain various properties for the purposes of bypassing damage reduction, regeneration, etc. These are summarized on the following table.
IL|Types
3-6|Magic
7-11|Magic and Chaotic
12-20|Magic, Chaotic, and Adamintine
21+|Magic, Chaotic, Adamintine, and Epic
Eye Poke
Falling Anvil (Strike) [Chaos]
Level: Swordsage 2
Prerequisite: 1 Falling Anvil maneuver, non-lawful alignment
Initiation Action: 1 standard action
Range: Melee
Target: One creature
Duration: 1 round/Instantaneous
Saving Throw: Will Partial
N'yuk, N'yuk, N'yuk!
They say that the eyes are the windows to the soul... you use this connection to strike at both sight and sanity. As part of this maneuver make a touch attack at -4 to hit (because of the precision of the target). If you hit the target is blinded until the beginning of your next turn, and must make a will save DC 12 + your wisdom modifier, or take 2 points of wisdom damage. This attack deals no hit-point damage.
Unlucky Raincloud
Falling Anvil (Strike) [Chaos]
Level: Swordsage 2
Prerequisite: 1 Falling Anvil maneuver, non-lawful alignment
Initiation Action: 1 standard action
Range: 30 feet
Target: One Creature
Duration: Instantaneous
Saving Throw: Reflex Half
"Every little cloud, likes to sing <electrical sizzle> aloud!" Wareck the Pugilist werebear, while raiding a nest of giant bees for honey.
A Tiny Raincloud zooms in from parts unknown and parks itself directly over the target's head just long enough to deliver a miniature lightning bolt to them for 3d6 damage. A reflex save with a DC of 12 + your wisdom modifier is permitted for half damage.
This maneuver is a supernatural ability.
Zany Dodge (Also known as "Action without Thought")
Falling Anvil (Counter) [Chaos]
Level: Swordsage 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
You have raised doing the exact right thing a the exact right time, for completely the wrong reasons to a high art.
You can use this maneuver any time immediately after you fail a reflex save, before any of the effects of that failed save are resolved. You may make a Bluff check and retroactively use the results of that check in place of the failed reflex save. A result of a natural 1 on your Bluff check is not an automatic failure, but if you succeed you are Confused for the next round, with the caster of the effect that you replaced the reflex save against counting as the caster of the Confusion effect. If you are immune to Confusion, you instead fall prone.
Level 3
Anvil Drop
Falling Anvil (Strike) [Chaos]
Level: Swordsage 3
Prerequisite: 1 Falling Anvil maneuver, non-lawful alignment
Initiation Action: 1 standard action
Range: 45 feet
Target: One creature
Duration: Instantaneous
Klang!
You gaze coolly at a selected creature and an anvil(or other GM approved object) falls towards them (no matter how low the ceiling may be). It strikes as a ranged touch attack, and deals 5d6 bludgeoning damage if successful. The anvil(or other object) disappears at the end of combat. The object is magical and chaotic for the purposes of bypassing damage reduction, stopping regeneration, and other such things. If your initiator level is at least 16th then the anvil is made out of adamintine. If your initiator level is at least 21st then the anvil counts as an Epic weapon for purposes of bypassing damage reduction, stopping regeneration, and other such things.
This maneuver is a supernatural ability.
(EDIT: Updated Oct. 2011 to reduce level that Adamintine is accessed and add in Epic.)
Banana Bunch Peel Throw
Falling Anvil (Strike) [Chaos]
Level: Swordsage 3
Prerequisite: 1 Falling Anvil Maneuver, non-lawful alignment
Initiation Action: 1 standard OR full round action
Range: 30 feet
Target: One Square per 2 initiator levels
Duration: Until Successful Trip or End of Battle
WHOOPS! WHOOPS! WHOOPS!
As per Banana Peel Drop except as above, the will save DC is 13 + your wisdom modifier, and that if you do it as a full round action, then your allies are immune to trip attempts. Each Banana Peel vanishes separately. More than one can attempt a trip attempt on a given opponent in a turn.
If you do not supply the peels (a number of banana peels (already off their respective bananas) equal to the number of squares to be targeted) to be thrown, then activating this maneuver is a supernatural ability, however even something that would suppress a supernatural ability can not make the banana peel disappear or stop functioning prematurely once it has been brought into existence.
(Thanks to zerombr for the basic idea of including banana slips.)
Dust Cloud Melee
Falling Anvil (Stance) [Chaos]
Level: Swordsage 3
Prerequisite: 1 Falling Anvil maneuver, Non-lawful alignment
Initiation Action: 1 swift action
Range: Chain of Melee
Target: You and any group of meleeing creatures you are a part of.
Duration: Stance
Select any enemy who is with your threatened area and whose reach (not necessarily threatened area...) you are within. Then select one enemy or ally who is within the reach of you or that enemy, and repeat this process until you are satisfied or you have selected a number of individuals equal to your initiator level (not including yourself). The GM should then select a spot that he judges to be roughly in the middle of the group of all selected creatures (GMs who have the requisite knowledge-base should guesstimate the center of mass of the group). Each individual then takes a 5' step towards that spot unless blocked using whatever modes of movement it is capable of. Repeat the 5' steps until no more such steps can be taken. In no case does such movement count against the distance a creature may move or provoke attacks of opportunity. All individuals in the group cease to threaten any area. Remove all such creatures from the map-board and replace them with a Dust Cloud Melee that takes up all squares that were part of any member creatures space, and any square/cube surrounded by such spaces in at least one plane. For two-D maps this simply means that any set of squares completely surrounded by the spaces of such creatures is also part of the Dust Cloud Melee.
