Elemental Flux

Equal parts martial discipline and magical art form, the discipline of Elemental Flux is a martial art that is said to have roots in the bloodlines of genies and their mortal descendants. By tapping their magical natures, they were able to pioneer a style of fighting that channeled their innate magic into a cohesive fighting style. Those descended from these original genie battle masters passed their talents down through the generations, and the discipline proliferated from there. In the current day, practitioners of Elemental Flux blend arcane elemental energies with martial strikes to create a dizzying of quasi-arcane, magic-infused attacks that spell devastation and ruin to enemies.

*Active Element: Many Elemental Flux maneuvers deal damage of the initiator’s active element’s associated energy type. The four available active elements (and their associated energy type) are air (electricity), earth (acid), fire (fire), and water (cold). A character that knows at least one Elemental Flux maneuver chooses his active element when he readies his maneuvers, and can change it by focusing as a standard action. A character can only have one active element at a time. An Elemental Flux maneuver that deals energy damage gains that damage type as a descriptor.

If a character is psionic, they can change their active energy type whenever they change their active element, and vice versa. A psionic character’s active energy type need not match their active element.

Key Skill: Spellcraft

Associated Weapons: Light Blades, Monk Weapons, Thrown Weapons

Level 1 Maneuvers

Maneuver Type Description
Eldritch Shield Counter You gain energy resistance 10 against a single attack or effect.
Elemental Nimbus Stance You gain variable offensive effects based on your active element.
Embrace the Elements Stance You gain variable defensive effects based on your active element.
Fluctuation Movement Boost You gain a movement method or bonus based on your active element.
Spark Strike Strike Your attack deals +2d4 energy damage.
Variable Flux Strike Your attack has an additional effect based on your active element.

Level 2 Maneuvers

*Requires Level 3

Maneuver Type Description
Arcane Shield Counter You make a Spellcraft check to generate a small shield of force to defend against an attack.
Degrade Resistance Boost Your attacks for one round ignore 10 points of energy resistance of your active element’s associated energy type.
Eldritch Fang Boost Your next attack this round deals +1d4 force damage, overcomes damage reduction, and may stagger the target.
Elemental Strike Strike Your attack has an additional effect based on your active element, and can be augmented for extra damage.
Energy Spark Strike As part of an attack, you fire a ray that deals 3d6 points of energy damage. You can augment to fire a second ray.

Level 3 Maneuvers

*Requires Level 5

Maneuver Type Description
Elemental Flux Stance Stance Your attacks deal +2d6 energy damage. In addition, you gain energy resistance 15 and an additional effect based on your active element.
Energy Jolt Strike You fire a ray that deals 3d6 points of energy damage, plus an additional effect based on your active element.
Lance of Power Strike You create a 30-foot line that deals 5d6 points of energy damage, plus an additional effect based on your active element.
Raging Flux Strike Your melee attack deals +4d6 energy damage and pushes the target back 5 feet for every 10 points of damage dealt.

Level 4 Maneuvers

*Requires Level 7

Maneuver Type Description
Arcane Torrent Strike You fire missiles of force that deal 6d6 points of damage unless the target succeeds at a Reflex save. You can augment to instead fire an area barrage of missiles.
Assay Resistance Boost Your next attack ignores 25 points of energy resistances, overcomes damage reduction, and deals +2d6 energy damage.
Eldritch Consumption Counter Make a Spellcraft check to negate a spell or power targeting you; if you succeed, you heal 5 hit points per level of the effect.
Energy Hammer Strike Your attack deals +6d6 energy damage, plus an additional effect based on your active element.

Level 5 Maneuvers

*Requires Level 9

Maneuver Type Description
Elemental Drive Strike You fire a ray that deals 9d6 points of energy damage and bull rushes the target.
Elemental Absorption Counter You become immune to your active element’s associated energy type, instead healing for half the damage that would be dealt for one round.
Elemental Vortex Strike Your attack deals +8d6 energy damage, plus an additional effect based on your active element.
Enter the Vortex Stance You can fire blasts of energy that deal 4d6 damage, and gain a movement type based on your active element.

Level 6 Maneuvers

*Requires Level 11

Maneuver Type Description
Eldritch Energy Hammer Strike Your attack affects the target as if by a greater dispel magic, dealing additional damage if you dispel an effect.
Elemental Destruction Ring Strike You create a 20-foot burst around you that deals 12d6 points of energy damage, plus an additional effect based on your active element.
Eldritch Fang Flurry Boost Your attacks for one round deal +3d6 force damage, overcome damage reduction, and a struck creature must make a Fortitude save or become blinded for one round.
Nexus of Elemental Retribution Stance You gain resistance 30 to acid, cold, electricity and fire. Some of the damage you absorb is stored and can be unleashed as a burst around you.
Shatter Resistance Boost Your attacks deal +4d6 energy damage for one round. In addition, you ignore energy resistance for one round, and creatures immune to energy damage take half damage, rather than none. You can augment to also reduce the spell resistance of creatures struck.

Level 7 Maneuvers

*Requires Level 13

Maneuver Type Description
Cascade of Elemental Wrath Strike Make a full attack. Each attack deals additional damage equal to 1d6 + your initiation modifier, and you can change your active element as a free action after each attack.
Force Majeure Strike Your melee attack deals +14d6 energy damage. All the damage dealt by the attack is considered energy damage, rather than its normal type. You can augment to instead deal force damage.
Redirecting Flux Counter Make a Spellcraft check to redirect a magical effect to a new target.

Level 8 Maneuvers

*Requires Level 15

Maneuver Type Description
Elemental Breach Boost Your attacks for one round ignore energy resistances and immunities, and overcome damage reduction. Any damage of your active element’s associated energy type is increased by 50%.
Master of the Elements Stance You transform as if under the effect of the elemental body III spell.
Zephyr Flux Strike You transform into energy, teleporting across the battlefield and dealing damage to creatures you touch.

Level 9 Maneuvers

*Requires Level 17

Maneuver Type Description
Strike of Elemental Devastation Strike You fire five elemental rays, each dealing energy damage and an effect based on the element of the ray.
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