Babau

Baraxx's page

222 posts. Alias of Remnar.


Race

| AC 30/13/29 (+10 Armor, +3 Shield, +1 Dex, +2 Deflection, +4 Natural) Fort +17, Ref +12, Will +10|

Defenses:
DR 7/Adamantine, 25% miss chance for physical ranged attacks, Resist Fire: 5, Constant: Fly, Life Bubble, Feather Fall

Classes/Levels

| Burn: 5| NL Damage: 55| Overflow: 5| Internal Buffer 2/2 | Resolve:3/4 | Conditions: +3 to hit,+2 DEX +2 STR, +4 CON DR/7, Stage 1 Grumpies

Gender

Male Tiefling Kinetic Knight 11| Effective HP: 102 | HP 135/135 157/157| Init +1, Perception +17, Darkvision 60'

Strength 18
Dexterity 12
Constitution 20
Intelligence 8
Wisdom 16
Charisma 8

About Baraxx

Baraxx
Male Tiefling Kineticist (Kinetic Knight) 11
NE Medium Outsider (Native)
Init +1, Perception +17
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DEFENSE
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AC 30, Touch 13, Flat footed 29 (+10 Armor, +3 Shield, +1 Dex, +2 Deflection, +4 Natural)
DR 4/Adamantine
25% miss chance with all ranged physical weapons, not Rays
Fire resist: 5

hp 135
Fort +15, Ref +11, Will +10

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OFFENSE
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Speed 20 ft.

Special Attacks: Simple Blasts, Composite Blasts

BAB +8/+3

Dagger +12/+7 (1d4 + 4 19-20/x2)
Primary Bite (attuned) +14 (1d6 + 6)
Secondary Bite (attuned) +9 (1d6 + 4)

Simple Blast +13/+8 (6d6 + 6 + 5)
Composite Blast +13/+8 (12d6 + 12 + 5)

Overflow
[dice=Earth Blast, Overflow, Primary, Power attack]1d20 + 13 + 3 + 1 - 3[/dice]
[dice=Earth Damage, Overflow, Primary, Power Attack]6d6 + 6 + 5 + 2 + 6[/dice]

[dice=Earth Blast, Overflow, Secondary, Power attack]1d20 + 8 + 3 + 1 - 3[/dice]
[dice=Earth Damage, Overflow, Secondary, Power Attack]6d6 + 6 + 5 + 2 + 6[/dice]

[dice=Secondary Bite, Attuned, Power Attack]1d20 + 9 + 3 + 1 - 3[/dice]
[dice=Secondary Bite, B+P, Attuned, Power Attack]1d6 + 4 + 1 + 6

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STATISTICS
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Str 18, Dex 12, Con 20, Int 8, Wis 14, Cha 8
Base Atk +7/+2 CMB +12; CMD 25
Feats: Armor of the Pit, Blind fight, Extra Wild Talent, Power Attack Toughness, Weapon Focus: Kinetic Blast
Traits: Chain Master (Race), Indomitable (Faith)
Alternative Racial Traits: Scaled Skin, Prehensile Tail, Maw or Claw, Heratige: Devil Spawn, Vestigial Wings
Languages Common, Abyssal, Draconic, Goblin, Orc, Infernal

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Skills
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Fly +15
Handle Animal +4
Know (nature) +4
Know (planes) +1
Linguistics +3
Perception +17
Profession (Solider) +12
Sense Motive +17

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Kineticist Stuff
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Main Elemental Focus: Air
Secondary Elemental Focus: Earth

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GEAR
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Weapons:
- Dagger

Armor:
- Full Plate Armor (Masterwork) (Attuned)
- Heavy Steel Shield (Attuned)

Consumables:
Potion of Cure Serious Wounds (3)
Potion of Cure Moderate Wounds (3)
Potion of Barkskin +2 (3)
Wand of Infernal Healing [50/50]

Magic Gear:
Ring of Sustenance
Ring of Foe Focus
Quick Runner’s Shirt
Handy Haversack

Other Gear:
Outfit, Traveler’s
Trail Rations (3)
Rope, Hemp 50 ft
Bedroll
Horse, Light (Combat Trained)
Feed 1 week
Saddle, Riding
Bit and Bridle
Saddlebags

Gold: 749 Silver: 6 Copper: 5

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SPECIAL ABILITIES
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Class Features:

Courtly

The kinetic knight adds Diplomacy and Sense Motive to her list of class skills instead of Acrobatics and Stealth.
This ability alters the kineticist’s class skills.