You may not end this stance voluntarily, including by switching to another stance, as long as you are a member of the group.
Creatures in the group may not be attacked by creatures outside the group with melee attacks, and all such ranged attacks target a random member of the group if single target, or every member of the group if it is an AoE whose area contains at least one full square/cube of the Dust Cloud Melee. Members of the group may not use ranged attacks except if they are multi-target or AoE, and may only specify "a random enemy in the group" or "a random ally in the group" when using a melee or touch range effect or attack. Area of effect effects used by members of the group are considered to have all members of the group in their area, and may be centered at any point within the Dust Cloud Melee for purposes of determining if creatures that are NOT a member of the group are effected.
Even though flanking is not possible within the cloud, any person involved in it may add half of any sneak attack dice they get to all damage they deal to others in the group. This does NOT apply to sudden strike or skirmish.
A creature may attempt to exit the Dust Cloud as if it were a grapple. If successful the GM removes a number of squares of the dust cloud equal to the exiting creature's space, and then the person controlling that character places them anywhere adjacent to the remaining dust cloud. If there are no animate creatures still in the cloud, then the stance ends and all corpses/remnants are removed by the above procedure.
A creature that is adjacent to at least 2 squares of the melee may enter it. Remove their piece from the board, and add the squares of their space to the dust cloud.
Paper Thin Disguise
Falling Anvil (Stance) [Chaos][Mind-Effecting]
Level: Swordsage 3
Prerequisite: 2 Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 1d3x10 minutes or 1 full round action
Range: Personal
Target: You
Duration: Stance
While in this stance, you may substitute Bluff checks for Disguise (http://www.d20srd.org/srd/skills/disguise.htm) checks. You still require a minimal amount of props/make-up, but anything sufficient for a children's play supported only be the minimal sewing, carpentry, etc skills of the participants will do. Better materials do not improve your disguise checks (so a masterwork disguise kit is of no particular help), but if you have at least 5 ranks in Bluff you DO get the usual +2 synergy bonus to disguise checks. The disguise MUST be extreme enough that you DO NOT get the +5 bonus for "Minor details only". For this reason you do not get any bonuses to the disguise for form-altering magic such as Alter Self, Disguise Self, Polymorph, or Shapechange You take no penalties for attempting to disguise yourself as another races, gender, or age category and there is no limit on the height/weight differences or penalty for such. Opposed Spot checks still get the bonuses for familiarity listed in the disguise skill. Attacking causes you to exit this stance. If you exit this stance, any disguise automatically fails against all observers and those particular individuals gain immunity to the effects of this stance for a number of days equal to their hit-dice. Note however that this stance is considered to continue until you change it. Not even death causes you to be considered to exit the stance, although conceivably mind-affecting magic can make you exit it (and attacking ends it).
You gain a +5 bonus on any seduction related checks against a creature fooled by this disguise that would reasonably find your disguised form attractive, PROVIDED they would NOT find your non-disguised form at all attractive in a romantic/sexual way.
You can chose to create the props in question, but they will always be of very poor quality when viewed as a disguise, may not exceed 50 GP actual value, and last only as long as you stay in this stance. In this case donning a disguise only ever takes a single full-round action. If you use any of the abilities in this paragraph, this stance counts as a supernatural ability.
Since this is a Mind-Affecting effect, certain types of creatures may see through the disguise automatically.
Stretchy Dodge
Falling Anvil (Stance) [Chaos]
Level: Swordsage 3
Prerequisite: 2 Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance replace your armor class (including flat-footed, touch, etc) with your 10 + total modifier to Bluff Checks and gain the Mettle, Slippery Mind, and Improved Evasion abilities.
For every third attack(including spells that cause you to roll a saving throw and such like) by a true foe or someone under the influence of a Dominate spell by a true foe that fails to have any effect on you you, you may make one attack at an opponent who has missed you within the last round. This count carries over from round to round for as long as you maintain this stance, but once you earn an attack you must make it immediately or it is wasted. This attack may be an attack action, or any maneuver or offensive spell that may be performed as a Swift, Immediate, Free, or Standard Action. There is no limit to the number of actions you may make in this way per round.
While in this stance you may take no actions except:
Ending this Stance (usually by switching to another one).
Making Counters that do not allow movement or anything that might be considered offensive including attacks.
Using a non-attacking action to refresh one or more of your maneuvers.
Making strikes that have an effect on your allies, and/or a non-movement effect on you. You may not move as a result of such a strike, and all effects of the strike on your enemies are negated. This is useful for such maneuvers as Stone Bones, and Crusader's Strike.
Making the attacks this stance specifically grants you
This prohibition includes, but is not limited to, actions granted by White Raven Maneuvers performed by your allies and attacks of opportunity
You may not fight defensively or use Combat Expertese, or Devoted Bulwark (or other feats that increase your AC, with the sole exception of Dodge) while making such a strike, but you may use feats such as Stone Power.
This maneuver is a supernatural ability.
