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 array of quasi-arcane, magic-infused attacks that spell devastation and ruin to enemies. Elemental Flux’s associated skill is Spellcraft, and its associated weapon groups are light blades, monk, and thrown.

Maneuvers from this discipline are universally supernatural in nature, drawing as they do on the initiator’s ability to manipulate the elements. As such, they are supernatural abilities. In addition, many maneuvers within the Elemental Flux discipline may be augmented and improved by spending one or more points of animus (see the mystic base class or the Tap Animus feat for more details) when initiating the maneuver. Unless otherwise noted, you can only augment an individual maneuver once. Unlike a mystic’s normal animus augmentations, the number of animus points spent on Elemental Flux augmentations is not limited by your mystic level. Instead, you can spend a maximum amount of animus augmenting a maneuver equal to one point plus one additional point of animus for every seven initiator levels you possess. If you have the ability to augment your maneuvers in other ways, such as from a class feature or other ability, this cannot be combined with the augments of Elemental Flux maneuvers; you must choose which augmentation type to use when initiating the maneuver.

Active Elements: 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.

Order of Presentation: In the maneuver lists and descriptions, the maneuvers are grouped alphabetically by level.

Initiator Level: Some maneuvers effects depend on the initiator level, which is usually the character’s level in the class that provides access to martial maneuvers. The word “level” in the maneuver lists always refers to initiator level.

Creatures and Characters: “Creatures” and “characters” are used synonymously in the maneuver descriptions.

Discipline Restrictions Some disciplines carry specific restrictions on when they can be used, as well as specific rules for those disciplines, as defined in that discipline’s maneuver list.

Table: 1st Level Elemental Flux Maneuvers
Maneuver Type Description
Eldritch Shield Counter (A) 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 (A) Your attack deals +2d4 energy damage.
Variable Flux Strike Your attack has an additional effect based on your active element.
Table: 2nd Level Elemental Flux Maneuvers
Maneuver Type Description
Arcane Shield Counter (A) You make a Spellcraft check to generate a small shield of force to defend against an attack.
Degrade Resistance Boost (A) Your attacks for one round ignore 10 points of energy resistance of your active element’s associated energy type.
Eldritch Fang Boost (A) Your next attack this round deals +1d4 force damage, overcomes damage reduction, and may stagger the target.
Elemental Strike Strike (A) Your attack has an additional effect based on your active element, and can be augmented for extra damage.
Energy Spark Boost (A) As part of an attack, you fire a ray that deals 3d6 points of energy damage. You can augment to fire a second ray.
Table: 3rd Level Elemental Flux Maneuvers
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 (A) You fire a ray that deals 3d6 points of energy damage, plus an additional effect based on your active element.
Lance of Power Strike (A) 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 (A) Your melee attack deals +4d6 energy damage and pushes the target back 5 feet for every 10 points of damage dealt.
Table: 4th Level Elemental Flux Maneuvers
Maneuver Type Description
Arcane Torrent Strike (A) 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 (A) 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 (A) Your attack deals +6d6 energy damage, plus an additional effect based on your active element.
Table: 5th Level Elemental Flux Maneuvers
Maneuver Type Description
Elemental Drive Strike (A) 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 (A) 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.
Table: 6th Level Elemental Flux Maneuvers
Maneuver Type Description
Eldritch Energy Hammer Strike (A) Your attack affects the target as if by a greater dispel magic, dealing additional damage if you dispel an effect.
Elemental Destruction Ring Strike (A) 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 (A) 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.
Table: 7th Level Elemental Flux Maneuvers
Maneuver Type Description
Cascade of Elemental Wrath Strike (A) 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 (A) 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 (A) Make a Spellcraft check to redirect a magical effect to a new target.
Table: 8th Level Elemental Flux Maneuvers
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 (A) You transform into energy, teleporting across the battlefield and dealing damage to creatures you touch.
Table: 9th Level Elemental Flux Maneuvers
Maneuver Type Description
Strike of Elemental Devestation Strike (A) You fire five elemental rays, each dealing energy damage and an effect based on the element of the ray.

