Puppets of Mirth Race of Constucts
Puppets of Mirth Race of Constucts
Puppets of Mirth Race of Constucts
Puppets of mirth are servants created by the King of faeries to entertain the royal family.
Blessed with the grace and impishness of the fae, puppets of mirth are talented fools,
jesters, harlequins, and tricksters.
Physical Description
Puppets of mirth stand about a head shorter than the average human, and are usually very
thin and gaunt. They wear bright and gaudy form-fitting tights or costumes, and make
heavy use of cosmetics. Many wear a painted mask.
Society
Relations
Puppets of mirth, by their nature, exist to entertain and to trick others. Elves and gnomes
can appreciate this, to an extent. Dwarves and half-orcs have a hard time tolerating a
puppet of mirth's shenanigans.
Puppets of mirth are overwhelmingly chaotic. They tend to worship gods of comedy,
luck, roguishness, and gods revered by the fae.
Adventurers
Puppets of mirth are a zany lot whose mission is to inject comedy into the world. Good
puppets of mirth create comedy by entertaining others, while evil puppets of mirth create
situations of incredible tragedy and think it's funny.
Languages: Puppets of mirth begin play speaking Common and Sylvan. Puppets
of mirth with high Intelligence scores can choose from the following: Aklo,
Celestial, Draconic, Elven, and Gnome.
New Feats
Last Laugh
When you let loose your treasure trove, you get the last laugh.
Prerequisites: Comedic treasure trove racial trait, character level 5
Benefits: When you die and activate your comedic treasure trove, every living creature
within a 60 ft. radius takes 1d6 damage per hit die you possessed, and must make a will
save (DC = 10 + 1/2 your hit dice + your charisma modifier) or laugh (as hideous
laughter) for another 1 round per two hit dice you possessed.
Just Plain Funny
Your sense of humor translates extremely well.
Prerequisites: Perform (comedy) 1 rank.
Benefits: Any effect similar to (and including) hideous laughter produced by you
"translates" perfectly regardless of type, and so creatures of different type do not receive
a +4 bonus on their saving throws. You gain a bonus equal to 1/4 your ranks in Perform
(comedy) to your caster level on all mind-affecting compulsion spells that you cast.
__________________
Falling Anvil
It was said that the grand master of this discipline first came upon it when he
missed a turn at Albuquerque.* Some suggest that rather than a discipline that the way of
the Falling Anvil is actually a mental disorder. This is quite plausible, but if so it is a
mental disorder that those whose minds are attuned to the sublime way are especially
prone to. The concept that the sublime way has anything to do with this opening of the
way directly is firmly rejected by proponents of this theory. Rather they claim that those
who still have a small part of them self that wishes they weren't training so hard, or,
indeed that they had never taken up the sublime way at all. This part of them feels that the
power granted by such study really isn't worth the effort, and would rather simply listen
to a good tale they have heard 50 times before than to actually do anything particularly
productive. The opponents of this point of view claim that students of the Falling Anvil
find power in simplicity and ridiculousness. That appreciating that the universe is, in
some sense, one big joke, allows them to direct the tragedy of misfortune befalling others
that is at the core of that cosmic comedy at others while avoiding harm themselves.
Whatever the case, both sides agree that those who have set foot on this path are
extremely vexing foes and that they literally have the universe working in their favor. and
they KNOW it. Martial adepts who have not gone down this road may not be sure
EXACTLY what those who have know, but even such outsiders will acknowledge that
initiates of the Falling Anvil DO know it.**
The other way is to seek out a master of the Falling Anvil discipline–a martial
adept capable of using at least 5th-level maneuvers from the discipline–and training
under him. You must train for a month under the master, and spend 1,000 xp at the end of
your training. Alternatively you must suffer a psychotic episode, and spend at least a
month confined to a sanitarium, or other mental institution, being unsuccessfully treated.