Elemental Blade (Su)

At 1st level, a kinetic knight gains the kinetic blade form infusion, and it costs 0 points of burn instead of 1 point. She can’t use her kinetic blast without the kinetic blade form infusion or an infusion that lists kinetic blade as a prerequisite.
At 3rd level, the kinetic knight gains the blade rush infusion.
At 5th level, she gains the kinetic whip infusion. Her kinetic whip has the disarm, performance, and trip weapon qualities.
At 9th level, she gains the blade whirlwind infusion.
At 11th level, she gains the whip hurricane infusion.
At 13th level as a swift action, she can accept 2 points of burn to unleash a kinetic blast with the blade rush infusion.
This ability alters kinetic blast and infusions, and replaces metakinesis and metakinetic master.

Kinetic Warrior (Ex)

The kinetic knight can use her Constitution score in place of her Intelligence score when qualifying for combat feats. This ability counts as having Combat Expertise for the purpose of feat prerequisites.

Elemental Bastion (Ex)

At 2nd level, the kinetic knight becomes proficient with medium and heavy armor and shields (except tower shields). In addition, the kinetic knight can accept 1 point of burn to attune herself to a specific light or heavy shield until the next time her burn is removed. Wielding an attuned shield doesn’t prevent the kinetic knight from gathering power.
A kinetic knight gains the elemental defense ability at 4th level, rather than 2nd, and its benefits apply only while she is wearing heavy armor and wielding an attuned shield. If the kinetic knight selects the expanded defense talent, its benefits also apply only under these conditions. If she has the shroud of water defense wild talent, whenever its bonus would be increased by accepting burn, she instead increases the enhancement bonus of her armor or attuned shield by an equal amount (to a maximum of +5).
This ability alters elemental defense.

Knight’s Resolve (Ex)
At 3rd level, the kinetic knight gains the samurai’s resolve class feature, as a samurai of her kineticist level – 2. At 11th level, she gains the samurai’s greater resolve ability.
If she also has samurai levels, those levels stack with her kineticist levels to determine the benefits of this ability.
This ability replaces the kineticist infusion gained at 3rd level and supercharge.

Elemental Focus (Su):

At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis; see page 23) as a bonus wild talent. See Elements on page 14 for the specific abilities granted by each element.

Wild Talents:

A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist’s innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its Element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist.

Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent’s effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th).

Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.

In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.

Burn (Ex):

At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Kinetic Blast (Sp):

At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion on page 12), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor. The various kinetic blasts, as well as additional rules for simple blasts, are described on pages 15–16.

Gather Power (Su):

If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Infusion (Su):

At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects. The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies.

The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.

At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.

Elemental Defense (Su):

At 2nd level, a kineticist gains her element’s defense wild talent ( the descriptions of defense wild talents begin on page 16).

Elemental Overflow (Ex):

At 3rd level, a kineticist’s body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability’s other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.

As a kineticist’s body becomes more and more suffused with her element, she begins to gain more powerful benefits. Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores. At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.

Infusion Specialization (Ex):

At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can’t reduce the total cost of the infusions used below 0. She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.

Internal Buffer (Su):

At 6th level, a kineticist’s study of her body and the elemental forces that course through it allow her to form an internal buffer to store extra energy. The buffer starts empty and doesn’t replenish each day, but the kineticist can accept 1 point of burn to add 1 point to the buffer as a full-round action, to a maximum of 1 point total. This maximum increases to 2 points at 11th level and to 3 points at 16th level. Once the kineticist adds points to her buffer, they remain indefinitely until she spends them. When she would otherwise accept burn, a kineticist can spend 1 point from her buffer to avoid accepting 1 point of burn. She cannot spend more than 1 point from her buffer in this way for a single wild talent. Points spent from the internal buffer don’t activate elemental overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of burn the kineticist can accept in a single turn.

Expanded Element (Su):

At 7th level, a kineticist learns to use another element or expands her understanding of her own element. She can choose any element, including her primary element. She gains one of that element’s simple blast wild talents that she does not already possess, if any. She also gains all composite blast wild talents whose prerequisites she meets, as well as the basic wild talent of her chosen expanded element (for instance, basic aerokinesis if she chooses air). See Composite Blasts on page 15 for additional rules for and descriptions of composite blasts. She doesn’t gain the defense wild talent of the expanded element.

If the kineticist’s expanded element is different from her primary element, she treats her kineticist level as 4 levels lower for the purpose of determining which wild talents she can learn from her expanded element.