1st Level

Eldritch Shield

Discipline: Elemental Flux (Counter); Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: Self
Duration: One attack or effect

DESCRIPTION

By drawing upon the elements, you are capable of defending against energy effects. You can initiate this counter when you are affected by an attack, spell, or effect that deals acid, cold, fire, electricity, or sonic damage. You gain energy resistance 10 to each of those energy types against that attack, spell, or effect.

Animus augmentation: You may spend one point of animus to increase this energy resistance to 20.

Elemental Nimbus

Discipline: Elemental Flux (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

Channeling the strength of the elements lends your attacks strength and fury. While you maintain this stance, you gain one of the following benefits, based on your active element:

  • Air: You gain a +2 bonus on attack rolls against opponents wearing metal armor, and your attacks deal an additional 1d6 points of electricity damage. At initiator level 10th, the bonus on attack rolls increases to +4 and the additional damage increases to 3d6.
  • Earth: The strength of the earth empowers your weapon, causing it to deal damage as if it was one size category larger. Starting at initiator level 10th, your weapons instead deal damage as if they were two size categories larger.
  • Fire: Your attacks deal additional fire damage equal to your initiation modifier. At initiator level 10th, this damage increases to be equal to twice your initiation modifier.
  • Water: When you successfully hit an opponent with an attack, they must succeed at a Fortitude save (DC 11 + your initiation modifier) or become staggered for one round. A creature cannot be staggered by this stance more than once per round. The save DC for this stance’s effect increases by +1 at initiator level 5th and at every four initiator levels thereafter.

Embrace the Elements

Discipline: Elemental Flux (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

By filling yourself with the fundamentals of an element, you are capable of altering how your body defends itself in the realm of martial combat. While you maintain this stance, you gain one of the following effects, based on your active element:

Fluctuation Movement

Discipline: Elemental Flux (Boost); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: One round

DESCRIPTION

Coating your feet in the power of the elements, you alter your movement to grant you a burst of speed and maneuverability. This boost has one of the following effects, based on your active element:

  • Air: You can make a single jump this round as a free action, with a +10 bonus to your Acrobatics check.
  • Earth: Your movement ignores difficult terrain for one round.
  • Fire: Your base land speed increases by 10 feet for one round.
  • Water: You can make one turn of up to 90 degrees as part of the move when charging this round.

Spark Strike

Discipline: Elemental Flux (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

By letting the power of the elements flow through you and into your attack, you’re able to strike true with raw primal energies at your unlucky foe. Make an attack. If it hits, it deals weapon damage as normal plus an additional 2d4 points of damage of your active element’s associated energy type.

Animus augmentation: You may spend one point of animus to increase this strike’s additional damage to 3d4.

Variable Flux

Discipline: Elemental Flux (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

Filling your weapon with the power of the elements, you lash out with barely-contained eldritch power. Make an attack. If it hits, it deals weapon damage as normal plus one of the following effects, based on your active element:

• Air If the target is wearing metal armor, wielding a metal shield, or wielding a weapon mostly composed of metal, you gain a +4 bonus on your attack roll.

  • Earth: If your attack hits, the target must succeed at a Will save or become sickened for one round.
  • Fire: If your attack hits, the target must succeed at a Reflex save or catch on fire for 1d4 rounds.
  • Water: If your attack hits, the target must succeed at a Fortitude save or become fatigued for one round.

Saving throws against this strike are DC 11 + your initiation modifier.

2nd Level

Arcane Shield

Discipline: Elemental Flux (Counter)[force]; Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: Self
Duration: Instant

DESCRIPTION

You rely on your unique insight into eldritch powers to create a shield of energy that protects you from an attack. You can initiate this counter in response to a melee or ranged attack (including touch or ranged touch spell attacks) being made against you. Make a Spellcraft check, using your opponent’s attack roll as the DC. If you succeed, the attack is negated. This is a force effect, and may be used to block incorporeal attacks.

