Elemental Focus: Fimbir is a pyrokineticist, tapping into the undying flames to purge away his enemies.
Burn: By accepting 1 non-lethal damage (that does not recover until he rests), Fimbir can manipulate flame to an even greater extent.
Gather Energy: By spending a move action to tap into the heat around him, Fimbir reduces the cost of the next blast he uses this round by 1.
Burning Infusion: Substance infusion. Level 1. Burn 1
When a burning blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished. Against a creature on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance.
Basic Pyrokinesis: You can use your inner flame to reproduce the effects of a flare, light, or spark cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.
Fire's Fury: +2 damage on Fire blasts
Elemental Overflow: When Fimbir's body is burning up with power, his blasts burn more as well. When suffering from at least 1 point of burn, Fimbir's Kinetic Blasts have a +1 bonus on attack rolls and deal 2 more damage.
Extend Range: Fimbir can extend the range of his Fire Blast to 120 feet, at the cost of 1 Burn. This is an Infusion.
Elemental Whispers Some people hear voices in their heads. Fimbir can call his out to play. Find has a spark of elemental fire in his brain, in the form of a fox. As a standard action, he can give the voice of the element a fox's body, using elemental matter of the appropriate element within 30 feet. The familiar can take actions as a normal animal of its type when Fimbir keeps concentrating, and it can move any distance away from you, though if it takes any damage or you cease concentrating, it returns to your mind.
Eruption: By accepting 2 burn, Fimbir causes a pillar of flame to erupt from the ground wihtin 120 feet. In a 10-foot radius, all creatures must make a DC 15 Reflex save of take Fimbir's kinetic fire balst damage (and even the save is just for half)
Infusion Specialization: Fimbir's burn cost for his infusions is lowered by a total of 1 each blast.
Metakinesis - Empower By accepting 1 burn, Fimbir can empower his fire blast.
Combat Gear: Holy Water x2, wand of Cure Light Wounds (48 charges), Clanky's Arm (MW club), sap, cold iron dagger, MW chain shirt, MW buckler, MW backpack, Silken Rope (50 ft), MW Stilts (1 ft), 2 ft stilts, Sleeves of Many Garments, Belt of Might Constitutiton +2
Consumables: Potion of cure light wounds
Other Gear: Bedroll, Soap, Masterwork Backpack, Flint and steel, Masterwork Thieves Tools, smelling salts, 50 ft silk rope, waterskin, efreeti cord, efreeti switch, 7633 gp
[spoiler=Boons]Fimbir gets +2 on Know Local checks pertaining to the Aspis. He can 'cash in' this boon to take 20 on such a check.
At least one of Kortos' nobles shows Fimbir the proper level of respect, and his kind words give the detective +2 circumstance bonuses on all Charisma-based skill checks with the island's nobility.
Goblins far and wide have spread the tales of the mighty Crimson Wolf and his rousting of them from the Emerald Spire. Fimbir gets +2 to Intimidate checks against goblinoids.
Fimbir proved his skills at uncovering corruption in Andoran, which helped him learn how to do it elsewhere. Once per scenario, he can add a +2 bouns to a Sense Motive check (before rolling).
Fimbir got a nice feather necklace from a nice leshy. Until he gets a magic necklace, he gets +1 on Charisma checks to influence plants.
Hags are bad, and Fimbir gets that now. Once - EVER - he can get a +4 bonus against a hex or curse.