If the kineticist chooses to expand her understanding of an element she already has, she gains an additional utility wild talent or infusion of her choice from that element, as if from her infusion or wild talent class feature, as appropriate.

Blasts:

Air Blast

Element air; Type simple blast (Sp); Level —; Burn 0
Blast Type physical; Damage bludgeoning
You batter a single foe with a gust of air.

Earth Blast

Element earth; Type simple blast (Sp); Level —; Burn 0
Blast Type physical; Damage bludgeoning, piercing, or slashing
You shape earth into clumps or shards and send them flying at a foe.

Sandstorm Blast

Element air, earth; Type composite blast (Sp); Level —; Burn 2
Prerequisite air blast, earth blast
Blast Type physical; Damage piercing and slashing
You use your air to churn up sand, firing a flensing gust at a foe.

Defense Talents:

Enveloping Winds

Element air; Type defense (Su); Level —; Burn 0
You constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. All ranged attacks made with physical weapons suffer a 20% miss chance against you, except for attacks from massive weapons such as a giant’s thrown boulder or a ballista. This ability has no effect on ray attacks. The miss chance increases by 5% for every 5 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the miss chance by 5% until the next time your burn is removed. You can continue to accept points of burn to increase the miss chance further, up to a maximum of 75%. Whenever you accept burn while using an air wild talent, the energy surging through you causes your enveloping winds to also affect non-physical ranged attacks such as ray attacks for 1 round. You can dismiss or restore this effect as an immediate action.
Flesh of Stone

Element earth; Type defense (Su); Level —; Burn 0
Your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the DR by 1 until the next time your burn is removed, to a maximum DR equal to your kineticist level. Whenever you accept burn while using an earth wild talent, the energy surging through you causes your damage reduction to change from DR/adamantine to DR/— for 1 round. You can dismiss and restore this effect as an immediate action.

Infusions:

Blade Rush

Element universal; Type form infusion; Level 2; Burn 2
Prerequisite kinetic blade
Associated Blasts any
Saving Throw none
You use your element’s power to instantly move 30 feet in any direction (even straight up), manifest a kinetic blade, and attack once. You gain a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn. The movement doesn’t provoke attacks of opportunity, though activating blade rush does. If you have the kinetic whip infusion, you can manifest a kinetic whip instead of a kinetic blade at the end of your movement by increasing the burn cost of this infusion by 1. The blade or whip vanishes instantly after the rush.

Blade Whirlwind

Element universal; Type form infusion; Level 5; Burn 3
Prerequisite kinetic blade
Associated Blasts any
Saving Throw none
You create a kinetic blade and swing it in an arc around you, making a single attack against all foes within reach as if with kinetic blade. If the result is a critical threat, roll to confirm the critical hit against only the first target you hit. The blade vanishes instantly after the whirlwind.

Bowling Blast

Element aether, earth; Type substance infusion; Level 2; Burn 2
Associated Blasts earth, magma, metal, mud, telekinetic
Saving Throw none
You bowl your foes over with the sheer mass of your kinetic blast. Attempt a trip combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your Combat Maneuver Bonus.

Entangling Infusion

Element earth, water, wood; Type substance infusion; Level 2; Burn 2
Associated Blasts blizzard, cold, earth, ice, magma, metal, mud, sandstorm
Saving Throw Reflex negates
Your kinetic blast surrounds your foes in elemental matter. Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (with the same DC as for saves against your kinetic blast) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (the matter has hardness 0). If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.

Focused Blast

Element universal; Type form infusion; Level 2; Burn 2
Associated Blasts any
Saving Throw none
You focus your blast in a concentrated attack. You gain a +1 enhancement bonus on your attack roll with the blast and your caster level check to overcome spell resistance. You can increase the burn cost of this infusion by 2 to increase the enhancement bonus by 1, to a maximum of +5 for 10 burn. You can reduce your blast’s total damage by half to reduce the burn cost of this infusion by half as well.

Kinetic Blade

Element universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
You form a weapon using your kinetic abilities. You create a non-reach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you’re a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn’t prevent her from using gather power.

You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects and simply deals the telekineticist’s blast damage. The kinetic blade doesn’t add the damage bonus from elemental overflow.

Kinetic Whip

Element universal; Type form infusion; Level 3; Burn 2
Prerequisite kinetic blade
Associated Blasts any
Saving Throw none
You form a long tendril of energy or elemental matter. This functions as kinetic blade but counts as a reach weapon appropriate for your size. Unlike most reach weapons, the kinetic whip can also attack nearby creatures. The kinetic whip disappears at the beginning of your next turn, but in the intervening time, it threatens all squares within its reach, allowing you to make attacks of opportunity that deal the whip’s usual damage.