Animus augmentation: You may spend one point of animus to have the force shield crumble slowly after the attack rather than vanishing instantly, granting you a +2 shield bonus to your AC until the start of your next turn.

Degrade Resistance

Discipline: Elemental Flux (Boost); Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: 1 round

DESCRIPTION

As a disciple of the Elemental Flux, you understand how to use elements to assault those normally resistant to them. When you initiate this boost, your attacks ignore the first 10 points of energy resistance to your active element for one round.

Animus augmentation: You may spend one point of animus to cause your first attack during the duration of this boost to deal an additional 1d6 points of damage of your active element’s associated energy type.

Eldritch Fang

Discipline: Elemental Flux (Boost)[force]; Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: 1 round

DESCRIPTION

You fill your strike with eldritch energy that overwhelms the senses of your target. After initiating this boost, the next attack you make this round deals an additional 1d4 points of force damage and automatically overcomes damage reduction. If it hits, the target must succeed at a Fortitude save (DC 12 + your initiation modifier) or become staggered for one round.

Animus augmentation: You may spend one point of animus to increase the additional damage of this boost to 2d4.

Elemental Strike

Discipline: Elemental Flux (Strike); Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

You channel the fluctuating power of the elements to land an empowered blow. Make an attack. If it hits, it deals weapon damage as normal plus one of the following effects, based on your active element:

  • Air: If your attack hits, the target must succeed at a Reflex save or be knocked prone from the force of the blow.
  • Earth: If your attack hits, the target must succeed at a Reflex save or take an additional 2d6 points of acid damage at the start of your next turn.
  • Fire: If your attack hits, the target must succeed at a Reflex save or be blinded by the smoke and flames for one round.
  • Water: If your attack hits, the target must succeed at a Fortitude save or become nauseated for one round from the chilling cold.

Saving throws against this strike are DC 12 + your initiation modifier.

Animus augmentation: You may spend up to three points of animus to increase the initial additional damage of this strike by 1d6 per point of animus spent and increase the save DC of this strike by +1 per point of animus spent.

Energy Spark

Discipline: Elemental Flux (Boost); Level: 2
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 swift action
Range: 30′
Target: One or more creatures
Duration: Instant

DESCRIPTION

You fill the air with elemental energy, which explodes as you strike your target. When you make an attack (including a strike), you can initiate this boost to fire a ray of energy at a creature within 30 feet. This ray requires a ranged touch attack to hit and deals 3d6 points of damage of your active element’s associated energy type.

Animus augmentation: You may spend two points of animus to create an additional ray. The rays may be fired at the same or different targets, but both rays must be aimed at targets within 30 feet of you.

3rd Level

Elemental Flux Stance

Discipline: Elemental Flux (stance); Level: 3
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

Filling both your body and soul with the power of the elements, you open yourself up to new powers. While you maintain this stance, your attacks deal an additional 2d6 points of damage of your active element’s associated energy type, you gain energy resistance 15 to your active element’s associated energy type, and you gain one of the following effects, based on your active element:

  • Air: Your speed and perception are heightened, granting you a +4 bonus on initiative checks and a +4 dodge bonus to your AC.
  • Earth: The strength and durability of the earth suffuses your bones, granting you DR 5/adamantine.
  • Fire: Your body is filled with warmth and healing light, granting you fast healing 1. In addition, you glow like a torch as if under the effect of a light spell.
  • Water: Your body is inured against debilitating effects, granting you a +2 bonus on all saving throws.