Older version of Stretchy Dodge for back-up purposes, and use in the Age of Warriors Testing (Zany)
Stretchy Dodge
Falling Anvil (Stance) [Chaos]
Level: Swordsage 3
Prerequisite: 2 Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance you may take no actions except ending this Stance (usually by switching to another one) and making the attacks it grants you. This prohibition includes, but is not limited to, actions granted by White Raven Maneuvers performed by your allies and attacks of opportunity. It does NOT include Counters that do not allow movement or anything else that might be considered offensive including attacks. You replace your armor class (including flat-footed, touch, etc) with your 10 + total modifier to Bluff Checks and gain the Mettle, Slippery Mind, and Improved Evasion abilities. For every third attack(including spells that cause you to roll a saving throw and such like) by a true foe or someone under the influence of a Dominate spell by a true foe that fails to have any effect on you you, you may make one attack at an opponent who has missed you within the last round. This count carries over from round to round for as long as you maintain this stance, but once you earn an attack you must make it immediately or it is wasted. This attack may be an attack action, or any maneuver or offensive spell that may be performed as a Swift, Immediate, Free, or Standard Action. There is no limit to the number of actions you may make in this way per round.
This maneuver is a supernatural ability.
Unwelcome Kiss
Falling Anvil (Strike) [Chaos]
Level: Swordsage 3
Prerequisite: 1 Falling Anvil maneuver, non-lawful alignment
Initiation Action: 1 standard action
Range: Melee
Target: One Creature
Duration: 1d3+1 rounds
Saving Throw: Will Negates
Ignoring all laws of social propriety, battle-field conduct, and disease prevention, you kiss your opponent full on the lips.
As part of this maneuver make a melee touch attack against your foe. If the attack hits they are dazed for 1d3+1 rounds with disgust (or in very rare cases, they will instead be love-struck instead of disgusted, but the mechanical effects are identical). A will save against DC 13 + your wisdom modifier negates the stunning. If they have a bite attack and you miss the touch attack or they make the will save, then they are allowed an attack of opportunity on you but it MUST be with that bite attack (in cases of monsters with multiple heads with differences between their bite attacks you choose which head makes the attack of opportunity). Note that this maneuver does NOT qualify as a mind-influencing effect, and thus (among other things) means that it works perfectly well on constructs, vermin, and undead.
Zany Anatomy (Also known as "Mania over Matter")
Falling Anvil (Counter) [Chaos]
Level: Swordsage 3
Initiation Action: 1 immediate action
Range: Personal
Target: You
You are so disorganized even your organs are misplaced, and your immune system makes the combined tax codes for every year, for every civilization that ever existed, put together, look like Zen simplicity by comparison.
You can use this maneuver any time immediately after you fail a fortitude save, before any of the effects of that failed save are resolved. You may make a Bluff check and retroactively use the results of that check in place of the failed fortitude save. A result of a natural 1 on your Bluff check is not an automatic failure, but if you succeed you are Nauseated for the next round. Immunity to nauseation functions normally against this and does NOT prevent any of the positive effects of this maneuver.
Level 4
Giant Slingshot
Falling Anvil [Chaos]
Level: Swordsage 4
Prerequisite: Two Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 3 full round actions
Range: 200 feet per initiator level
Target: You and up to 1 allied creature per 3 initiator levels (familiars do not count against this limit)
Duration: Instantaneous
"I recommend ACME brand giant slingslots!.... Waaahoohooey!!!!!"
A kit appears in front of you. You may select an aim point, then spend all your actions for the next 3 rounds constructing a giant slingshot on any surface solid enough to walk on. The requisite number of people may load themselves into the slingshot on the third round and you may fire yourselves to the aim point with miss rules as if you each were a catapult stone fired from a catapult (You may substitute Bluff for Profession(Siege Engineer) if you wish). Note that the range is potentially much greater than the range of even a heavy catapult. You all take 1d6 damage per 500 feet or fraction there-of traveled and fall prone on landing. Half this damage (rounded down) is non-lethal, the rest is lethal. Natural and magical flight, Featherfall and all other abilities that could alter the passengers' path of travel or reduce the damage are inactive until after they land. A few notes:
This is NOT a teleportation effect, thus you MUST have a half-plausible ballistic path to the target area.
You yourself MUST be one of the passengers or the device will not function, and the catch is designed to be released from the cup of the slingshot.
The size of the passengers is completely irrelevant. It is entirely possible to load yourself, a druid, a paladin, the paladin's warhorse, and the druid's dire elephant animal companion into the slingshot and launch all of you successfully. (And, perhaps more importantly, it is ridiculously funny to boot... for bonus points fill up any unused slots you have by having your party members summon the largest creatures they can.)
The summoning and vanishing of the materials created by this effect is a supernatural effect, but their use is not.
Give Bomb
Falling Anvil (Strike) [Chaos]
Level: Swordsage 4
Prerequisite: Two Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 1 standard action
Range: Target's reach or yours, whichever is greater
Target: One Creature
Duration: Instantaneous
A present for you!
A spherical bomb with a lit fuse leading out from it appears in your hand. As part of this maneuver you may attempt to give it to an opponent whose reach you are within, and/or who is within your reach. At the very least they must free up an appendage to take it if they have such an appendage, dropping an object to the ground in their space if necessary. Make an opposed bluff check against the target. The loser takes 10d6 fire damage as the bomb explodes in their grasp (or on top of their head if they have no manipulative appendages). The target of this ability must have a charisma score.
This maneuver is a supernatural ability.
Rubber Chicken Wack
Falling Anvil (Strike) [Chaos]
Level: Swordsage 4
Prerequisite: 2 Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 1 standard action
Range: Melee
Target: One Creature
You produce a rubber chicken from thin air, and attack your foe with it, striking at his very sanity. As part of this maneuver, make a touch attack with the rubber chicken it produces. If it hits it deals no hit-point damage, but your opponent must make a Sanity check and take 1 / (Your Initiator level divided by 3) Sanity loss. This loss may not exceed your ranks in Knowledge(Forbidden Lore).
