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. |