Icebreaker (Armjack Archetype)
Among the most colorful and daring of Ithreia’s worshipers are armjacks (Hybrid Class: Armjack) called icebreakers for their supposed ability to talk or fight their way through an ice floe. These inspiring and noble sailors often join or lead crews tasked with guiding missions of mercy and important ship¬ping lanes through treacherous waters, or privateers hunting down pirates by whatever means necessary.

Sea Legs (Ex): At 3rd level, the icebreaker gains a bonus equal to half his class level (minimum +1) on Acrobatics checks, Climb checks, Knowledge (religion) checks regarding Ithreia, Profession (sailor) checks, Survival checks, and Swim checks. This ability replaces bardic knowledge.

All-Weather Navigator (Ex): At 3rd level, the icebreaker gains Endurance as a bonus feat. At 7th level, he gains resist cold 10. At 11th level, this resistance improves to 20. At 15th, it improves to 30. This ability replaces versed in armors.

Warming Rally (Su): At 6th level, the icebreaker can use cry to arms to in¬spire his allies to shrug offthe cold. By expending 1 round of cry to arms, the icebreaker invigorates allies within 60 feet, who gain the benefits of endure elements and resist cold equal to the icebreaker’s armjack level. The icebreaker must continue to perform the cry for the remainder of the hour, otherwise its effects end, but only 1 round of cry to arms is expended for that hour.12

Shattering Cry (Su): At 19th level, the icebreaker can use cry to arms to shatter an icefloe or other nonmagical Gargantuan or smaller crystalline object that remains within 300 feet for 1 round. At the end of that time (just before the start of the icebreaker’s next turn), the object is destroyed. Alterna¬tively, the icebreaker can use cry to arms to produce the effects of sympathetic vibration, but must touch the structure and must spend 1 round of cry to arms per round the vibration is to last.