This maneuver is a supernatural ability.
Safe Drop
Falling Anvil (Strike) [Chaos]
Level: Swordsage 4
Prerequisite: 2 Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 1 standard action
Range: 75 feet
Target: One Creature
Duration: Instantaneous/End of Combat
Saving Throw: Reflex Half
A large adamintine chest, coated in Silver-Sheen, and enchanted as a magic, chaotic weapon, falls on a opponent. The chest deals 9d6 damage, and a reflex save versus a DC of 14 + your wisdom modifier is allowed for half damage. The chest is a cube 3 feet on a side and remains until the end of combat. The integral lock is DC 35, And the lid requires a DC 30 strength check to pop if it isn't unlocked. If opened, there is a 70% chance the chest proves to contain three Tiny penguins (who might have been in danger of suffocation if penguins weren't very good at holding their breaths), otherwise it contains a fine portrait in a gilded frame featuring one of the initiator's most embarrassing and/or painful memories. The chest and all it contained vanish at the end of combat.
This maneuver is a supernatural ability.
Storm-cloud of Mis-Fortune
Falling Anvil (Strike) [Chaos]
Level: Swordsage 4
Prerequisite: 2 Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 1 standard action
Range: 30 feet
Target: One Creature
Duration: Instantaneous
Saving Throw: Reflex Half
Flying in with incredible velocity a Small Raincloud pause above the target just long enough to produce a lightning bolt that strikes them for 6d6 damage. This damage may be halved if they succeed a DC (14 + your wisdom modifier) Reflex save.
This maneuver is a supernatural ability.
But, to do that, I think I should go ahead and grant a request that has been made more than once, (but is a large amount of work) and create a by-level rather than alphabetized sort of the full descriptions of the maneuvers. Not sure which list I will be more careful about editing my tweaks into first... but that is a question for the future, not now.
Still looking for comments on balance of course. Note that I don't consider that just because something is meant for humorous games that that changes how it should be balanced. Also, I am wondering if I should spoilerize each level.
Level 1
Banana Peel Drop
Falling Anvil (Strike) [Chaos]
Level: Swordsage 1
Prerequisite: non-lawful alignment
Initiation Action: 1 standard action
Range: Your Unarmed/Natural Attack Reach
Target: One Square
Duration: Until Successful Trip or End of Battle
WHOOPS!
You drop a banana peel into any square you could target with a natural melee or unarmed melee attack (you may move away from it without it vanishing or becoming inactive). The banana peel has an AC of 9 and 2 hitpoints, but is not CONSIDERED damaged by anything other than Acid, Cold (which it takes half damage from), Electricity, or Fire. If anyone other than you enters that square they are subject to a trip attempt (this is specifically NOT an attack of opportunity). They do not get an attack of opportunity either on you or the banana peel. In lew of a touch attack by the banana peel (which can't move under its own power), the target is required to make a Will Save with a DC of 11 + your Wisdom modifer. If they fail, they step on the peel. In the case of someone trying to jump over the square with the peel in it if they fail the Will save they jump onto the peel instead of their intended destination (this consumes movement only for the amount of distance actually traveled, not the distance originally intended). Flying creatures are not effected. For purposes of this Trip attempt the peel counts as a medium sized creature with a strength modifier equal to your Charisma or Wisdom modifier (whichever is higher), and the defender ALSO counts as medium sized for this purpose (regardless of actual size) and MUST oppose the trip attempt with Dexterity, NOT Strength. Stablity bonuses apply as usual. If the defender is tripped the peel vanishes, otherwise the defender is immune to further trip attempts by that particular banana peel for one round. The peel can not itself be tripped. A character who succeeds on their will save to avoid a trip attempt may pick up that particular banana peel and put in a safe place (such as shoving it through their belt) as a standard action that provokes attacks of opportunity provided they don't leave the square before they do so. The peel loses all special properties as soon as it is picked up (except that it still vanishes at the end of combat).
If two or more "active" banana peels generated by the same character (including via items) end up laying in the same square, then the last ones to enter the square disappear.
If you do not have a banana with you to use for the peel, then activating this maneuver is a supernatural ability, however even something that would suppress a supernatural ability can not make the banana peel disappear or stop functioning prematurely once it has been brought into existence.
(Thanks to zerombr for the basic idea of including banana slips.)
Brick Drop
Falling Anvil (Strike) [Chaos]
Level: Swordsage 1
Prerequisite: Non-lawful alignment
Initiation Action: 1 standard action
Range: 20 feet
Target: One creature
Duration: Instantaneous
Crack!
You smile crookedly at a selected creature and a brick or a moderately sized flowerpot complete with moist soil and a blossoming daisy falls towards them (no matter how low the ceiling may be, or even if there is no ceiling). It strikes as a ranged touch attack, and deals 2d6 bludgeoning damage if successful. The brick or flowerpot (including flower and soil) disappears at the end of combat.
This maneuver is a supernatural ability.
Everyday Arsenal
Falling Anvil (Boost) [Chaos]
Level: Swordsage 1
Prerequisite: Non-lawful alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 2 rounds (?)
"Clang! Clang! Clang!" goes the frying pan! "Ring! Ring! Ring!" goes your skull!
For the duration of this boost you take no penalties for wielding improvised weapons, and any improvised weapons you wield could as Silver, Magical and Chaotic for purposed of DR, Regeneration, etc. If your initiator level is 21 or higher they also count as Epic for such purposes.
This maneuver is a supernatural ability.
Pie to the Face
Falling Anvil (Strike) [Chaos]
Level: Swordsage 1(2?)
