Strike
Level: | Elemental Flux 6 |
Prerequisites: | Two Elemental Flux techniques |
Action: | 1 standard action |
Range: | 20 ft. |
Area: | 20-ft. radius burst, centered on you |
Duration: | Instantaneous; see text |
Saving Throw: | Reflex partial; see text |
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).