Lands of the Linnorm Kings
Irrisen, Lands of the Linnorm Kings, Varisia
Cayden Cailean, Desna, Erastil, Gorum, Lamashtu, Torag
Asta, Belende, Dagny, Gerda, Gunda, Hege, Ingirt, Jorun, Runa, Signe, Tine
Birger, Dines, Eilif, Hyglak, Kjell, Kriger, Ostog, Ragnar, Sterk, Svalk, Tallak, Varg
The Ulfen have a reputation abroad for being strong, dumb, and quiet, as well as for having strange accents and wearing smelly furs. Most Ulfen are quite tall, with men starting at 6 feet and the women just a few inches shorter. Their skin is pale and their hair blond, light brown, or red. Both men and women wear their hair long and braided, though women’s braids tend to be more elaborate. Men usually wear beards.
The Ulfen have learned the silence of the north, to be still as a mountain and quiet as a snowfall. They know to listen for the howl of the winter wind, the step of the fox in the woods, and the distant cry of the winter wolf across the plains.
Ulfen men and women are strong and robust by necessity. They make their homes in the most distant and inhospitable lands and have carved a culture for themselves among the ice, snow, and frigid seas. Ulfen do not see their lot as particularly hard; they value their independence and isolation, and are proud of their skill as warriors, hunters, sailors, and druids. Many even seem to go out of their way to face dangers less passionate races would balk at. Their willingness—need, even—to face the dangers of sailing upon the icy seas, seek wealth among the frozen mountains, and journey past the edge of any human map merely to have their exploits sung of mark them as bold allies and dauntless foes. Ulfen possess a strong connection to the natural world and take many of their cues from the way wild animals live their lives. They believe in strength, the unity of a clan, and the concept of taking what one needs from nature and nothing more.
This powerful connection to natural forces leads many Ulfen women to develop druidic powers or, occasionally, become priestesses of Desna, Gorum, or Torag. Ulfen men often follow the path of barbarian or ranger and develop skills as hunters, trackers, and trappers, though some also become druids or priests.
Ulfen consider personal honor to be very important, and insults often lead to duels. Ulfen enjoy dueling and, while they are serious about the issues that lead to duels, treat the combat itself like a sport. Feuds, however, are serious matters that span generations and spark bloody raids and pitched battles between clans.
Years of conflict with the dangerous denizens of the north have taught the Ulfen to remain alert and expect danger at all times. Children are trained to use weapons as soon as they have the strength to hold them, and during an attack, children often retreat to the attics of their houses to fire arrows at enemies from windows.
Adult men and women fight equally in defense of clan and village. Large communal fires are frequently kept burning in the centers of villages, serving both as symbols of community and deterrents to wild animals and monsters—especially trolls.
Ulfen believe that their culture has survived this long by learning from experience, and the stories of elders are respected and remembered. Few Ulfen die of old age, however, as fierce pride keeps most elders on the battle line until they fall in combat.
Not all Ulfen are content to remain their entire lives in the same place, and in truth, if all Ulfen stayed in the villages of their birth, the clans would soon become too big to maintain. Young Ulfen often leave their clan to go on quests or explore new lands. Some consider this a way to see something of the world or attain a measure of glory before returning home to live with their people. Others find they enjoy the nomadic lifestyle or find new homes in which they wish to live their lives. Ulfen bodyguards and hired sailors are not uncommon throughout the southern lands, and are valued not only for their strength and skill, but also for their distinctive and imposing appearance.
Ulfen history is laced with tales of warriors who could take the form of animals. Even today, Ulfen tend to have high rates of lycanthropy among their northern clans. Shapeshifting Ulfen are not considered cursed, but blessed instead with the favor of nature spirits. Violent lycanthropes who cannot control their urges are required to stay in a locked building reinforced with silver and filled with raw meat during the full moon.
Although the Ulfen people focus much of their energy on survival, they also understand the importance of ceremony and celebration—whether such events mark a new year or the passing of a loved one. Ulfen have many traditional festivals, most centering around athletic contests of axe throwing, sled pulls, and foot races. Drinking competitions are also popular events, and the Ulfen’s reputation as drunken louts likely comes from foreigners witnessing these celebrations.