This costs the same 1,000 xp. In either case, you gain the ability to learn maneuvers from
the Falling Anvil discipline, and add Bluff to your martial adept class’s list of class skills.
In addition, you may exchange your maneuvers known for maneuvers of the Falling
Anvil discipline. You may exchange one maneuver of each level, and the new maneuvers
you learn must be of the same level as the exchanged maneuvers, unlike normal.
The associated weapons for the Falling Anvil Discipline are as follows: All
improvised weapons*, bundle of dynamite, club, cannon (American Civil War era),
catapult, cosh (one-handed version of the sap), great club, Maul (AKA Giant Mallet),
spherical bomb, stick of dynamite, trebuchet (maybe?), sap, , and unarmed Strike. If the
practitioner is wearing a magical helmet (magical armor that includes a helmet counts)
then all types of spears also count as associated weapons (thanks to Ninetail for
suggesting this).
* particular favorites include: anvil, broom, cricket bat, 2x4, banana-creme pie,
frying pan, lightning-rail (AKA locomotive), Rolling Pin, Rubber Chicken, safe, seltzer
bottle, and tree-branch.
It should be noted that many Falling Anvil maneuvers refer to things appearing
over the target's head (usually falling on them). In no case does it matter what is above
the target's head before hand. The object appears as low as necessary if it is going to fall
on them, or the effect is created regardless of if the generating object actually comes into
existence if it isn't.
Also note that the ranged touch attacks generated by falling anvil maneuvers do
not provoke attacks of opportunity unless the maneuver specifically states that it does.
Tactical Analysis for players and GMs: The Falling Anvil Discipline provides a
mix of ranged, melee, and very strong defensive measures. The defensive measures are
somewhat limited in that almost all of them place you at some sort of disadvantage in
exchange for the protection they provide.
2nd Level
Eye Poke -- Strike -- Opponent Blinded for 1 round and takes 2 wisdom damage.
Extending Boxing Glove -- Strike -- Ranged attack that deals damage as per your
unarmed strike plus half your initiator level and by-passes damage/regeneration as
if you were a monk of IL+4 level, but Chaotic replaces Lawful.
Unlucky Raincloud -- Strike -- Small cloud appears over opponent, lightning-bolt does
3d6 electricity damage (Reflex half).
Zany Dodge (AKA Action without Thought) -- Counter -- Replace failed reflex save with
Bluff check, but if you succeed you become Confused(Replace with "Fall
Prone"?) for one round.
3rd Level
Anvil Drop -- Strike -- Anvil falls out of sky, dealing 5d6 damage on a successful ranged
touch attack. ((Equivalent to Fan the Flames maneuver.))
Banana Bunch Peel Throw -- Strike -- Thrown banana peels trip opponents moving into
squares.1
Dust Cloud Melee -- Stance -- any melee you are involved in is enveloped in a dust cloud
and prevents flanking, but not sneak attacks (at half dice, rounded down).
Stretchy Dodge -- Stance -- All attacks on you count as touch attacks and can't make
harmful attacks normally, but increase your AC to and every 3rd miss allows you to
immediately make an effective attack.
Unwelcome Kiss --Strike-- Touch attack stuns opponent for one round.
Zany Anatomy -- Counter -- Replace failed fortitude save with Bluff check, but if you
succeed you are Nauseated for one round.
4th Level
Giant Slingshot -- (other) -- Launch yourself and companions great distances, but take
damage.
Give Bomb -- Strike -- Opposed Bluff checks with opponent, loser takes 10d6 fire
damage.
Rubber Chicken Wack -- Strike -- reduce your opponent's sanity.
Safe Drop -- Strike -- Magical, Chaotic, Silvered, Adimintine Chest falls out of sky,
dealing 6d6 Bludgeoning damage on successful ranged touch attack. (Deflected as per
splash weapon on miss?)
Storm-cloud of Misfortune -- Strike -- Small cloud appears over opponent, lightning-bolt
does 6d6 electricity damage (Reflex half).
