PDA

View Full Version : (3.5) [ToB] Question and Falling Anvil Maneuvers by Level(PEACH)



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.

DracoDei
2010-08-26, 09:38 AM
Level 5
Be Wary Wary Quwiet
Falling Anvil (Stance) [Chaos]
Level: Swordsage 5
Prerequisite: 2 Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

We're hunting Twolls... heh heh heh.

You find it much easier to use body language to convince people they don't see or hear you than to actually attempt to remain undetectable... in fact you are so good at it, it even works on creatures such as vermin, undead, and constructs. As long as you are in this stance you may substitute bluff checks for hide and move silently checks. If you do this with a hide check then you do not require cover or concealment to be allowed the check. If your initiator level is at least 18 then you can make such bluff checks even while being observed.
This maneuver is a supernatural ability.

Piano Drop
Falling Anvil (Strike) [Chaos]
Level: Swordsage 5
Prerequisite: 2 Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 1 standard action
Range: 90 feet
Target: 10 foot square
Duration: Instantaneous/End of Combat
Saving Throw: Reflex Half

Crash! (In C sharp, B Flat, and F minor)

A master-workgrand piano (or an upright if solid walls connected by a ceiling block off part of the area) falls in the area, becoming smashed to peices in the process (althoughMake Whole or similar effects may restore it), making the area difficult terrain, and dealing 11d6 damage to each creature in the area. The piano counts as a Chaotic aligned magic weapon for the purposes of damage reduction, regeneration, etc etc. If the initiator level is 21 or greater, the piano also counts as an Epic weapon. A reflex save is permitted for half damage and the DC is 15 + your wisdom modifier. The piano (usual in the form of wreckage, but even if repaired) disappears at the end of combat.
This maneuver is a supernatural ability.

Pull Yourself Together
Falling Anvil (Counter) [Chaos]
Level: Swordsage 5
Prerequisite: 2 Falling Anvil maneuvers, non-lawful alignment
Initiation Action: One free action (Immediate?)
Range: Personal
Target: You
Duration: 1 round

Look ma! Cold-cuts!

You may activate this maneuver any time you take slashing damage. That damage, and all other slashing damage you take for the next full round is negated. Secondary effects, such as poison are unaffected. However each attack that hits painlessly severs some part of your body, if the weapon has the vorpal quality and your head (or at least one of your heads if you have more than one) is currently attached with part is always a head. This does not affect your ability to control you body from a anatomical point of view, although the GM may impose penalties for unusual perspectives. If it would be physically possible for you to do so, you may re-attach a body-part by holding it to the stump as a move action or standard action. If it would not be possible (for instance if both your arms were cut off at the shoulder and you had fallen prone) then you may cause one sever to rejoin for no attiquitely(sp) explained reason as a full-round action. If any sever persists for a number of rounds greater than 1/2 your initiator level then it becomes as if that part had been cut off with a blade. Bleeding may commence at the GMs discretion and you are probably going to want a *Regeneration*, or if was the head, a *Raise Dead* or something. The following table is used for determining where each severe happens.
Roll|Cut line
1|Wrist
2|Elbow
3|Shoulder
4|Hip
5|Knee
6|Cut in half at waist
7|Decapitated
8|Tail, ear, or major portions of hair
This maneuver is a supernatural ability.



Wacky Attacky
Falling Anvil (Stance) [Chaos]
Level: Swordsage 5
Prerequisite: 2 Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 1 standard action
Range: Personal
Target: Self
Duration: Stance

You blows are so wacky they increase the looniness of those they hit.

While in this stance, any attack that you hit with (anything that requires an attack roll, including but not limited to non-damaging and damaging strikes, ray attacks, and weapon attacks) also deals 1 point of Sanity damage, regardless of whether any of its other effects are successful. At 18th level this increases to 2 points of sanity damage.
This stance is a supernatural ability.

Level 6
Bouncing Escape
Falling Anvil (Counter) [Chaos]
Level: Swordsage 6
Prerequisite: 2 Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 1 Immediate Action
Range: Personal
Target: Self
Duration: 1d4 rounds

"Woohoo! Woohoo! Woohoo!"

