Strike
Level: | Elemental Flux 5 |
Prerequisites: | Two Elemental Flux techniques |
Action: | 1 standard action |
Range: | Melee or ranged attack |
Target: | One creature |
Duration: | Instantaneous; see text |
Saving Throw: | Varies; see text |
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 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.