Energy Jolt

Discipline: Elemental Flux (Strike); Level: 3
Initiation Action: 1 standard action
Range: 30′
Target: One creature
Duration: Instant

DESCRIPTION

You fill the opponent with harmful elemental energy, dealing damage and causing them to suffer debilitating effects. You fire a ray against an opponent within 30 feet. This ray requires a ranged touch attack to hit and deals 3d6 points of damage of your active element’s associated energy type. This strike also has one of the following effects, based on your active element:

  • Air: If your ray hits, the target must succeed at a Fortitude save or be pushed 15 feet away from you in a direction of your choice.
  • Earth: If your ray hits, the target takes an additional 1d6 points of acid damage at the start of your next turn, and must succeed at a Fortitude save or be sickened for a number of rounds equal to your initiation modifier.
  • Fire: If your ray hits, the target must succeed at a Reflex save or take an additional 2d6 points of fire damage at the start of your next turn.
  • Water: If your ray hits, the target must succeed at a Fortitude save or become entangled for a number of rounds equal to your initiation modifier.

Saving throws against this strike are DC 12 + your initiation modifier.

Animus augmentation: You may spend up to three points of animus to increase the initial damage of this strike by 1d6 per point of animus spent and increase the save DC of this strike by +1 per point of animus spent.

Lance of Power

Discipline: Elemental Flux (Strike); Level: 3
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 standard action
Range: 30′
Area: 30′ line
Duration: Instant

DESCRIPTION

With a swing of your blade, you release a rippling line of elemental energy. When you initiate this strike, you create a 30-foot line of energy that deals 5d6 points of damage of your active element’s associated energy type to each creature within its area. This strike also has one of the following effects, based on your active element:

  • Air: The crack of thunder accompanying the lightning deafens creatures for a number of rounds equal to your initiation modifier.
  • Earth: The acid spray also creates a greasy, oily slick, causing creatures who fail their Reflex saves to drop items they are holding as if affected by the grease spell.
  • Fire: The intensity of the flaming blast adds an additional +1 point of damage per die and dazzles each target for a number of rounds equal to your initiation modifier.
  • Water: The icy blast makes surfaces very slippery, and creatures who fail their Reflex saves slip on the ice and fall prone.

Creatures caught in the line can make a Reflex save (DC 13 + your initiation modifier) to take half damage and negate the added effect.

Animus augmentation: You may spend up to five points of animus to increase the damage of this strike by 2d6 per point of animus spent and increase the save DC of this strike by +1 per point of animus spent. The number of points of animus you may spend augmenting this maneuver is not limited by your level; you may always spend up to five points, although the total damage dice for this maneuver may not exceed your initiator level (up to a maximum of 15d6). For example, a 7th-level initiator could spend five points of animus augmenting this maneuver, adding a +5 bonus to his save DC, but he would still only deal 7d6 points of damage.

Raging Flux

Discipline: Elemental Flux (Strike); Level: 3
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

You know how to strike with such eldritch force that it drives your foes backwards. Make an attack. If it hits, it deals weapon damage as normal plus an additional 4d6 points of damage of your active element’s associated energy type. For every 10 points of damage you deal, the target of this attack is pushed 5 feet away from you in any direction. If this movement causes the target to collide with a solid object (such as a tree or a wall), it takes an additional 1d6 points of bludgeoning damage from striking the surface.

Animus augmentation: You may spend one point of animus to push the target an additional 5 feet.

4th Level

Arcane Torrent

Discipline: Elemental Flux (Strike); Level: 4
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 standard action
Range: 60′
Target: One creature
Duration: Instant

DESCRIPTION

You unleash a sudden burst of eldritch energy that surges towards a distant foe. When you initiate this strike, select a target within 60 feet. Magical missiles of explosive force swiftly fly at this target, dealing 6d6 points of force damage to the target unless it succeeds at a Reflex save (DC 14 + your initiation modifier).

Animus augmentation: You may spend two points of animus to instead fire a barrage of force missiles. Instead of this strike’s normal effect, you create a 15-foot burst within 60 feet of you, affecting each creature within its area as if you had targeted them.