Prerequisite: Non-lawful alignment
Initiation Action: 1 standard action
Range: Melee
Target: One Opponent
Duration: 1 round
One of the oldest and most simple strikes in the repitiore of the demented is the simple pie to the face.
Producing a banana creme pie from some eldritch dimension, attempt to deliver it to your opponents face. The pie does no damage, but if you succeed on the touch attack then the opponent is blinded for one round, or until they spend a move action to clear their eyes.
This maneuver is a supernatural ability.
Seltzer Spray
Falling Anvil (Strike) [Chaos]
Level: Swordsage 1
Prerequisite: Non-lawful alignment
Initiation Action: 1 standard action
Range: 10 feet
Target: One Creature
Duration: 1 round
Saving Throw: Fortitude Negates
You whip a seltzer bottle out of no-where and spray it at your target. They must make a fortitude save DC 11 + your wisdom modifier or be dazed for one round.
This maneuver is a supernatural ability.
((Since this works out to a short ranged Daze Monster, maybe it should also require a touch attack?))
Stance of the Loony
Falling Anvil (Stance) [Chaos]
Level: Swordsage 1
Prerequisite: Non-lawful alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You can survive almost any attack... but at the cost of your sanity. You may convert incoming hitpoint damage to wisdom burn. This effect occurs after damage reduction, and you may convert some, all, or none of the damage as you take it. This does nothing to alter any other effects other than hitpoint damage, even if you reduce the damage taken to zero(you can't reduce it further than zero). The conversion rate varies based on your Initiator level as explained on the following table.
IL|hp per Wis burn|X|IL|hp per Wis burn
1 |0.75|X|16-18|5
2-3 | 1 |X|19-20|6
4-8 | 2 |X|21-22|7
9-12| 3 |X|23-24|8
13-15| 4 |X|etc..|(IL-7)/2 rounded down
This maneuver is a supernatural ability.
Zany Mind (Also known as "Moment of Imperfect Mind")
Falling Anvil (Counter) [Chaos]
Level: Swordsage 1
Prerequisite: Non-lawful alignment
Initiation Action: 1 immediate action
Range: Personal
Target: You
Your totally mental nature has rendered you as unassailable as the rubbery wall of a padded cell is to its occupant. When someone targets you with a spell that seeks to erode you willpower you preempt them by already having eroded it.
Between your dedication to comedy, short attention span, and supreme inanity, you have discovered, completely by accident, how to resist attempts to subvert your willpower. When you feel such an effect successfully cloud your mind, the seething silliness inside your soul sometimes surges.
You can use this maneuver any time immediately after you fail a will save, before any of the effects of that failed save are resolved. You may make a Bluff check and retroactively use the results of that check in place of the failed will save. A result of a natural 1 on your Bluff check is not an automatic failure, but if you succeed you are Confused for the next round, with the caster of the effect that you replaced the will save against counting as the caster of the Confusion effect. ((Make it so immunity to confusion disallows ability to use this maneuver?))
Level 2
Extending Boxing Glove
Falling Anvil (Strike) [Chaos]
Level: Swordsage 2
Prerequisite: 1 Falling Anvil maneuver, non-lawful alignment
Initiation Action: 1 Standard Action
Range: 60 feet
Target: 1 opponent or object
Saving Throw: Fortitude Negates Stun
You produce a boxing glove on the end of a one handed device build around a set of lazy tongs and send the glove forth to strike an opponent. This deals damage exactly as if it were an unarmed strike performed by you, employing the Stunning Fist and Improved Unarmed Strike feats. Use your strength modifier for the damage bonus, and your dexterity modifier for the to-hit modifier. The DC to resist the stunning effect is 10+1/2 your initiator level+your wisdom modifier, and this does not count against your limit of number of times per day you can use the Stunning Fist feat (assuming you have it, which is utterly irrelevant to the execution of this maneuver). You also gain bonus damage equal to 1/2 your initiator level. Depending on your initiator level the glove may gain various properties for the purposes of bypassing damage reduction, regeneration, etc. These are summarized on the following table.
IL|Types
3-6|Magic
7-11|Magic and Chaotic
12-20|Magic, Chaotic, and Adamintine
21+|Magic, Chaotic, Adamintine, and Epic
Eye Poke
Falling Anvil (Strike) [Chaos]
Level: Swordsage 2
Prerequisite: 1 Falling Anvil maneuver, non-lawful alignment
Initiation Action: 1 standard action
Range: Melee
Target: One creature
Duration: 1 round/Instantaneous
Saving Throw: Will Partial
N'yuk, N'yuk, N'yuk!
They say that the eyes are the windows to the soul... you use this connection to strike at both sight and sanity. As part of this maneuver make a touch attack at -4 to hit (because of the precision of the target). If you hit the target is blinded until the beginning of your next turn, and must make a will save DC 12 + your wisdom modifier, or take 2 points of wisdom damage. This attack deals no hit-point damage.
Unlucky Raincloud
Falling Anvil (Strike) [Chaos]
Level: Swordsage 2
Prerequisite: 1 Falling Anvil maneuver, non-lawful alignment
Initiation Action: 1 standard action
Range: 30 feet
Target: One Creature
Duration: Instantaneous
Saving Throw: Reflex Half
"Every little cloud, likes to sing <electrical sizzle> aloud!" Wareck the Pugilist werebear, while raiding a nest of giant bees for honey.
