Benefit: Your pool of serpent-fire ki increases to 4 points. Also, when you get this, it isn't free, so you wouldn't practically start using this until Magnetic infusion comes online anyways. Equipment: Gauntlets of the Skilled Maneuver. Presumably if you are engaging at this range for any significant amount of time, your fighter types are switch-hitters or Kineticists which can be a good idea with the right defense talents or both. Even out of combat, this is really fantastic. Take burn or not as relevant.
You can get additional infsuions from the Extra Wild Talent feat, but you have to take infusions that are at least 2 levels less than the maximum level of infusion you are allowed. Unfortunately it is reflex negates and only occupies a single square, so it doesn't always help, and the damage just isn't worth it. You can empower a power. It does cost two feats Spell Focus Conjuration probably won't see much use from her , but its likely to be worth both of them. Besides, you get to do some pretty spoilery things from Legend of Korra. Benefit To use this feat, you must expend your.
This goes up to Blue if you have Fire Sight. There's a second-level utility talent I want for my new element. Not really a good choice for your first few levels, but worth picking up eventually. They must choose Fire Blast as their simple blast. Enjoy it, embrace it, and probably choose Magnetic infusion because actually hitting things is even more important and this infusion doesn't help you at all if you miss the first target. Since bull rushing doesn't cause attacks of opportunity, that is mostly all this is.
If you've got time for some suggestions, here's what I suggest: Use Basic Hydrokinesis to create water, then use Cold Snap to gradually freeze it, then use Ice Sculptor to shape it into something useful. Special You cannot take or use this feat if you have the ability to use powers if you have a power point reserve or psi-like abilities. Water is an odd duck among the elements. Extra feats allow characters to either use their existing abilities more times each day or learn a new ability associated with their class. Therefore you can pretty much skip all ranged feats.
This bonus doesn't apply on other checks using the base skills—only on checks for occult skill unlocks. But only on stone surfaces. When you have the space, stay as far away as you can manage. Actually, I kind of like the idea of a party that does this, but that probably isn't your campaign, and so this isn't a great infusion. Nice for dispelling problematic darkness if your party didn't all buy their own version of truesight already.
At 7th level and again at 15th level , you get to pick another element focus. Benefit: You gain a +2 bonus on checks to use occult skill unlocks. You are almost tanky having both of those, and as a caster, that's great. Aether has almost no area effect options, so this is a must. Your blast is treated as a Huge creature, so that compensates slightly for now, and being able to use Con instead of Str makes this slightly viable.
You should, up to the optimal amount, which is what you need to fill out Overflow. Apparently 2-ton statues have the same stopping power as a copper piece. Prerequisite , , base attack bonus +5. If you can get over the hurdles it takes to bring this online, it's absolutely amazing. As far as builds go, the character will be lvl 11, and a dual-talented human with +2's in dex and con.
Benefit: Whenever you summon your phantom, you can give it a +2 enhancement bonus to its Strength, Dexterity, or Charisma. This isn't bad, and the infusion is free to apply. Thing is - you are sharply limited on how many times per day you can do it. Since this gets more useful later on, you may wish to pick something else and then replace to it at 5th or 11th level. Walls also provide cover against ranged attacks. Spells that don't require emotion components are not affected.
It has the added bonus of stating that you can reduce the burn here, which is nice. I wish Flurry of Blasts worked with it though. If your enemy has both, you still basically have Clustered Shots built right into your blast. Water: Hydrokineticists gain Knowledge Nature and Swim as class skills. On the first round during which you spend no ki to maintain your chakras, your highest chakra closes and you can spend a swift action to use any one of the abilities of your remaining open chakras. Level 4: Singularity form Burn 3: The is half damage. Nor does an Archer really use up any resources arrows are dirt-cheap , so that can also be done all-day long.