Human Racial Traits
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied natures.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
- Adoptive Parentage: Humans are sometimes orphaned and adopted by other races. Choose one humanoid race without the human subtype. You start play with that race’s languages and gain that race’s weapon familiarity racial trait (if any). If the race does not have weapon familiarity, you gain either Skill Focus or Weapon Focus as a bonus feat that is appropriate for that race instead. This racial trait replaces the bonus feat trait.
- Aquatic Ancestry: Humans with deep one or skum ancestry may exhibit prominent round eyes or webbed fingers and toes. They gain a racial bonus equal to half their character level on Swim checks and Swim is always a class skill for them. In addition, they can hold their breath for twice as long as normal. When the racial bonus on Swim checks from this ability becomes +8 or higher, they can always take 10 on Swim checks, even when threatened or distracted. This racial trait replaces skilled.
- Awareness: Humans raised within monastic traditions or communities that encourage mindfulness seem to shrug off many dangers more easily than other humans. They gain a +1 racial bonus on all saving throws and concentration checks. This racial trait replaces humans’ bonus feat.
- Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.
- Dimdweller (2 RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
- Draconic Heritage (4 RP): At times, a human’s family history can have a dragon’s power bound to the bloodline. Humans with this trait gain darkvision with a range of 10 feet and low-light vision. They can also ignore the Charisma prerequisite for Eldritch Heritage and any feat that has Eldritch Heritage as a prerequisite, but can select only the draconic bloodline with these feats. This replaces the bonus skill rank humans receive at each level.
- Dragon Scholar (4 RP): Dragons have a long history of individual interactions with specific humans, and some humans seek to better understand this relationship. Humans with this trait receive a +2 racial bonus on caster level checks to overcome a dragon’s spell resistance. In addition, they receive a +3 racial bonus on Knowledge (arcana) checks related to creatures of the dragon type. This trait replaces humans’ bonus feat racial trait.
- Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
- Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. This racial trait replaces the bonus feat trait.
- Fey Magic (2 RP): The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. In addition, select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. Lastly, the human also gains low-light vision. This trait replaces skilled.
- Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
- Giant Ancestry: Humans with ogre or troll ancestry end up having hulking builds and asymmetrical features. Such humans gain a +1 bonus on combat maneuver checks and to CMD, but a –2 penalty on Stealth checks. This racial trait replaces skilled.
- Heart of the Fields: Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces skilled.
- Heart of the Mountains: Humans born in the mountains are skilled at negotiating heights and precipices. They gain a +2 racial bonus on Climb checks and Acrobatics checks to move on narrow surfaces and uneven ground. Furthermore, they are considered acclimated to the effects of high altitude. This racial trait replaces skilled.
- Heart of the Sea: Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spell-casters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. This racial trait replaces skilled.
- Heart of the Slums: Humans who eke out a life in a city’s teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.
- Heart of the Snows: Humans born in chilly climes treat cold climates as one category less severe. They gain a +2 racial bonus on Fortitude saving throws against the effects of cold climates, on any check or saving throw to avoid slipping and falling, and to CMD against trip combat maneuvers. This bonus applies on Acrobatics and Climb checks made in slippery conditions. This racial trait replaces skilled.
- Heart of the Streets: Humans from bustling cities are skilled with crowds. They gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them. This racial trait replaces skilled.
- Heart of the Sun: Humans born in tropical climates treat hot climates as one category less severe. They also gain a +2 racial bonus on Fortitude saving throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin. This racial trait replaces skilled.
- Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.
- Heroic: Some humans are born heroes. In campaigns that use the optional hero point system, each time these humans gain a level, they gain 2 hero points instead of 1. If they take the Blood of Heroes feat, they gain 3 hero points each level instead of 2. This racial trait replaces the bonus feat trait.
- Industrious: Humans are known for their drive and work ethic. Humans with this racial trait gain a +2 racial bonus on concentration checks and checks with their choice of one Craft or Profession skill. This racial trait replaces skilled.