Immediately after a successful attack roll against you, you may cause that attack to instead miss. You gain the effects of Jump spell with caster level equal to your initiator level and 50% bonus to all movement rates for 1d4 rounds, but must only take movement actions for those rounds, and must end each round further away from that opponent than you started.

Fine China Drop
Falling Anvil (Strike) [Chaos]
Level: Swordsage 6
Prerequisite: 3? Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 1 standard action
Range: 60 feet
Target: One creature
Duration: Instantaneous/One Round
Saving Throw: Reflex Alters

Crash! Shatter! Break!

You gaze coolly at a selected creature and an several shelves worth of masterwork serving ceramic-ware falls on and around them them (no matter how low the ceiling may be). If strikes the ground it the target takes 15d6(half bludgeoning, half slashing) ((change to 10d6 to balance with Accursed Thunderhead? Or power that one up...)), for purposes of overcoming damage reduction, regeneration, etc the china counts as Chaotic and Magically aligned. If your initiator level is at least 21 then it also counts as an Epic weapon for those purposes. This damage may be negated with a reflex save to catch the falling china, however, if the save is successful, the target is flatfooted and may not take any other actions until it it takes a standard action that provokes attacks of opportunity, or a full round action that does not provoke attacks of opportunity to safely dispose of the china. The save has a DC of 16 + your wisdom modifier and may be voluntarily failed as normal. The target is aware of the consequences of both succeeding and failing the save. The china disappears immediately after it deals damage or is safely disposed of.
This maneuver is a supernatural ability.


Give Bundle of Dynamite
Falling Anvil (Strike) [Chaos]
Level: Swordsage 6
Prerequisite: 3 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

Fire in the hole!

A bundle of 7 sticks of dynamite 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 15d6 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.


Misfire
Falling Anvil (Counter) [Chaos]
Level: Swordsage 6
Prerequisite: 2 Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 1 immediate action
Range: Unlimited or 50 feet per initiator level
Target: 1 attacking creature
Duration: Until end of combat, or special.
Saving Throw: Will Negates
You may use this ability immediately after any trap, wand, staff, or attack with a physical weapon (including a natural weapon or unarmed attack) on you fails to have any effect on you. The attacker must make a will save with a DC of 16 + your wisdom modifier or suffer a disabling effect on the device or limb that was used in the attack, and the attack is also rebounded on them as if they had targeted themselves with it, or centered it on themselves. The exception to the rebounding is traps, which only target their creator(s) if they are within 50 feet per initiator level of said trap (if some are and some aren't then only those that are are targetted). This is regardless of the normal range limitations (however small or large) or the mechanisms or spells involved. The exact nature of the disabling effect varies with the type of device or weapon:

Wand, Staff, other spell trigger or spell completion device, or psionic etc equivalents of those things, which was not completely used up in the original attack: Dispelled until end of combat.
Weapon: Minor break (bowstring snaps, grip wrappings on handle come undone rendering so unpredictably slippery that attacking with it is impossible, etc), but requires Craft or Appraise check DC 15+IL to recognize not massively damaged. A DC 15 craft check(in an appropriate craft skill) that takes 1 minute to attempt may be used to repair the damage. This may be retried an unlimited number of times without penalty other than the time used up and may be performed untrained.
Limb used to make a natural or unarmed attack sprained to unusability until end of combat, or a successful Fortitude save with a DC equal to the original will save caused by this maneuver. One such fortitude save allowed at the end of each of victim's turns.
One-Time traps: No additional effect.
Manual-Reset Traps: Repairs with a DC equal to the original construction, and a cost equal to 1/4 of the original must be made before the device will function again on anyone but its original creator(s).


This maneuver is a supernatural ability.


Level 7
Accursed Thunderhead
Falling Anvil (Strike) [Chaos]
Level: Swordsage 7
Prerequisite: 3 Falling Anvil maneuvers, Non-lawful alignment
Initiation Action: 1 standard action
Range: 90 feet
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex Half/Partial

"Interesting weather we are having!"

A great mass of roiling cloud, black as pitch, forms above your designated foe (or doesn't if their isn't enough room for its 50 foot diameter and 200 foot height). In either case a lightning bolt strikes down from above to deal 10d6 electrical damage. A Reflex save DC (17 + your wisdom modifier) is permitted for half the electricity damage. No save is permitted against the 2d6 sonic damage the thunder deals to the target. The cloud (if it exists in the first place) vanishes immediately afterwards.
This maneuver is a supernatural ability.