Assay Resistance

Discipline: Elemental Flux (Boost); Level: 4
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: 1 round

DESCRIPTION

By directly targeting the elemental essence that suffuses all creatures, you overcome an opponent’s defenses with a powerful attack. Your next attack ignores the first 25 points of energy resistance to your active element’s associated energy type, automatically overcomes damage reduction, and deals an additional 2d6 points of damage.

Animus augmentation: You may spend one point of animus to increase this boost’s additional damage to 3d6.

Eldritch Consumption

Discipline: Elemental Flux (Boost); Level: 4
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: Self
Duration: Instant

DESCRIPTION

You have such an intimate understanding of the underlying nature of magic that you can capture its essence and feast on it to rejuvenate yourself. You can initiate this counter in response to being targeted by a spell, spell-like ability, power, or psi-like ability. Make a Spellcraft check (DC 11 + the effect’s caster or manifester level). If you succeed, the effect is countered, and you heal 5 hit points per level of the effect you countered.

Energy Hammer

Discipline: Elemental Flux (Strike); Level: 4
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

As you advance your training, you learn to unleash ever more powerful bursts of energy. Make an attack. If it hits, it deals weapon damage as normal plus an additional 6d6 points of damage of your active element’s associated energy type. This strike also has one of the following effects, based on your active element:

  • Air: If your attack hits, the target must succeed at a Fortitude save or become deafened for 1d4 rounds.
  • Earth: If your attack hits, the target must succeed at a Will save or become stunned for 1d4 rounds
  • Fire: If your attack hits, the target must succeed at a Reflex save or become blinded for 1d4 rounds.
  • Water: If your attack hits, the target must succeed at a Fortitude save or become nauseated for 1d4 rounds.

Saving throws against this strike are DC 14 + your initiation modifier.

Animus augmentation: You may spend points of animus up (up to your maximum for augmenting Elemental Flux maneuvers) to increase the additional damage of this strike by 1d6 per point of animus spent and increase the save DC of this strike by +1 per point of animus spent.

5th Level

Elemental Drive

Discipline: Elemental Flux (Strike); Level: 5
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 standard action
Range: 30′
Target: One creature
Duration: Instant

DESCRIPTION

You charge your weapon with kinetic and elemental energy, driving them back with a wave of elemental power. You fire a ray against an opponent within 30 feet. This ray requires a ranged touch attack to hit and deals 9d6 points of damage of your active element’s associated energy type, and you attempt a bull rush against your target, calculating your CMB using your initiation modifier and initiator level in place of your Strength modifier and base attack bonus.

Animus augmentation: You may spend one point of animus to gain a +5 bonus on your bull rush attempt.

Elemental Absorption

Discipline: Elemental Flux (Counter); Level: 5
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: Self
Duration: 1 round

DESCRIPTION

You learn to suffuse your being with an element to such a degree that its presence heals you instead of harming you. You can initiate this counter at any time to gain immunity to your active element’s associated energy type for one round. While under the effect of this counter, attacks and effects that that deal energy damage of that type instead heal you for half of the damage they would normally deal.

Elemental Vortex

Discipline: Elemental Flux (Strike); Level: 5
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

A whirling vortex of elemental energy engulfs your foe just as your blade lands. Make an attack. If it hits, it deals weapon damage as normal plus an additional 8d6 points of damage of your active element’s associated energy type. This strike also has one of the following effects, based on your active element:

  • Air: If the target is wearing metal armor, wielding a metal shield, or wielding a weapon mostly composed of metal, you and your allies gain a +4 bonus on attack rolls against the target until the start of your next turn, regardless of whether or not your attack hits.
  • Earth: If your attack hits, you may make a free trip attempt that does not provoke attacks of opportunity, with a bonus on the attempt equal to your initiation modifier.
  • Fire: If your attack hits, the target must succeed at a Reflex save or catch on fire for 2d4 rounds, and become sickened from the pain for as long as they are burning.
  • Water: If your attack hits, the target must succeed at a Fortitude save or become entangled for a number of rounds equal to your initiation modifier.