Pushing Infusion

Element aether, air, earth, void, water, wood; Type substance infusion; Level 1; Burn 1
Associated Blasts air, blizzard, charged water, earth, magma, metal, mud, sandstorm, steam, telekinetic, water
Saving Throw none
The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can’t use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push.

Whip Hurricane

Element universal; Type form infusion; Level 6; Burn 4
Prerequisite kinetic blade, kinetic whip, blade whirlwind
Associated Blasts any
Saving Throw none
As blade whirlwind, except it manifests a kinetic whip, and the whip lasts until the beginning of your next turn or until you use any form infusion that creates a blade or whip again, whichever comes first.

Utility Wild Talents:

Air Cushion

Element air; Type utility (Sp); Level 1; Burn 0
You cushion a fall from any height. You are constantly under the effects of feather fall, and you count as one size category larger for the purpose of determining how you are affected by wind.

Air shroud

Element air; Type utility (Sp); Level 1; Burn 0
You are always surrounded by air, as air bubbleUC. As a standard action, you can accept 1 point of burn to extend the effect to a number of additional creatures equal to your Constitution modifier for 1 minute per kineticist level you possess.

Air Shroud, Greater

Element air; Type utility (Sp); Level 5; Burn 0
Prerequisite air shroud
Your air shroud improves, granting you the benefits of life bubbleAPG. When you accept burn to grant the benefit to others, the benefit lasts until the next time your burn is removed.

Celerity

Element air; Type utility (Sp); Level 3; Burn 0
You can galvanize the flow of electricity within your allies to enhance their speed. This acts as haste except it lasts for 1 round. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess.

Wings of air

Element air; Type utility (Sp); Level 3; Burn 0
Prerequisite air cushion or air's leap
The air bends to your will, allowing you to soar to great heights. You are constantly under the effects of fly. If this effect is dispelled, you can call it forth again as a standard action.

Background Information:

History

Baraxx has known almost nothing but war in his long life. He was born in essentially a breeding colony for the Blood War. The camp was thought up by some enterprising Baatezu who decided to breed half blood soldiers, train them to be perfect, unscrupulous, unflinchingly evil, soldiers to be thrown into the grinder of the Blood War, with the hopes in the process that when they eventually die in battle, they will create Merregon. Essentially using each soul twice for the price of raising them.

Selection and raising these warriors is brutal and lethal, but Baraxx early manifested some psionic traits, a hearty constitution, and a will to live and survive. With these talents, he survived and even thrived, for a time.

For nearly fifty years he survived the endless campaigns across Avernus, but as the years wore on the mental conditioning keeping his subservient began cracking as he grew in power. Eventually he decided he’d had enough of pointless, endless, bloody battles and slaughter and at the first opportunity deserted.

Casting about, knowing very little of the planes, he wandered for a number of years. Surviving by catching odd jobs as a guard, bodyguard, hired thug or killer as well as some basic brigandry from time to time, whatever it took to amuse him and keep him alive.

Description

Baraxx is big, standing almost seven feet tall, and thickly built. Heavily muscled and bulky. His skin is a bright red and scaled. His wide jawed face is framed by bat like ears, small horns form two rows over his head, starting at the edge of his eyes, blood red with golden irises, and sweep back in a row, with spiky black hair standing straight up between the horn rows. His wide mouth and powerful jaws are full of razor sharp teeth.

He wears well made full plate, curved and elegant edges and decorations giving the impression of a swooping hawk or some other winged predator. He carries a heavy steel shield, blunt and square with little decoration, a striking contrast to his elegant armor. On his belt only sits a simple dagger, no real weapon is visible. Across his back drapes what initially looks like a leathern cape that is in reality a pair of batlike wings and a scaled tail lashes about when he gets agitated. Apart from armor, shield and dagger, he only carries a beat up haversack strapped to his back, a pair of goggles covering his eyes, and a green diadem across his brow.

Personality

Baraxx is arrogant and vain, commonly only caring about himself and his own whims and desires. Having only, relatively, recently rebelled from a lifetime of regimented discipline, he tends to chafe under strict orders after only a short period, but will suffer through if it will help him achieve his goals. While immoral and technically evil, Baraxx does not actively seek to do evil things on a whim, he has learned that only brings about more annoyance and problems, so he usually will try to acclimate whichever local moral and legal system is around, just to save him trouble, but has no compunctions breaking laws or resorting to murder if it suits his ends.