5th Level
Be Wary Wary Quwiet -- Stance -- Replace Hide and Move Silently checks with Bluff
checks.
Piano Drop -- Strike -- Piano Falls out of the sky, dealing 11d6 Bludgeoning damage in
10'x10' area. Creates difficult terrain.
Pull Yourself Together -- Counter -- Each Slashing attack that hits you deals no damage
or secondary effects, but cuts off one limb or head, or cuts you in half at waist. May re-
attach one part as a move action if physically possible, or as a full round action if not
physically possible.
Wacky Attacky -- Stance -- Your blows do sanity damage as well as physical.
6th Level
Bouncing Escape -- Counter -- Negate attack, gain effects of Jump spell 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 opponent that the previous round.
Fine China Drop -- Strike -- Opponent takes 15d6(half bludgeoning, half slashing)
Chaotic and Magical on failed save, on successful save, becomes flat-footed for next
round.
Give Bundle of Dynamite -- Strike -- Opposed Bluff checks with opponent, loser takes
15d6 fire damage.
Misfire -- Counter -- Opponent attacks self with trap, crossbow, magic item held in hand,
or ranged touch spell.
Paper Thin Disguise -- Stance -- Use bluff skill for disguise checks, no penalties for cross
dressing, if cross dressed, gain +5 bonus on seduction checks against individuals who
ordinary wouldn't be attracted to you.
7th Level
Accursed Thunderhead -- Strike -- Huge Cloud appears over opponent, lightning bolt
strikes for 10d6 electricity damage(Reflex Half) and 2d6 sonic damage(No Save).
Rain of Banana Peels -- Strike -- Banana peels rain from the sky around you, tripping
opponents who enter each square.1
Paint Tunnel -- Strike -- Full round action to paint tunnel on vertical surface. One round
later train deals 20d6 damage in 10' wide path perpendicular as viewed from above to the
vertical surface, length is 20' per initiator level. If surface is non-magical you may use
tunnel as Phase Door before train exits.
Rubber Chicken Wack, Greater -- Strike -- Devastating blow to sanity.
8th Level
Give Box of Dynamite -- Strike -- Opposed Bluff checks with opponent, loser takes 22d6
fire damage.
Not Looking Down -- Stance -- gain horizontal-only Air Walk effect as long as you
remain flat-footed to attacks coming from the sides or below.
Viking Longboat Drop -- Strike -- Longboat falls out of sky, dealing 10d6 bludgeoning
damage in a 10'x50' rectangle (but may be rotated at odd angles in horizontal plane). Area
struck becomes difficult terrain. (Reflex half???)
Worthless Weapon! -- Counter -- On a miss, opponent must make Will save, or spend
next round attempting to sunder that weapon/magic device. If there is an
explosion/retributive strike, you take no damage.
9th Level
Unnecessary Burial -- Strike -- Attack entombs opponent alive(complete with tomb-stone
and a single lily). Depth below surface equals your Bluff check in inches.
If you enter an empty room with a door or climbs into a container with a lid, the
subject can teleport himself of another similar empty object within 50ft. When you
teleport into a room or container, you expose your head and provoke an attack of
opportunity. You must know the location of the room or container you wish to teleport
into. Normally, each teleport is a move action but as an immediate action, you may
transport yourself into a room or container if another creature opens the door or lid. You
may transport yourself into a room or container up to one time per caster level.
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.
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.
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 count 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.
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.
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.
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.
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 Firecracker
Falling Anvil (Strike) [Chaos]
Level: Swordsage 2
Prerequisite: One Falling Anvil maneuver, non-lawful alignment
Initiation Action: 1 standard action
Range: Target's reach or yours, whichever is greater
Target: One Creature
Duration: Instantaneous
A moderately sized fire-cracker with a lit fuse 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 3d6 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).
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.
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
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 for instance), 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.
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.
Last edited by DracoDei; 2012-04-28 at 04:54 PM. Reason: Clarified some of the banana
peel stuff.