Rain of Banana Peels
Falling Anvil (Strike) [Chaos]
Level: Swordsage 7
Prerequisite: 3 Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 1 standard OR full round action
Range: 30 feet
Target: Every square within range
Duration: Until Successful Trip or End of Battle

"Ashes! Ashes! You all fall down!"

Banana peels rain from the sky or ceiling.

As per Banana Peel Drop except as above, that the Will save DC is 17 + 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 seperately. More than one can attempt a trip attempt at a given opponent in a turn.

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.
(Thanks to zerombr for the basic idea of including banana slips.)


Paint Tunnel
Falling Anvil (Strike) [Chaos]
Level: Swordsage 7
Prerequisite: 3 Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 1 full round action (until the beginning of next turn)
Range: 20 feet/initiator level
Target: 10 foot wide path 20 feet per initiator level long.
Duration: 2 rounds/Instantaneous
Saving Throw: Reflex Half

Chugga Chugga! Woo! Woo!!!

You whip out a bucket of black paint, and a paint-brush and paint 10 foot square area of a reasonably vertical surface (even a Wall of Force will do) within your reach in the shape of a solid arch. The bottom of the arch much touch a reasonably horizontal surface. You complete the painting just before your next turn. You can be interrupted (by being bull-rushed away from the area), but concentration checks for taking damage are NOT required. Once completed, a series of conductor stones appear heading perpendicularly out from the arch along the ground (or into mid-air if the surface stops, such as if you did this on a piece of disconnected masonry floating on the elemental plane of air). A vague foreboding warns all who notice the stones (DC 0 spot check) that being too close to them is extremely hazardous. If the painted surface is non-magical then until the turn after that you (and ONLY you), may use it as a Passwall effect with a caster level equal to your initiator level. At the end of this period a lightning rail pulling many cars runs the length of the pathway so quickly it counts as an instantaneous effect. The conductor stones and lightning rail immediately vanish when the end of the pathway is reached. The lighting rail train is 10 feet wide, and the pathway has a length equal to 20 feet per your initiator level, or until it runs into a vertical surface, in which case a second false tunnel appears when the train does, and remains just long enough for the train to disappear into it. All in the path of the train take 20d6 bludgeoning damage, but may make a reflex save equal to 17 + your wisdom modifier for half damage. The train counts as a cold-iron, Chaotic aligned magic weapon for the purposes of damage reduction, regeneration, etc etc. If the initiator level is 21 or greater, the train also counts as an Epic weapon.
This maneuver is a supernatural ability.

Rubber Chicken Wack, Greater
Falling Anvil (Strike) [Chaos]
Level: Swordsage 7
Prerequisite: 3 Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 1 standard action
Range: Melee
Target: One Creature

You produce a rubber chicken, modeled on either a celestial or fiendish chicken, whichever matches your alignment most closely, from thin air, and attack your foe with it, striking a mighty blow to 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 2) Sanity loss. This loss may not exceed your ranks in Knowledge(Forbidden Lore).
This maneuver is a supernatural ability.

Level 8
Give Box of Dynamite
Falling Anvil (Strike) [Chaos]
Level: Swordsage 8
Prerequisite: 3 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

"Here... hold this just a sec... I insist."

A moderately sized wooden box with many sticks of dynamite with a lit fuses sticking out of it haphazardly from it appears in two of your hands. 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 (if at least 1 size catagory larger than you) or two (if the same size class as you or smaller) to take it if they have such a(n) appendage(s), dropping one or more objects to the ground in their space if necessary. Make an opposed bluff check against the target. The loser takes 22d6 fire damage as the box 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.

Not Looking Down
Falling Anvil (Stance) [Chaos]
Level: Swordsage 8
Prerequisite: 3 Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

By not looking down you can willfully ignore the effects of gravity. This grants the effects of Air Walk as long as you avoid looking down, however you can only climb 5' for every 20' of horizontal motion. Unfortunately this means that all creatures that do not have at least some part of their body at least 5' above you are effectively invisible to you.
This maneuver is a supernatural ability.

