Kinetic guards learn to manipulate telekinetic energy for protection and to maneuver hostile targets. They are often intermixed with regular guards to provide support and to control the battlefield where ever it may spring.
Medium humanoid (any race), any alignment
Armor Class 18 (scale mail, kinetic barrier)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
Saving Throws Int +6, Wis +4
Skills Insight +4, Perception+4
Senses passive Perception 14
Languages any one language (usually Common)
Challenge 1 (200 XP) Proficiency Bonus +2
Manifesting. The kineticist is a 5th-level manifester. Its manifesting ability is Intelligence (power save DC 13, +5 to hit with power attacks). It has 10 power points to spend on the following powers: deflection, energy blast, kinetic barrier, suspension.
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Energy Blast. One creature within 60 feet must make a DC 13 Strength saving throw. If failed, the creature takes 7 (2d6) bludgeoning damage and is pushed 10 feet.