Playing: Timoci in 100th level Pentastalt game.
Running: Ruceeglaelsktinag IC OOC (Now accepting applications via PM for anyone
interested when/if I start this up again)
Equestria Begins (Post Hearth's-Warming era My Little Pony game): New Recruiting,
Original Recruiting, OOC, IC
For everything else (including my extensive homebrew) see: Extended Signature
My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.
2009-08-26, 09:03 AM (ISO 8601)
Spoilers
- Top - End - #4
DracoDei
A master-work grand piano (or an upright if solid walls connected by a ceiling block off
part of the area) falls in the area, becoming smashed to pieces in the process (although
Make 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.
One of the oldest and most simple strikes in the repertoire 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.
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.
This maneuver is a supernatural ability.
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 by the peels. Each Banana Peel vanishes separately. 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.
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
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.
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 pauses 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.
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.
Older version of Stretchy Dodge for back-up purposes, and use in the Age of Warriors
Testing (Zany)
Spoiler
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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.
You kill your target automatically if you injure them even slightly... well... for certain
values of "kill".
As part of this strike make a melee attack, if it deals damage, then a hole instantly digs
itself directly behind the target struck, and they fall prone into it, 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.
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 stunned 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 with +5 to-hit 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.
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 of the 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 rime 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.
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.
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).
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.
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.
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?))
Last edited by DracoDei; 2012-04-26 at 01:40 PM.
Playing: Timoci in 100th level Pentastalt game.
Running: Ruceeglaelsktinag IC OOC (Now accepting applications via PM for anyone
interested when/if I start this up again)
Equestria Begins (Post Hearth's-Warming era My Little Pony game): New Recruiting,
Original Recruiting, OOC, IC
For everything else (including my extensive homebrew) see: Extended Signature
My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.
2009-08-26, 09:05 AM (ISO 8601)
Spoilers
- Top - End - #5
DracoDei
Join Date
May 2007
Location
Near Atlanta,GA USA
Gender
Lethal Joke[Tactical]
Eeeeeh, what's up roc? (Note: I PROBABLY should come up with something better than
this for the quote...)
Prerequisites: Tragedy Leads to Comedy, base attack bonus +6, two Falling Anvil
maneuvers.
Benefits: The Lethal Joke feat enables the use of three tactical options.
Of course, your realize this means war?!: To use this ability you must spend at least a full
round action attempting to use diplomatic means (including Animal Empathy) to resolve
a conflict after that individual has attacked you. Your intentions must be genuine, they
must understand your attempt (so talking to an orc in celestial is unlikely to work), and
your terms must be at least as generous as allowing the individual to leave with all their
possessions if they cease hostilities. If they attack you on the following round you gain a
+1 bonus on attack rolls against that individual, +1 to AC versus their attacks, +2 to all
Bluff checks against them, and they take a -1 to saving throws against your Falling Anvil
maneuvers. These bonuses do not stack with themselves, and last 1 hour per initiator
level.
Duck Season!: Whenever you are the target of a attack by an enemy that could have also
targeted a MUTUAL foe, the attack is immediately redirected to that foe, provided it has
fewer hitdice than your Bluff modifier. If it has more hitdice than your bluff modifier
than it may attempt an opposed bluff check against you to negate the effect of this
maneuver. If no check is required, or if you win the opposed check then the attack is
redirected to that foe, and gains +5 to hit and +5 to the DC of any applicable saving
throws, and it automatically threatens a critical hit if capable of such. All subsequent
attacks that the original attacker or any of his allies make that would target you in are
similarly redirected for one full round afterward (with the same bonuses). ((Yeeeeaah...
too weak to be a maneuver, so I am going to make it part of this... MIGHT even give this
feat FOUR options to make up for it... In any case, thanks to Woodsman for pointing out
that I needed to do something for this schtick.))