Viking Longboat Drop
Falling Anvil (Strike) [Chaos]
Level: Swordsage 8
Prerequisite: 3 Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 1 standard action
Range: 200 feet
Target: 10 foot by 50(or occasionally shorter) foot area (rotated in any direction (not just 4 or 8) that is on a standard compass)
Duration: Instantaneous/Until end of combat
Saving Throw: Reflex Half

THUD!!! SPLINTER!!! SNAP!!! WHAM!!!

A ship, built in the style of a longship, but slightly smaller, complete with crew, falls out of the sky onto your foes regardless of how low the ceiling might be. It deals 10d6 damage to all in the area, and counts as rough terrain if it lands on a non-liquid. A reflex save is allowed for half damage against a DC equal to 18 + your wisdom modifier. The ship is always 10' wide, and at least 20' long. If it can not assume these minimum dimensions, then it does not appear, the maneuver fails and is wasted. Unless obstacles would prevent it from existing in the orientation you place it in (such as being placed perpendicular to a narrow corridor, it is 50' long. Otherwise it extends until blocked in both directions to assume the maximum length it can (within the 50' limit). If there are merely height variations (such as a trench, rather than a corridor), then treat each square of it as a separate object to determine where it falls to. The longboat counts as a Chaotic-aligned magic weapon for the purposes of damage reduction, regeneration, etc etc. If the initiator level is 21 or greater, the longboat also counts as an Epic weapon. Regardless of where it lands, it breaks apart. It contains 1 10th level Human Barbarian at one end of it (selected by you), and 4 5th level human barbarians plus 10 1st level human barbarians randomly scattered throughout other unoccupied squares of the ship. The barbarians are completely uninjured by the impact. Each barbarians are equipped as per the DMG listings for their class and level, plus are wearing cold-weather gear made of the pelts of yaks (or possibly some other large animal, it is hard to tell under the ryme of sea salt and ice that encrusts them) and their helmets are fitted with horns. The barbarians are considered flat-footed from total bewilderment and take no actions other than to move away from natural hazards at half speed until and unless attacked or you succeed a DC 15 diplomacy check with the leader (who speaks only Common) at which point they will be willing to gather around a keg of mead that was also undamaged in the landing and drink with you until the end of combat, or you or one of your allies attacks them. If attacked (even with an Area of Effect) they will all "wake up" and attack the apparent source of the attack that was directed against them on the next turn (roll their initiative at that time). All products of this maneuver vanish at the end of combat, including the barbarians and all their gear (ESPECIALLY the mead).
This maneuver is a supernatural ability.





Worthless Weapon!
Falling Anvil (Counter) [Chaos, Mind-Effecting]
Level: Swordsage 8
Prerequisite: 3 Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 1 immediate action
Target: One creature
Duration: One round
Saving Throw: Will Negates

You call upon the primal forces of frustration and aggravation to direct your opponent's wrath at the tool in their hands.

You magnify your foes dissatisfaction with failing to strike you a thousand fold. You may activate this maneuver any time an opponent tries to attack you or an illusion he believes to be you (in the second case you must have line of sight and effect to both the illusion and the foe in question) and fails to affect you. An attempted attack that is thwarted by Sanctuary or a similar effect does not qualify since the attack is never carried out, however miss chances, DR, and simple failures of the attack roll count. Just before their next turn the opponent must make a will save with a DC equal to 18 + your wisdom modifier. If they succeed they merely take a -2 penalty to all attack rolls made with that weapon or device until the end of their turn. If they fail they must spend that turn entirely on attempting to bring their every resource to bear in the most effective way to sunder or otherwise destroy the weapon or device they made the attack with. If they succeed in destroying it and still have any actions remaining that turn, they expend those actions attempting to further mutilate (or at least jump up and down on) the pieces. If the object was totally destroyed or the remains are out of their reach (for instance they threw it into lava), they use those actions to complain loudly against the weapon or device for failing them.
Several special cases apply here:

In the case of a bow or crossbow, those are the weapon for this purpose, not the arrows or bolts.
If the attacker carries multiple similar throwing weapons and the attack you countered used one of them and the specific weapon is destroyed (as is the case for Shuriken) or beyond their easy reach, their wrath is directed against the remaining ones on their person.
In the case of a staff of the magi or other item with a Retributive Strike, you are immune to all the effects of said strike.
If the attack was made with an ongoing, personally wielded effect(or an ongoing effect that originates from the person, such as the 2nd edition option for Melf's Minuit Meteors), such as a psi-blade, Mordenkain's Sword, the attacker must dismiss that effect, spend the rest of the time berating themselves for ever learning to create that effect, and may not recreate that effect or invoke a similar one for a number of rounds equal to your charisma modifier (minimum one).