Saving throws against this strike are DC 15 + your initiation modifier.

Animus augmentation: You may spend up to three points of animus to increase the additional damage of this strike by 1d6 per point of animus spent and increase the save DC of this strike by +1 per point of animus spent.

Enter the Vortex

Discipline: Elemental Flux (Stance); Level: 5
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

Riding on the currents of elemental energy, you gain the benefit of a new form of movement. While you maintain this stance, you gain the ability to throw blasts of elemental energy as if using a ranged weapon. These blasts are considered to be part of the thrown weapon group, have a range increment of 30 feet, and deal double damage on a critical hit. Attacks made with these blasts are ranged touch attacks that deal 4d6 points of damage of your active element’s associated energy type. In addition, you gain one of the following effects, based on your active element:

  • Air: You gain a fly speed equal to your base land speed, with good maneuverability.
  • Earth: You gain a burrow speed equal to your base land speed, and you gain tremorsense with a range of 30 feet. In addition, you can breath freely while underground.
  • Fire: You gain a +4 circumstance bonus on initiative checks and your base land speed increases by 30 feet.
  • Water: You gain a swim speed equal to twice your base land speed, and you also gain the aquatic and amphibious subtypes.

6th Level

Eldritch Energy Hammer

Discipline: Elemental Flux (Strike); Level: 6
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

You know how to destroy the bonds that hold magic together just as easily as you can forge them. Make an attack. If it hits, it deals weapon damage as normal, and you affect the target as if you had cast a targeted greater dispel magic on it. Make a dispel check against the spell with the highest caster level affecting the target, using your initiator level as your caster level for the check. If you do not successfully dispel that spell, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell. You can only end one spell with this maneuver. If you successfully dispel a spell affecting the target, your target takes 1d6 points of force damage for each level of the effect dispelled.

Animus augmentation: You may spend up to three points of animus to gain a +2 bonus on your dispel check per point of animus spent.

Elemental Destruction Ring

Discipline: Elemental Flux (Strike); Level: 6
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 standard action
Range: 20′
Area: 20′ radius burst, centered on you
Duration: Instant

DESCRIPTION

You whip the elements around you into a fury, then unleash the energy at all the foes who surround you. When you initiate this maneuver, you release a 20-foot burst of energy centered on you that deals 12d6 points of damage of your active element’s associated energy type to any creatures in the area. You do not take damage from this burst. This strike also has one of the following effects, based on your active element:

  • Air: The flash of lightning blinds targets for 1d4 rounds.
  • Earth: The acid is gummy and sticky, applying a –4 penalty to targets’ Dexterity scores and a –2 penalty to attack rolls for 1d4 rounds. In addition, targets take 1d6 points of acid damage at the start of each of their turns for a number of rounds equal to your initiation modifier.
  • Fire: The intense heat and pain from the blast dazes targets for one round.
  • Water: Targets become staggered for 1d6 rounds from the intense chill.

Creatures caught in the burst can make a Reflex save (DC 16 + your initiation modifier) to take half damage and negate the added effect.

Animus augmentation: You may spend any number of animus points to augment this strike, regardless of your level. For every point of animus you spend, this strike’s damage increases by 1d6. The total damage dice for this maneuver may not exceed your initiator level (up to a maximum of 20d6).

Eldritch Fang Flurry

Discipline: Elemental Flux (Boost)[force]; Level: 6
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: 1 round

DESCRIPTION

Striking at your foes with elemental fury, you aim to disable his opponents in addition to harming them. After initiating this boost, all attacks you make for one round deal an additional 3d6 points of force damage and automatically overcome damage reduction. In addition, any opponent hit by one of your attacks must succeed at a Fortitude save (DC 16 + your initiation modifier) or become blinded for one round. Multiple hits do not extend the duration of this blinding effect, though they do prompt multiple saves.