Make them lose their cool: To use this ability you must hit an opponent with a Falling
Anvil strike that does no hit-point damage. If they do not affect you with an attack
between then and your next turn then they take a -1 morale penalty to AC and to all saves
against your Falling Anvil maneuvers for 1 minute.
Divine Comedy
"Alas poor gall-bladder! I knew him, Heartratio; A fellow of infinite digestive juices, of
most excellent storage capacity; I hath borne him within my body a thousand months;
and now how abhorred in my imagination it is!" - Gibbles the Giggler, hero of the realm,
upon being shot in the chest with an arrow.
Prerequisites: Tragedy Leads to Comedy, Good Alignment, Character level 10, four
Falling Anvil maneuvers.
Benefits: Good aligned beneficiaries of your use of "Tragedy Leads to Comedy" feat may
chose to count the bonus it provides as Divine, rather than Morale and if you use the
option for that feat that requires a d6 roll, gain a +1 morale or divine bonus (again, at
their individual options) to the two saves that do not get the variable bonus.
And by Imp_Fireball we have this one: (EDIT: Not so sure about this one)
Flappy Flappy!
Prerequisite: At least one 2nd level maneuver from the Falling Anvil Discipline, STR 17,
Lighter than 150 pounds
If your total weight (encumbrance included) is lighter than 150 pounds, you may flap
your arms and hover 5ft. above ground for the duration. With a DC 15 STR check, you
can elevate 5ft. By descending at half falling speed, you may completely negate falling
damage. If you are damaged, you must make a FORT save DC equal to 10 + half the
damage you were dealt or drop to the ground prone - alternatively you can ready an
action to land properly and not fall prone.
You may hover for as long as you decide to occupy your arms - that is, your legs or other
limbs are still free to perform actions, but your arms are incapable of doing anything but
flapping for however many rounds you wish to continue hovering. At least two arms are
required to perform this feat.
Eye for Comedy (After some time to consider this should be good to go, at least until
some comments on it come in.)
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 (Should be good for initial playtest unless someone comments, here or via
PM)
"Hey! Catch!"
Prerequisites:
-Maneuvers known: At least one of the following: (?Give Firecracker?), Give Bomb,
Give Bundle of Dynamite, OR Give Box of Dynamite
-Dexterity 13 OR Strength 13
-BAB +5
Benefits: For purposes of the (?Give Firecracker?), 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.
Last edited by DracoDei; 2012-02-05 at 08:07 PM. Reason: Added Divine Comedy
Playing: Timoci in 100th level Pentastalt game.
Running: Ruceeglaelsktinag IC OOC (Now accepting applications via PM for anyone
interested when/if I start this up again)
Equestria Begins (Post Hearth's-Warming era My Little Pony game): New Recruiting,
Original Recruiting, OOC, IC
For everything else (including my extensive homebrew) see: Extended Signature
My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.
2009-08-26, 09:08 AM (ISO 8601)
Spoilers
- Top - End - #6
DracoDei
Join Date
May 2007
Location
Near Atlanta,GA USA
Gender
Vlax's Rubber Chicken (Source is the online sequential art work of Oren Otter, used
with permision.)
Non-Legacy game statistics: +1 Holy Rubber Chicken
- Top - End - #7
DracoDei
Join Date
May 2007
Location
Near Atlanta,GA USA
Gender
This ordinary looking(it doesn't even look like a masterwork weapon) club is actually a
club +1. It also causes 1 point of wisdom damage with each successful hit that inflicts
even 1 point of damage (even non-lethal damage). The true power of this mighty tool of
comedy is that the wielder may beat themselves over the head with it, inflicting no hit-
point damage, but still dealing 1 point of wisdom damage to themselves per hit, to a
cumulative maximum equal to their BAB. As long as the club remains continiously in
their posession they increase their initiator level for determining the effects of falling
anvil maneuvers(including stances) they initiate by one for each such point of wisdom
damage they are currently incurring to a maximum initiator level of 20. They also gain a
competence bonus of equal magnitude(but without a maximum) to all bluff checks made
as part of a falling anvil maneuver or stance. Finally, any self-inflicted wisdom damage
from this weapon never counts against anyone's wisdom score for the purposes of
calculating the DCs of falling anvil maneuvers, in fact, anyone bearing this club while
having at least 10 points of self-inflicted wisdom damage from it increases the DC of all
falling anvil maneuvers by 1 point.