A Tiny Raincloud zooms in from parts unknown and parks itself directly over the target's head just long enough to deliver a miniature lightning bolt to them for 3d6 damage. A reflex save with a DC of 12 + your wisdom modifier is permitted for half damage.
This maneuver is a supernatural ability.
Zany Dodge (Also known as "Action without Thought")
Falling Anvil (Counter) [Chaos]
Level: Swordsage 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
You have raised doing the exact right thing a the exact right time, for completely the wrong reasons to a high art.
You can use this maneuver any time immediately after you fail a reflex save, before any of the effects of that failed save are resolved. You may make a Bluff check and retroactively use the results of that check in place of the failed reflex save. A result of a natural 1 on your Bluff check is not an automatic failure, but if you succeed you are Confused for the next round, with the caster of the effect that you replaced the reflex save against counting as the caster of the Confusion effect. If you are immune to Confusion, you instead fall prone.
Level 3
Anvil Drop
Falling Anvil (Strike) [Chaos]
Level: Swordsage 3
Prerequisite: 1 Falling Anvil maneuver, non-lawful alignment
Initiation Action: 1 standard action
Range: 45 feet
Target: One creature
Duration: Instantaneous
Klang!
You gaze coolly at a selected creature and an anvil(or other GM approved object) falls towards them (no matter how low the ceiling may be). It strikes as a ranged touch attack, and deals 5d6 bludgeoning damage if successful. The anvil(or other object) disappears at the end of combat. The object is magical and chaotic for the purposes of bypassing damage reduction, stopping regeneration, and other such things. If your initiator level is at least 16th then the anvil is made out of adamintine. If your initiator level is at least 21st then the anvil counts as an Epic weapon for purposes of bypassing damage reduction, stopping regeneration, and other such things.
This maneuver is a supernatural ability.
(EDIT: Updated Oct. 2011 to reduce level that Adamintine is accessed and add in Epic.)
Banana Bunch Peel Throw
Falling Anvil (Strike) [Chaos]
Level: Swordsage 3
Prerequisite: 1 Falling Anvil Maneuver, non-lawful alignment
Initiation Action: 1 standard OR full round action
Range: 30 feet
Target: One Square per 2 initiator levels
Duration: Until Successful Trip or End of Battle
WHOOPS! WHOOPS! WHOOPS!
As per Banana Peel Drop except as above, the will save DC is 13 + your wisdom modifier, and that if you do it as a full round action, then your allies are immune to trip attempts. Each Banana Peel vanishes separately. More than one can attempt a trip attempt on a given opponent in a turn.
If you do not supply the peels (a number of banana peels (already off their respective bananas) equal to the number of squares to be targeted) to be thrown, then activating this maneuver is a supernatural ability, however even something that would suppress a supernatural ability can not make the banana peel disappear or stop functioning prematurely once it has been brought into existence.
(Thanks to zerombr for the basic idea of including banana slips.)
Dust Cloud Melee
Falling Anvil (Stance) [Chaos]
Level: Swordsage 3
Prerequisite: 1 Falling Anvil maneuver, Non-lawful alignment
Initiation Action: 1 swift action
Range: Chain of Melee
Target: You and any group of meleeing creatures you are a part of.
Duration: Stance
Select any enemy who is with your threatened area and whose reach (not necessarily threatened area...) you are within. Then select one enemy or ally who is within the reach of you or that enemy, and repeat this process until you are satisfied or you have selected a number of individuals equal to your initiator level (not including yourself). The GM should then select a spot that he judges to be roughly in the middle of the group of all selected creatures (GMs who have the requisite knowledge-base should guesstimate the center of mass of the group). Each individual then takes a 5' step towards that spot unless blocked using whatever modes of movement it is capable of. Repeat the 5' steps until no more such steps can be taken. In no case does such movement count against the distance a creature may move or provoke attacks of opportunity. All individuals in the group cease to threaten any area. Remove all such creatures from the map-board and replace them with a Dust Cloud Melee that takes up all squares that were part of any member creatures space, and any square/cube surrounded by such spaces in at least one plane. For two-D maps this simply means that any set of squares completely surrounded by the spaces of such creatures is also part of the Dust Cloud Melee.
You may not end this stance voluntarily, including by switching to another stance, as long as you are a member of the group.
Creatures in the group may not be attacked by creatures outside the group with melee attacks, and all such ranged attacks target a random member of the group if single target, or every member of the group if it is an AoE whose area contains at least one full square/cube of the Dust Cloud Melee. Members of the group may not use ranged attacks except if they are multi-target or AoE, and may only specify "a random enemy in the group" or "a random ally in the group" when using a melee or touch range effect or attack. Area of effect effects used by members of the group are considered to have all members of the group in their area, and may be centered at any point within the Dust Cloud Melee for purposes of determining if creatures that are NOT a member of the group are effected.
Even though flanking is not possible within the cloud, any person involved in it may add half of any sneak attack dice they get to all damage they deal to others in the group. This does NOT apply to sudden strike or skirmish.
A creature may attempt to exit the Dust Cloud as if it were a grapple. If successful the GM removes a number of squares of the dust cloud equal to the exiting creature's space, and then the person controlling that character places them anywhere adjacent to the remaining dust cloud. If there are no animate creatures still in the cloud, then the stance ends and all corpses/remnants are removed by the above procedure.
A creature that is adjacent to at least 2 squares of the melee may enter it. Remove their piece from the board, and add the squares of their space to the dust cloud.