Nexus of Elemental Retribution

Discipline: Elemental Flux (Stance); Level: 6
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

You can absorb and redirect the flow of elemental power, syphoning away energies that would harm you and making them your own. While you maintain this stance, you gain energy resistance 30 to acid, cold, electricity, and fire. Any time your resistance reduces damage of one of those types, it is stored in a pool of up to twice your initiator level. As a swift action, you can unleash your stored energy, creating a 20-foot burst centered on you that deals damage of your active element’s associated energy equal to the amount stored, then reducing the pool to 0. You do not take damage from this burst. Creatures caught within the area can make a Reflex save (DC 16 + your initiation modifier) to take half damage.

Shatter Resistance

Discipline: Elemental Flux (Boost); Level: 6
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: 1 round

DESCRIPTION

You know that the might of the elements can overwhelm any defense. After initiating this boost, all attacks you make for one round ignore energy resistance of your targets, and creatures with an energy immunity still take half damage, rather than no damage. In addition, all of your attacks deal an additional 4d6 points of damage of your active element’s associated energy type for the same duration.

Animus augmentation: You may spend two points of animus to lower the spell resistance possessed by those damaged by your attacks by 10 for the duration of this boost.

7th Level

Cascade of Elemental Wrath

Discipline: Elemental Flux (Strike); Level: 7
Prerequisites: Three Elemental Flux maneuvers
Initiation Action: 1 full-round action
Range: Melee or ranged attack
Target: One or more creatures
Duration: Instant

DESCRIPTION

Each slash of your blade releases more and more eldritch power, overwhelming your enemies with the power of your strikes. Make a full attack. Each attack deals damage entirely of your active element’s associated energy type, and additional damage equal to 1d6 + your initiation modifier. During your full attack, you can change your active element as a free action once after each subsequent attack.

Animus augmentation: You may spend two points of animus to make an extra attack during this strike at your highest attack bonus.

Force Majeure

Discipline: Elemental Flux (Strike); Level: 7
Prerequisites: Three Elemental Flux maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

You infuse your weapon with pure elemental power, striking with a force beyond mere steel. Make an attack. If it hits, it deals weapon damage as normal plus an additional 14d6 points of damage. Unlike with a normal attack, all damage dealt by this attack is to be considered to be of your active element’s associated energy type (including weapon damage, weapon enchantments, and bonuses from a high strength or from feats).

Animus augmentation: You may spend three points of animus to instead infuse your strike with raw arcane energy, unaligned to any elemental forces. If you do, your attack deals force damage rather than elemental damage.

Redirecting Flux

Discipline: Elemental Flux (Counter); Level: 7
Prerequisites: Three Elemental Flux maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: Self
Duration: Instant

DESCRIPTION

Your mastery of the Elemental Flux discipline knows how to read and alter the flow of magical energy. You can initiate this counter when you are targeted by a spell, power, spell-like ability, or psi-like ability. Make a Spellcraft check (DC 15 + the effect’s caster or manifester level). If you succeed, you can redirect that effect to another target of your choice within the spell’s range. If the effect has multiple targets, you can choose to change all of its targets to other valid targets within range.

Animus augmentation: You may spend up to three points of animus when initiating this counter, gaining a +2 bonus on your Spellcraft check per point of animus spent.

8th Level

Elemental Breach

Discipline: Elemental Flux (Boost); Level: 8
Prerequisites: Three Elemental Flux maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: 1 round

DESCRIPTION

As a master of the Elemental Flux discipline, you know how to overwhelm the defenses of your targets and expose their weaknesses to the elements. After initiating this boost, your attacks for one round ignore all energy resistances and energy immunities and automatically overcome damage reduction. Additionally, any damage you deal of your active element’s associated energy type is increased by 50% for the same duration.

Master of the Elements

Discipline: Elemental Flux (Stance); Level: 8
Prerequisites: Three Elemental Flux maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

You attune your very form to roiling elemental energies and merge with them. While you maintain this stance, your type changes to outsider ( native) and you gain your active element as a subtype. In addition, you are treated as if you were under the effects of the elemental body III spell. You may continue to wield weapons, wear armor, and use other items while in this form, and your new body does not damage or otherwise adversely affect your equipment.