Level 9
Unnecessary Burial(AKA Strike of Perfect Ridiculousness)
Falling Anvil (Strike) [Chaos]
Level: Swordsage 9
Prerequisite: 5 Falling Anvil maneuvers, non-lawful alignment
Initiation Action: 1 standard action
Range: Melee
Target: One Creature

You kill your target automatically if you injure them even slightly... well... for certain values of "kill".


This maneuver is a supernatural ability.As part of this strike make a melee attack, if it deals damage, then a hole instantly digs itself directly behind the target struck(or below them for flying creatures), and they fall prone into it(which might take more than one round if they are flying and high enough up), then the fill material (fist sized rocks if the surface was originally solid stone) fills in the hole above them. A tombstone listing their name, their date of birth, and the current date rises out of the head of the tomb, and a single white lily grows in the center of the fill material (it will be short lived unless the location can support it normally, or if it is transplanted). The depth they are below the surface of the ground is equal to your bluff check in inches.

DracoDei
2010-08-29, 02:48 PM
Bump due to hitting 3rd page with lots of views, but no responses.

DracoDei
2010-09-01, 05:42 PM
Moved Paper-Thin Disguise to 3rd level since most of its utility can be gained through a 1st level spell.

DracoDei
2010-11-08, 11:09 PM
Bumping these two threads (this one, and the main one) because:
Created two new feats, which each enhance a specific set of Falling Anvil maneuvers in some way.
I split "Give Bundle of Dynamite" (which did 20d6 damage) and was at 7th level, into two different maneuvers. A 6th level one that kept the old one's name but now does 15d6 damage, and the new one "Give Box of Dynamite" which does 22d6 damage and is 8th level.

I shall reproduce all of these below, since I am informed by someone in authority is the polite way of doing things (When bumping one's own thread when it is past the necro-zone, which I am further informed is not something it is necessary to ask permision before doing):

Eye for Comedy (A rough draft before I forget the idea)
Having keen eyes to find humor even at long ranges, you can inflict hilarious injury and insult from a greater distance.
Prerequisites:
-Two Falling Anvil Strikes that each meet one of the following requirements: deal bludgeoning damage from a falling object or electricity damage or create banana peels.
-Spot 7 ranks
Benefits: The range on all your Falling Anvil strikes that deal bludgeoning damage from a falling object or electricity damage or create banana peels doubles.




Hot Potato (A rough draft before I forget the idea)
"Hey! Catch!"
Prerequisites:
-Dexterity 13 OR Strength 13
-BAB +5
Benefits: For purposes of the Give Bomb, Give Bundle of Dynamite, and Give Box of Dynamite strikes treat your reach, and the reach of your target as being tripled and you add the higher of your dexterity or strength modifier to your bluff checks involved in such maneuvers.



Give Bundle of Dynamite
Falling Anvil (Strike) [Chaos]
Level: Swordsage 6
Prerequisite: 3 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

"Fire in the hole!"

A bundle of 7 sticks of dynamite 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 15d6 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.


Give Box of Dynamite
Falling Anvil (Strike) [Chaos]
Level: Swordsage 8
Prerequisite: 3 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

"Here... hold this just a sec... I insist."

A moderately sized wooden box with many sticks of dynamite with a lit fuses sticking out of it haphazardly from it appears in two of your hands. 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 (if at least 1 size catagory larger than you) or two (if the same size class as you or smaller) to take it if they have such a(n) appendage(s), dropping one or more objects to the ground in their space if necessary. Make an opposed bluff check against the target. The loser takes 22d6 fire damage as the box 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.




Note that the damage increment on the second one still probably leaves it behind the curve since more and more things will be immune, but it is also much more useful for disarming since it requires two hands.




So... P.E.A.C.H. away!