Energy Hammer

Strike

Level:Elemental Flux 4
Prerequisites:One Elemental Flux technique
Action:1 standard action
Range:Melee or ranged attack
Target:One creature
Duration:Instantaneous; see text
Saving Throw:Varies; see text

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 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.