Zephyr Flux

Discipline: Elemental Flux (Strike)[teleportation]; Level: 8
Prerequisites: Three Elemental Flux maneuvers
Initiation Action: 1 full-round action
Range: 120′
Target: One creature, plus creatures equal to initiation modifier
Duration: Instant

DESCRIPTION

Upon reaching supreme levels of understanding in this discipline, you may transmute your entire being into elemental energy and travel in the blink of an eye across the battlefield, leaving a wake of devastation behind you. When you initiate this strike, select a primary target and a number of secondary targets within 30 feet of the primary target equal to your initiation modifier. A creature cannot be both a primary target and a secondary target. Your path across the battlefield deals 14d6 points of damage to the primary target and 7d6 points of damage to secondary targets. All damage is of your active element’s associated energy type.

This strike also has one of the following effects, based on your active element:

  • Air: Any target who fails its save is dazed by the electrical jolt for one round.
  • Earth: Any target who fails its save is deafened from the seismic vibrations for 1d3 rounds.
  • Fire: Any target who fails its save is engulfed in cinders and smoke, becoming blinded for 1d3 rounds.
  • Water: Any target who fails its save is nauseated for 1d3 rounds from the bone-chilling cold.

All targets can make a Reflex save (DC 18 + your initiation modifier) to take half damage and negate the added effect. After this strike concludes, you can move to any space within 10 feet of a secondary target of this strike without provoking attacks of opportunity. As a supernatural ability, this strike is not subject to spell resistance.

Animus augmentation: You may spend up to three points of animus to increase the initial damage of this strike by 2d6 (1d6 to secondary targets) per point of animus spent and increase the save DC of this strike by +1 per point of animus spent.

9th Level

Strike of Elemental Devestation

Discipline: Elemental Flux (Strike)[teleportation]; Level: 9
Prerequisites: Four Elemental Flux maneuvers
Initiation Action: 1 full-round action
Range: 30′
Target: Up to five creatures
Duration: Instant

DESCRIPTION

The ultimate expression of elemental power can only be unleashed by a master of the Elemental Flux discipline, and by calling upon the arcane forces of magic as well as the terrific power of the elements, the disciple may crush his opponents under a fierce magical assault. The maneuver creates five distinct blasts of energy, one of each element and one of pure force. These blasts may be fired at the same or different targets, as long as each target is within 30 feet of you. Each blast requires a ranged touch attack to hit and has one of the following effects if it hits:

  • Air: A bolt of electrical energy that deals 25 points of electricity damage and staggers the opponent for 1d4 rounds. If the target is wearing metal armor or a metal shield, or wielding a primarily metal weapon then the attack gains a +4 circumstance bonus on hit.
  • Earth: A jet of boiling acid that deals 25 points of acid damage and blinds the target for 1d4 rounds.
  • Fire: A stream of sulfurous fire that deals 25 points of fire damage, nauseates the target for 1d4 rounds, and sets them on fire for the same duration.
  • Force: A hammering blast of arcane force that deals 50 points of force damage.
  • Water: A freezing beam of cold that deals 25 points of cold damage and the target must succeed at a Fortitude save (DC 19 + your initiation modifier) or become dazed for 1d4 rounds.

Animus augmentation: For each blast, you may spend up to three points of animus to increase its initial damage by 10 per point of animus spent and its save DC (if any) by +1 per point of animus spent. You may spend any number of animus points to augment this strike, regardless of your level. However, each blast must be augmented separately, and you cannot spend more than three points per blast. The blasts of this strike are otherwise immutable; you cannot use abilities such as the mystic’s elemental attunement class feature to change the damage types dealt.

Section 15: Copyright Notice

Path of War – Expanded, © 2016, Dreamscarred Press.

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