Paper Thin Disguise
Falling Anvil (Stance) [Chaos][Mind-Effecting]
Level: Swordsage 3
Prerequisite: 2 Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 1d3x10 minutes or 1 full round action
Range: Personal
Target: You
Duration: Stance
While in this stance, you may substitute Bluff checks for Disguise (http://www.d20srd.org/srd/skills/disguise.htm) checks. You still require a minimal amount of props/make-up, but anything sufficient for a children's play supported only be the minimal sewing, carpentry, etc skills of the participants will do. Better materials do not improve your disguise checks (so a masterwork disguise kit is of no particular help), but if you have at least 5 ranks in Bluff you DO get the usual +2 synergy bonus to disguise checks. The disguise MUST be extreme enough that you DO NOT get the +5 bonus for "Minor details only". For this reason you do not get any bonuses to the disguise for form-altering magic such as Alter Self, Disguise Self, Polymorph, or Shapechange You take no penalties for attempting to disguise yourself as another races, gender, or age category and there is no limit on the height/weight differences or penalty for such. Opposed Spot checks still get the bonuses for familiarity listed in the disguise skill. Attacking causes you to exit this stance. If you exit this stance, any disguise automatically fails against all observers and those particular individuals gain immunity to the effects of this stance for a number of days equal to their hit-dice. Note however that this stance is considered to continue until you change it. Not even death causes you to be considered to exit the stance, although conceivably mind-affecting magic can make you exit it (and attacking ends it).
You gain a +5 bonus on any seduction related checks against a creature fooled by this disguise that would reasonably find your disguised form attractive, PROVIDED they would NOT find your non-disguised form at all attractive in a romantic/sexual way.
You can chose to create the props in question, but they will always be of very poor quality when viewed as a disguise, may not exceed 50 GP actual value, and last only as long as you stay in this stance. In this case donning a disguise only ever takes a single full-round action. If you use any of the abilities in this paragraph, this stance counts as a supernatural ability.
Since this is a Mind-Affecting effect, certain types of creatures may see through the disguise automatically.
Stretchy Dodge
Falling Anvil (Stance) [Chaos]
Level: Swordsage 3
Prerequisite: 2 Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance replace your armor class (including flat-footed, touch, etc) with your 10 + total modifier to Bluff Checks and gain the Mettle, Slippery Mind, and Improved Evasion abilities.
For every third attack(including spells that cause you to roll a saving throw and such like) by a true foe or someone under the influence of a Dominate spell by a true foe that fails to have any effect on you you, you may make one attack at an opponent who has missed you within the last round. This count carries over from round to round for as long as you maintain this stance, but once you earn an attack you must make it immediately or it is wasted. This attack may be an attack action, or any maneuver or offensive spell that may be performed as a Swift, Immediate, Free, or Standard Action. There is no limit to the number of actions you may make in this way per round.
While in this stance you may take no actions except:
Ending this Stance (usually by switching to another one).
Making Counters that do not allow movement or anything that might be considered offensive including attacks.
Using a non-attacking action to refresh one or more of your maneuvers.
Making strikes that have an effect on your allies, and/or a non-movement effect on you. You may not move as a result of such a strike, and all effects of the strike on your enemies are negated. This is useful for such maneuvers as Stone Bones, and Crusader's Strike.
Making the attacks this stance specifically grants you
This prohibition includes, but is not limited to, actions granted by White Raven Maneuvers performed by your allies and attacks of opportunity
You may not fight defensively or use Combat Expertese, or Devoted Bulwark (or other feats that increase your AC, with the sole exception of Dodge) while making such a strike, but you may use feats such as Stone Power.
This maneuver is a supernatural ability.
Older version of Stretchy Dodge for back-up purposes, and use in the Age of Warriors Testing (Zany)
Stretchy Dodge
Falling Anvil (Stance) [Chaos]
Level: Swordsage 3
Prerequisite: 2 Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance you may take no actions except ending this Stance (usually by switching to another one) and making the attacks it grants you. This prohibition includes, but is not limited to, actions granted by White Raven Maneuvers performed by your allies and attacks of opportunity. It does NOT include Counters that do not allow movement or anything else that might be considered offensive including attacks. You replace your armor class (including flat-footed, touch, etc) with your 10 + total modifier to Bluff Checks and gain the Mettle, Slippery Mind, and Improved Evasion abilities. For every third attack(including spells that cause you to roll a saving throw and such like) by a true foe or someone under the influence of a Dominate spell by a true foe that fails to have any effect on you you, you may make one attack at an opponent who has missed you within the last round. This count carries over from round to round for as long as you maintain this stance, but once you earn an attack you must make it immediately or it is wasted. This attack may be an attack action, or any maneuver or offensive spell that may be performed as a Swift, Immediate, Free, or Standard Action. There is no limit to the number of actions you may make in this way per round.
This maneuver is a supernatural ability.
Unwelcome Kiss
Falling Anvil (Strike) [Chaos]
Level: Swordsage 3
Prerequisite: 1 Falling Anvil maneuver, non-lawful alignment
Initiation Action: 1 standard action
Range: Melee
Target: One Creature
Duration: 1d3+1 rounds
Saving Throw: Will Negates
Ignoring all laws of social propriety, battle-field conduct, and disease prevention, you kiss your opponent full on the lips.
As part of this maneuver make a melee touch attack against your foe. If the attack hits they are dazed for 1d3+1 rounds with disgust (or in very rare cases, they will instead be love-struck instead of disgusted, but the mechanical effects are identical). A will save against DC 13 + your wisdom modifier negates the stunning. If they have a bite attack and you miss the touch attack or they make the will save, then they are allowed an attack of opportunity on you but it MUST be with that bite attack (in cases of monsters with multiple heads with differences between their bite attacks you choose which head makes the attack of opportunity). Note that this maneuver does NOT qualify as a mind-influencing effect, and thus (among other things) means that it works perfectly well on constructs, vermin, and undead.
