Strike
Level: | Elemental Flux 3 |
Prerequisites: | One Elemental Flux technique |
Action: | 1 standard action |
Range: | 30 ft. |
Area: | 30-ft. line |
Duration: | Instantaneous |
Saving Throw: | Reflex partial; see text |
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 are knocked down.
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.