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1 This category includes barbarians, oracles, rogues, and sorcerers.
Racial LoreCharacters with Knowledge (nature) may know more about the reclusive briarborn. Make a Knowledge (nature) skill check and compare the results to the below chart. Elves and other Fey creatures gain a +2 competence bonus to this roll. DC 12 – The briarborn are a race of tree-like humanoids grown from the earth itself. DC 17 – It is believed that they are born wardens of nature, and that the elves have been aware of their presence for many ages. DC 22 – The briarborn grow to maturity in a single year. It is said they are born in response to a great need by nature itself. DC 27 – In truth, the briarborn are born of the sentient Dreaming Trees, an intelligent plant that grows deep within the feywilds. They serve these trees and protect their environs. Racial FeatsThere are a few feats unique to the briarborn, or which are especially suited to briarborn characters. “True ‘tis, I saw it wit' mine own eyes! This huge an' beautiful an' sweet smellin' flower blossomed in front of me, and out stepped a wondrous woman, made of plant fibers and such. Even born just now as she was, she smiled knowingly at me, wrappin' a large leaf around herself and runnin' off. I ain't ne'er seen such a thing in all my life!” - Korgan Timbersplitter, human Woodsman The briarborn are a race of plant-like humanoids that grow from the earth in secluded, untouched virgin lands. They are born of the essence of nature, a distillation of that untouched terrain. While rare, they are not uncommon in lands unspoiled by other races. As a race, they are born of a collective intelligence, working in tandem with their brethren despite any distance. It is said that they also speak freely with nature's creatures, and seek to right the wrongs of those that would bring harm to the world. The briarborn are nature's protectors, being born of the world's need for defense. When nature's enemies ravage her gifts, the briarborn blossom and grow to protect her. Physical Description: A briarborn is a humanoid creature, standing nearly as tall as a man, seemingly made of bark, vines and foliage. They are of a kind demeanor, with the facial appearance of a faint and almost fey-like deer. They vary greatly in appearance, as wild as nature itself. They range the colors of all plant life, tending towards shades of green and brown. Their hair grows leaves and branches. The older they are, the more growths they have, sometimes becoming long twisted vines that hang to their waist or longer. Their flesh is odd and disconcerting, being rough and prickly, a number of their kind having bark or even spiny briars that protrude from within. Their eyes are said to vary, being virgin wood green, morning sun gold, rich brown earth, or deep sky blue. Society: When a briarborn is first flowered, they sprout from the ground, growing in an undefiled location, far from the eyes of other creatures. They are immediately the size of an adolescent, growing to maturity quickly over the course of a single year. Once they have sprouted, the adolescent briarborn instinctively know the way to the nearest knot, or collective home of Briarborn. They live in communities grown from their natural surroundings, using druidic magic to shape and weave the natural environment to suit their needs. Their homes are well defended and surprisingly well-camouflaged. Without knowing what one is looking for, a briarborn knot could complete elude a passerby. The briarborn are thought to draw their collective knowledge and wisdom directly from nature itself. At the heart of each knot is almost always some form of exaggerated living tree. This is a Dreaming Tree, their most sacred spot within the community. It is believed that the tree has some divine powers, granting the briarborn spells and imparting knowledge about the surrounding environs. Should a Dreaming Tree ever be killed, all of the briarborn connected to the knot are stricken with a profound sadness. They disband the knot, allowing the site to return to its natural state. They will seek out other knots and feel lost until they find another community. Many lost briarborn become adventurers. Fallen briarborn are allowed to lie where they fall, quickly composting into nurturing mulch. Other races find this practice abhorrent, but the briarborn see this as completely natural. All things return to the world, having been born of it. Relations with other Races Briarborn are generally peaceful and therefore get along well with most good-aligned races.
Alignment and Religion: briarborn do not serve gods as a general practice, rather serving nature itself. They also tend to be good and neutral in practice. The average briarborn is of Neutral good alignment, though their communities typically have a more neutral outlook by necessity. Should a briarborn become lost, it is certainly possibly that they could come to follow a nature-oriented deity. Adventurers: A PC briarborn is often newly-grown, still seeking its purpose. They can be grown anywhere, even in harsh climates, though they tend to be most often found in temperate forests. While they do form natural cities in some deeply wild regions, they are also often found in solitude. A PC hero might be a wanderer seeking to eliminate a blight in the natural order. Other PCs could easily be those lost briarborn, whose knot community was destroyed. They wander looking for community, sometimes finding kinship with other adventurers. Names: It should be noted that briarborn have little identity of self, and that their names reflect that of their duties and function, as opposed to any personal effect. Also, no role is limited to either sex, the briarborn have complete equality. In addition, though many share the same name, the collective briarborn never seem to have any problem distinguishing among one another, having a collective knowledge shared amongst themselves. Those few that leave their knots and become adventurers tend to eventually take names and find self-identity. They find elven or other sylvan sounding names pleasing. Example Names (Male and Female) Digger, Elf-trader, Forager, Groomer, Grower, Hunter, Knot-ward, Lore-keeper, Orc-bleeder, Plant-shaper, Skinner, Tender, Tree-herder, Waterer, Weapon-maker and Weeder. Standard Racial AbilitiesNote: Briarborn are constructed using the Advanced Race Guide's custom race building rules using 20 RP (Race Points.) As a result a briarborn PC has an Effective Level of +1 (Advanced.)
Defense
Feats and Skills
Magical Abilities
Senses
Weaknesses
Alternate Racial AbilitiesThe following alternate abilities may be selected in place of one or more of the standard abilities above. Consult your GM before selecting any of these new options.
Race TraitsThe following traits are "race" traits (as defined here) and may be chosen by briarborn PCs.
Briarborn Player CharactersThe 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.
Racial ArchetypesThe following racial archetypes are available to briarborn: |
Dwellers in Dream: The Briarborn. Copyright, January 27, 2013, Total Party Kill Games. Author(s): Brian “Necroblivion” Berg, Richard “AWizardInDallas” Hunt