Zany Anatomy (Also known as "Mania over Matter")
Falling Anvil (Counter) [Chaos]
Level: Swordsage 3
Initiation Action: 1 immediate action
Range: Personal
Target: You
You are so disorganized even your organs are misplaced, and your immune system makes the combined tax codes for every year, for every civilization that ever existed, put together, look like Zen simplicity by comparison.
You can use this maneuver any time immediately after you fail a fortitude save, before any of the effects of that failed save are resolved. You may make a Bluff check and retroactively use the results of that check in place of the failed fortitude save. A result of a natural 1 on your Bluff check is not an automatic failure, but if you succeed you are Nauseated for the next round. Immunity to nauseation functions normally against this and does NOT prevent any of the positive effects of this maneuver.
Level 4
Giant Slingshot
Falling Anvil [Chaos]
Level: Swordsage 4
Prerequisite: Two Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 3 full round actions
Range: 200 feet per initiator level
Target: You and up to 1 allied creature per 3 initiator levels (familiars do not count against this limit)
Duration: Instantaneous
"I recommend ACME brand giant slingslots!.... Waaahoohooey!!!!!"
A kit appears in front of you. You may select an aim point, then spend all your actions for the next 3 rounds constructing a giant slingshot on any surface solid enough to walk on. The requisite number of people may load themselves into the slingshot on the third round and you may fire yourselves to the aim point with miss rules as if you each were a catapult stone fired from a catapult (You may substitute Bluff for Profession(Siege Engineer) if you wish). Note that the range is potentially much greater than the range of even a heavy catapult. You all take 1d6 damage per 500 feet or fraction there-of traveled and fall prone on landing. Half this damage (rounded down) is non-lethal, the rest is lethal. Natural and magical flight, Featherfall and all other abilities that could alter the passengers' path of travel or reduce the damage are inactive until after they land. A few notes:
This is NOT a teleportation effect, thus you MUST have a half-plausible ballistic path to the target area.
You yourself MUST be one of the passengers or the device will not function, and the catch is designed to be released from the cup of the slingshot.
The size of the passengers is completely irrelevant. It is entirely possible to load yourself, a druid, a paladin, the paladin's warhorse, and the druid's dire elephant animal companion into the slingshot and launch all of you successfully. (And, perhaps more importantly, it is ridiculously funny to boot... for bonus points fill up any unused slots you have by having your party members summon the largest creatures they can.)
The summoning and vanishing of the materials created by this effect is a supernatural effect, but their use is not.
Give Bomb
Falling Anvil (Strike) [Chaos]
Level: Swordsage 4
Prerequisite: Two Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 1 standard action
Range: Target's reach or yours, whichever is greater
Target: One Creature
Duration: Instantaneous
A present for you!
A spherical bomb with a lit fuse leading out from it appears in your hand. As part of this maneuver you may attempt to give it to an opponent whose reach you are within, and/or who is within your reach. At the very least they must free up an appendage to take it if they have such an appendage, dropping an object to the ground in their space if necessary. Make an opposed bluff check against the target. The loser takes 10d6 fire damage as the bomb explodes in their grasp (or on top of their head if they have no manipulative appendages). The target of this ability must have a charisma score.
This maneuver is a supernatural ability.
Rubber Chicken Wack
Falling Anvil (Strike) [Chaos]
Level: Swordsage 4
Prerequisite: 2 Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 1 standard action
Range: Melee
Target: One Creature
You produce a rubber chicken from thin air, and attack your foe with it, striking at his very sanity. As part of this maneuver, make a touch attack with the rubber chicken it produces. If it hits it deals no hit-point damage, but your opponent must make a Sanity check and take 1 / (Your Initiator level divided by 3) Sanity loss. This loss may not exceed your ranks in Knowledge(Forbidden Lore).
This maneuver is a supernatural ability.
Safe Drop
Falling Anvil (Strike) [Chaos]
Level: Swordsage 4
Prerequisite: 2 Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 1 standard action
Range: 75 feet
Target: One Creature
Duration: Instantaneous/End of Combat
Saving Throw: Reflex Half
A large adamintine chest, coated in Silver-Sheen, and enchanted as a magic, chaotic weapon, falls on a opponent. The chest deals 9d6 damage, and a reflex save versus a DC of 14 + your wisdom modifier is allowed for half damage. The chest is a cube 3 feet on a side and remains until the end of combat. The integral lock is DC 35, And the lid requires a DC 30 strength check to pop if it isn't unlocked. If opened, there is a 70% chance the chest proves to contain three Tiny penguins (who might have been in danger of suffocation if penguins weren't very good at holding their breaths), otherwise it contains a fine portrait in a gilded frame featuring one of the initiator's most embarrassing and/or painful memories. The chest and all it contained vanish at the end of combat.
This maneuver is a supernatural ability.
Storm-cloud of Mis-Fortune
Falling Anvil (Strike) [Chaos]
Level: Swordsage 4
Prerequisite: 2 Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 1 standard action
Range: 30 feet
Target: One Creature
Duration: Instantaneous
Saving Throw: Reflex Half
Flying in with incredible velocity a Small Raincloud pause above the target just long enough to produce a lightning bolt that strikes them for 6d6 damage. This damage may be halved if they succeed a DC (14 + your wisdom modifier) Reflex save.
This maneuver is a supernatural ability.