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.
Techniques 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.
Key Skill: Arcane Lore
Discipline Weapons: Light Blade, Monastic, and Thrown.
Active Element
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). An Elemental Flux maneuver that deals energy damage gains that damage type as a descriptor.
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.
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.
Animus Augmentation
Many maneuvers within the Elemental Flux discipline may be augmented and improved by spending one or more points of animus when initiating the maneuver (see the Mystic base class or the Tap Animus feat for more details). 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.
Techniques which can be augmented are notated on the list below with an “(A)” after the name.
Elemental Flux Techniques
1st-Level Techniques
- Eldritch Shield [Counter]
- Elemental Nimbus [Stance]
- Embrace the Elements [Stance]
- Fluctuation Movement [Boost]
- Spark Strike [Strike]
- Variable Flux [Strike]
2nd-Level Techniques
- Arcane Shield [Counter] [Force]
- Degrade Resistance [Boost]
- Eldritch Fang [Strike] [Force]
- Elemental Strike [Strike]
- Energy Spark [Boost]
3rd-Level Techniques
- Elemental Flux Stance [Stance]
- Energy Jolt [Strike]
- Lance of Power [Strike]
- Raging Flux [Strike]
4th-Level Techniques
- Arcane Torrent [Strike] [Force]
- Assay Resistance [Boost]
- Eldritch Consumption [Counter]
- Energy Hammer [Strike]
5th-Level Techniques
- Elemental Absorption [Counter]
- Elemental Drive [Strike]
- Elemental Vortex [Strike]
- Enter the Vortex [Stance]
6th-Level Techniques
- Eldritch Energy Hammer [Strike]
- Eldritch Fang Flurry [Boost] [Force]
- Elemental Destruction Ring [Strike]
- Nexus of Elemental Retribution [Stance]
- Shatter Resistance [Boost]
7th-Level Techniques
- Cascade of Elemental Wrath [Strike]
- Force Majeure [Strike]
- Redirecting Flux [Counter]
8th-Level Techniques
- Elemental Breach [Boost]
- Master of the Elements [Stance]
- Zephyr Flux [Strike] [Teleportation]
9th-Level Techniques
- Strike of Elemental Devastation [Strike] [Air, Earth, Fire, Force, Water]