- Innovative: Humans have come to shape the world because they are inveterate innovators. Humans with this racial trait gain a +2 racial bonus on Knowledge (arcana) and Spellcraft checks to independently research spells, create magic items they have never encountered before, and identify unique magical effects. They also gain a +2 racial bonus on Charisma-based skill checks to persuade others to adopt a new ideology or further the cause of discovery and progress. This racial trait replaces skilled.
- Institutional Memory: Humans rely on their institutions to remember the distant past and to preserve their own memories for the distant future. They gain a +4 racial bonus on Knowledge checks to answer questions about any organizations, guilds, or religions to which they belong, and they can attempt such skill checks untrained. This racial trait replaces skilled.
- Military Tradition: Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. This racial trait replaces the bonus feat trait.
- Mixed Heritage: Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.
- Piety: Humans place great trust in the gods to protect them. Humans with this trait receive a +2 racial bonus on Knowledge (religion) checks and Knowledge (religion) is always a class skill for them. In addition, once per day before attempting an attack roll, saving throw, ability check, or skill check, such a human can call out to his deity in order to receive a +2 racial bonus on that roll; he can use this ability only if he is able to speak. This racial trait replaces the bonus feat racial trait.
- Poison Minion (4 RP): Drow sometimes augment their slaves and frontline warriors by making them toxic, causing their bodies to internally produce mawbane poison (see below). The resulting poisonous creature makes a potent weapon in the effort to discourage neighboring monsters. Any creature that hits such a character with a bite attack is immediately exposed to its poison. The save DC for this poison is equal to 10 + 1/2 the character’s Hit Dice + the character’s Constitution modifier. Mawbane Poison—ingested; save Fortitude as above; frequency 1/round for 4 rounds; effect 1d2 Constitution damage; cure 1 save. Humans can take this trait in place of skilled.
- Practiced Hunter: Members of some human cultures train from youth to find and follow the trails of vital game and at the same time hide the evidence of their own passage. These humans gain a +2 racial bonus on Stealth and Survival checks, and Stealth and Survival are always class skills for them. This racial trait replaces skilled.
- Psychic Defense: Humans from cultures steeped in the occult sometimes train their minds to resist outside influence. They gain a +2 racial bonus on saving throws against psychic spells and spell-like abilities, including those that originate from the psychic magic ability. This racial trait replaces the bonus feat trait.
- Rationalize: Humans have the ability to assuage their own fears by convincing themselves that what they saw or read is not real. Humans with this trait gain a +3 bonus on saving throws against effects that cause sanity damage. This racial trait replaces the bonus feat trait.
- Reptilian Ancestry: Humans with reptoid or serpentfolk ancestry sometimes have nictitating membranes or patches of scaly skin. They gain a +2 racial bonus on saving throws against mind-affecting effects and poisons. This racial trait replaces the bonus feat trait.
- Self-Made Fate: Some humans build nations that deny the importance of gods and divine magic, and those raised to avoid divine influence develop a knack for defying divine magic. They gain a +2 racial bonus on saving throws against divine spells and spell-like abilities, as well as the spells and spell-like abilities of aeons, psychopomps, and outsiders with an alignment subtype. This racial trait replaces the bonus feat trait.
- Shadowhunter (2 RP): Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.
- Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
- Social Ties: Some human societies run on complex webs of favors and loyalties that canny members can intuitively exploit with relative ease. These humans gain a +2 racial bonus on Diplomacy checks, and on any skill checks to recruit members and teams for an organization. They also add a +1 racial bonus to their Leadership scores (if they gain the Leadership feat). This racial trait replaces skilled.
- Tribalistic: Many humans naturally form into cliques or tribes, and these humans work exceptionally well with those they view as fellow tribe members. Such humans gain a +2 racial bonus on attack rolls and skill checks to use the aid another action to aid humans of the same ethnicity. Humans with this racial trait must hail from an ethnicity that has its own language other than Common, and they only start with that language; if they have high Intelligence scores, they can select their bonus languages from among Common, Giant, Goblin, and Halfling. This racial trait alters starting and bonus languages.
- Unstoppable Magic: Humans from civilizations built upon advanced magic are educated in a variety of ways to accomplish their magical goals. They gain a +2 racial bonus on caster level checks against spell resistance. This racial trait replaces the bonus feat trait.
