Icebreaker (CR 6; XP 2,400)
Any gender orcam armjack (icebreaker) 7
LN Medium humanoid (orcam)
Init +3; Senses low-light vision; Perception +9
AC 19, touch 14, flat-footed 15
(+5 armor, +3 Dex, +1 dodge)
hp 71 (7d10+28)
Fort +6, Ref +8, Will +4; +5 vs. bardic performance, deafening, language-dependent, and sonic
Resist cold 2
Speed 30 ft., swim 30 ft.
Melee mwk sibat +10/+5 (1d6+1/x3), mwk kukri +9/+4 (1d4+3/18–20)
Ranged mwk pilum +12/+7 (1d8+1) or mwk nets +11/+6 (entangle)
Special Attacks arms versatility (2/day, 3 rounds), clamorous combat, cry to arms 18 rounds/day (move action; focused attack +2, inspire bravery +2, specialized attack +2, inspire robustness), judder strike +2, weapon tuning (spears +1)
Str 10, Dex 17, Con 16, Int 10, Wis 8, Cha 16
Base Atk +7; CMB +7; CMD 21
Feats Dodge, Improved Two-Weapon Fighting, Mounted Combat, Power Attack, Quick Draw, Two-Weapon Fighting, Weapon Finesse
Skills Climb +10, Diplomacy +4, Handle Animal +13, Knowledge (all) +3, Linguistics +4, Intimidate +14, Perception +9, Perform (oratory) +12, Ride +13 (+15 whales and dolphins), Swim +8; Racial Modifiers +2 Ride whales and dolphins; Armor Check Penalty –2
Languages Aquan, Common, Orcam
SQ bardic knowledge +3, echolocation, hold breath, outlandish ways, versed in armors 2
Gear mwk sibat, mwk kukri, mwk pilum (4), mwk nets (2), scale mail, belt of incredible dexterity +2
Faith Ithreia
Special Abilities
Arms Versatility (Ex) As a swift action twice per day, the icebreaker can gain any combat feat he qualifies for (ignoring racial requirements and using his Charisma when it is better than his Strength) for 3 rounds.
Clamorous Combat (Ex) The icebreaker uses his Charisma in place of his Strength for all combat feats as long as it is better.
Cry to Arms (Su) As a move or standard action, the icebreaker can begin one of the following performances. They have a range of 60 feet.

  • Focused Attack: All allies get a +2 morale bonus on attack rolls.
  • Inspire Bravery: All allies get a +2 morale bonus on Will saving throws against fear.
  • Inspire Robustness: All allies gain 1 temporary hit point per Hit Die. Those allies can’t benefit from this cry to arms again for 10 minutes.
  • Specialized Attack: All allies get a +2 morale bonus on damage rolls with manufactured weapons.

Echolocation (Ex) As a move action, orcam can emit a high-frequency sound, inaudible to most creatures that allow them to locate objects and crea¬tures within 30 feet. This is a sonic effect that only works underwater.
Hold Breath (Ex) The icebreaker can hold his breath for 72 rounds.
Judder Strike (Su) The icebreaker’s attacks deal an additional 2 points of sonic damage while he uses cry to arms.
Outlandish Ways (Ex) The icebreaker ignores race requirements for com¬bat feats.