Moderate Enchantment; CL 7th; Craft Magic Arms and Armor, touch of idiocy, creator
must know at least 3 maneuvers from the falling anvil discipline, at least one of which
must be of at least 2nd level; Price 20,300 gp; Cost 10,300 gp + 800 XP.
Last edited by DracoDei; 2012-01-14 at 10:45 PM.
Playing: Timoci in 100th level Pentastalt game.
Running: Ruceeglaelsktinag IC OOC (Now accepting applications via PM for anyone
interested when/if I start this up again)
Equestria Begins (Post Hearth's-Warming era My Little Pony game): New Recruiting,
Original Recruiting, OOC, IC
For everything else (including my extensive homebrew) see: Extended Signature
My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.
2009-08-26, 09:11 AM (ISO 8601)
Spoilers
- Top - End - #8
DracoDei
Join Date
May 2007
Location
Near Atlanta,GA USA
Gender
- Top - End - #9
DracoDei
Join Date
May 2007
Location
Near Atlanta,GA USA
Gender
Throw Nut (or piece of tree bark) (Ex): Thrown nuts (or bits of tree bark) have a range
increment of 20 feet, and a maximum range of 60 feet. They deal no damage, but for
Tittering Brick Squirrels allow them to refresh their maneuver (if they hit). The maneuver
becomes expended without effect if not used within 5 minutes.
Squirrels are very territorial, especially during the mating season, throwing nuts and bits
of tree bark at intruders. Tittering Brick Squirrels will follow up with bricks or flower-
pots falling out of thin air against creatures larger than Diminutive size class (or predators
going after them regardless of size) if the bark pieces and their chittering (which sounds
like a high-pitched giggle) proves ineffective.
Maneuver: Tittering Brick Squirrels may use the Brick Drop maneuver, and may refresh
it by striking a foe with an acorn or bit of bark or what-not. They may substitute a
mechanically identical bombardment of nuts and bits of bark for the brick or flower-pot.
The maneuver becomes expended without effect if not used within 5 minutes of being
readied.
Skills: Tittering Brick Squirrels use their dexterity modifier in place of their strength
modifier for climb and jump checks. They receive a +4 racial bonus to balance, climb,
and jump.
Summoning Tittering Brick Squirrels: Chaotic aligned druids and rangers who (at the
GMs sole discretion) are sufficiently zany, and whose number of levels of martial
initiating classes are high enough to cast the SPECIFIC spell in question if it was their
caster level may add Tittering Brick Squirrels to the creature list for Summon Nature's
Ally I. This means that if they have a single level of a martial initiating class they can
summon 1 with S.N.A. I, if they have at least 3 levels of martial initiating classes they can
summon 1d3 with S.N.A. II, and if they have at least 5 levels of martial initiating classes
then they can summon 1d4+1 with S.N.A. III or higher. Summoned Tittering Brick
Squirrels arrive with their maneuver readied, and it is considered polite to allow them to
throw a final nut or bit of bark at a fallen foe's corpse to recover it before dismissing them
if time allows.
Last edited by DracoDei; 2010-09-07 at 11:44 PM.
Playing: Timoci in 100th level Pentastalt game.
Running: Ruceeglaelsktinag IC OOC (Now accepting applications via PM for anyone
interested when/if I start this up again)
Equestria Begins (Post Hearth's-Warming era My Little Pony game): New Recruiting,
Original Recruiting, OOC, IC
For everything else (including my extensive homebrew) see: Extended Signature
My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.