Dwarf
* Ability Modifiers: +2 Con, +2 Wis, -2 Cha
* Slow and Steady: 20ft move speed, never changed by armor/encumbrance
* Unstoppable: +1 Fort and Toughness
* Stability
* Saltbeard: Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones. This racial trait replaces defensive training, hatred, and stonecunning.
Traits
* Natural Born Sailor: You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
* Clan Artisan: Pick one Craft skill. You gain a +2 trait bonus on checks with that skill, and it becomes a class skill for you.
* Indomitable Faith: +1 will saves
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
Element: Water
* Basic hydrokinesis (Sp) You can create water as the cantrip create water, purify water as if using purify food and drink, and dry wet creatures and objects as if using prestidigitation. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score.
* Class Skills: A hydrokineticist adds Knowledge (nature) and Swim to her list of class skills.
* Simple Blast - cold blast
Utility Wild Talents * Lvl 2: Waterdancer (20ft swim speed)
* Lvl 4: Elemental Whispers (Sage Familiar for knowledges and +2 Will Saves)
* Lvl 6: Greater waterdancer (You can move across water (as water walk) at will and breathe underwater, and your slashing and bludgeoning attacks don’t take the usual penalties when you’re underwater.)
* Lvl 7: Kinetic Healer
* Lvl 8: Water Manipulator
* Lvl 10: Water Sense
* Lvl 12: Kinetic Restoration
* Lvl 14: Kinetic Revication
* Lvl 15: Suffocate
* Lvl 16: Tidal Wave
Appearance and Personality:
Torgald Frostbeard has the look of a cliff carved by salt and wind. His skin is sun-darkened and leathery from years at sea, and his hands are thick with old rope burns and calluses. Like all members of his clan, his eyes are a pale, cold blue, a hint of the elemental power that is his by birthright.
True to his name, his beard is full, long, and proudly unshorn. It cascades past his chest in heavy braids. As with all members of his clan, his beard is blonde to the point of being white, with streaks of silver even at his young age. It is, bound with simple brass rings etched in wave patterns. His hair, equally long, is tied back with sailor’s knots to keep it clear of rigging.
He wears parade armor modified with sailor's sensibilities. Given his profession, he has prioritized room to move, but sturdy enough to take a blow. Over it hangs a faded sea-cloak and a leather tool belt bristling with shipwright’s gear and a battered and bent buckler, bearing his clan symbol.
Personality
Torgald approaches every task with unwavering dedication. Whether repairing a mast, navigating treacherous waters, or maintaining the ship’s hull, he sees the job through to completion. Nothing distracts him from what must be done.
And while he respects skill and effort in others, admiration does not override his priorities. He has come to the shackles to hone himself, in body and in spirit. And he does not plan to leave until he is both powerful and wealthy, so that he might return home with his head up high. Whether as a sailor or a pirate, the same mantra applies: Professional, Not Personal.
Kinetic Blast Description:
Torgald can shape an ethereal weapon in his hands, though its form is nothing more than a swirl of elemental energy. Sometimes it resembles an axe, other times a hammer, but no matter the shape, the weapon is insubstantial and vanishes upon striking. He does not truly need to give it form at all, yet envisioning a familiar weapon sharpens his focus. To those on the receiving end, the blows leave no gaping cuts as if from a real blade, nor the shattered bones one would expect from a heavy hammer.
Instead, the danger lies in the unnatural cold that floods through the strike. Even a single blow can numb the flesh, and repeated strikes freeze skin and muscle alike. The cold gnaws deeper until nerves go silent, frostbite sets in, and tendons stiffen to the point of tearing. Though Torgald is no warrior by trade, his elemental birthright makes him far from defenseless.
Unlike most dwarves who hail from mountain halls and ancient mine-shafts , Torgald Frostbeard hails from Absalon. Born into Clan Frostbeard, a respected family of dwarven shipwrights. A calling that stretches back to the patriarch of the Clan, a dwarf who felt a connection to the water itself. It was said that he mastered the ability to control the very ocean, willing waves to freeze, pushing back the tide with force of will alone, and manipulating currents in a way that sailors could only dream of. This 'strange blood' is seen as a gift from Torag by the clan. Where other dwarves are shaped by the fire of the forge, Clan Frostbeard hails from the cold deep beneath the ocean. In search of whatever it was in the deeps that called to him, he traveled as far as he could go. ]
For generations, the Frostbeards crafted ships tough enough to weather anything Golarion’s oceans could throw at them. More than just builders, they were sailors, carpenters, and essential crew on long voyages, trusted to keep hulls afloat when no dry dock was within a hundred leagues.
Torgald left his Clan behind, walking in the footsteps of his predecessor. Scorning a safe life, he traveled as far away as he could, seeking to both hone his craft, and to stir the latent powers that lie within his blood. A journey which took him to the Shackles. An area of the ocean where a man can be free to pursue whatever he wishes, regardless of the cost.