- Wayfarer: Humans maintain the largest trade networks and the farthest-reaching civilizations, putting them in contact with a huge number of cultures. Humans with this racial trait gain a +2 racial bonus on Survival checks to avoid becoming lost, Knowledge (geography) checks, and Knowledge (local) checks. Whenever these humans gain a rank in Linguistics, they learn two languages rather than one. This racial trait replaces skilled.
Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
- Alchemist: Add one extract formula from the alchemist formula list to the character’s formula book. This formula must be at least one level below the highest formula level the alchemist can create.
- Arcanist: Add one spell from the arcanist spell list to the arcanist’s spellbook. The spell must be at least 1 spell level below the highest level the arcanist can cast.
- Barbarian: Add a +1/2 bonus to trap sense or +1/3 to the bonus from the superstitious rage power.
- Bard: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
- Bloodrager: Increase the bloodrager’s total number of bloodrage rounds per day by 1.
- Brawler: Gain a +1 bonus to the brawler’s CMD when resisting two combat maneuvers of the brawler’s choice.
- Cavalier: Add +1/4 to the cavalier’s banner bonus.
- Cleric: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
- Druid: Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature’s attitude.
- Fighter: Add +1 to the Fighter’s CMD when resisting two combat maneuvers of the character’s choice.
- Gunslinger: Add +1/4 point to the gunslinger’s grit points.
- Hunter: Add 1 skill rank to the hunter’s animal companion. If the hunter replaces his animal companion, the new animal companion gains these bonus skill ranks.
- Inquisitor: Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.
- Inquisitor: Add a +1/2 bonus on Perception checks to see through magical disguises or pinpoint invisible creatures.
- Investigator: Add one extract formula from the investigator’s formula list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.
- Kineticist: Gain 1/6 of an Extra Wild Talent feat.
- Magus: Add +1/4 point to the magus’ arcane pool.
- Medium: When gaining a taboo, the medium can use spirit surge without incurring influence an additional 1/4 time per day.
- Mesmerist: Increase the mesmerist’s towering ego bonus by 1/3 point (to a maximum increase of +2).
- Monk: Add +1/4 point to the monk’s ki pool.
- Occultist: Gain 1/6 of a new focus power.
- Occultist: Add a +1/3 bonus on any skill check attempted as a part of an occult ritual.
- Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
- Paladin: Add +1 to the paladin’s energy resistance to one kind of energy (maximum +10).
- Psychic: Add one spell known from the psychic spell list. This spell must be at least 1 level lower than the highest spell level the psychic can cast.
- Psychic: Add a +1/4 bonus to AC when flatfooted, to a maximum of what the psychic’s AC would be if not flat-footed.
- Ranger: Add +1 hit point or +1 skill rank to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
- Rogue: The rogue gains +1/6 of a new rogue talent.
- Shaman: Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
- Skald: Add one spell from the skald’s spell list to the skald’s known spells. This spell must be at least 1 spell level below the highest level the skald can cast.
- Slayer: Gain 1/6 of a new slayer talent.
- Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
- Spiritualist: Add 1 skill rank or 1 hit point to the spiritualist’s phantom.
- Summoner: Add +1 hit point or +1 skill rank to the summoner’s eidolon.
- Swashbuckler: Increase the total number of points in the swashbuckler’s panache pool by 1/4.
- Vigilante: Gain +1/2 on the Disguise bonus provided by seamless guise.
- Warpriest: Gain 1/6 of a new bonus combat feat.
- Witch: Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
- Wizard: Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below the highest spell level the wizard can cast.
Racial Archetypes & Bloodlines
The following racial archetypes and bloodline are available to humans:
- Imperious Bloodline (Sorcerer; Human)
- Buccaneer (Gunslinger; Human)
- Feral Child (Druid; Human)
- Wanderer (Monk; Human)
The following feats are available to a human character who meets the prerequisites.
- Bestow Luck
- Critical Versatility
- Dauntless Destiny
- Defiant Luck
- Fast Learner
- Fearless Curiosity
- Heroic Will
- Improved Improvisation
- Inexplicable Luck
- Intimidating Confidence
- Martial Mastery
- Martial Versatility
- Racial Heritage
- Surge of Success