Rootwalker

Rootwalkers are massive living tree with 4 or more twisted branch-limbs, tough bark for skin, and thick foliage that changes with the seasons. As part of an ancient race born of nature, they are eternally dedicated to preserving the balance of life. Their wards are the trees and animals of the deep forest, which they and their kind vow to protect from hunters, woodcutters, and other pillagers. Their people are solitary, often growing for decades without sentient contact. This cultivates great patience and an exceptionally long view of time, which confounds younger races. They sometimes think they are slow-witted or ponderous, but they know the best decisions are those considered carefully — even if that consideration takes weeks! You’re often baffled by the rash and impulsive behavior of the younger races. Their “civilization,” with all its conflicts and endless racket, is a mystery, but it is also part of the grand design, and as worthy of protection as your precious wilderness.

**Common Personality Traits:** Calm, indignant, methodical, contemplative, respectful

**Common Physical Traits:** Colorful foliage, gnarled limbs, inexpressive eyes, whispering voice, gnarled skin bearing the wear of ages

**Example Names:** Skinbark, Strongbranch, Beechbone, Leaflock, Wandlimb

**Type:** Large (2×2) biped plant with a Reach of 1 (see page
227).

Your maximum wounds equal your Constitution score ×
1.5 (rounded down).

## Species of Rootwalkers

### **Deeproot**

**Attributes:** No modifiers

**Base Speed:** 30 ft.

**Achilles Heel (Fire):** When you suffer fire damage, you also suffer an equal amount of lethal damage.

**Bleeding Immunity:** You’re immune to bleeding (see page
212).

**Lean Season:** You require only 1 common meal per day.

**Lumbering:** You suffer a –2 penalty with all Reflex saves and become flanked any time two opponents are adjacent to you.

**Natural Camouflage:** Choose forest/jungle or swamp. You gain a +5 gear bonus with Blend checks while in that terrain.

**Thick Hide 2:** You’re considered to be wearing partial armor that provides Damage Reduction 2. This DR does not stack with other armor (only the best protection applies). If you gain thick hide from multiple sources, your hide offers the highest single DR value + 1 per additional hide benefit (e.g. thick hide 4, thick hide 3, and thick hide 1 offer DR 6).

### **New Leaf**

*You’re a rare breed of Rootwalker, sharing the sap of the world’s mightiest trees.*

* **Prerequisites:** Rootwalker, Level 1 only
* **Benefit:** Choose a breed
	+ **Evergreen**: You hail from the frozen wastes. You gain Cold Resistance 10 and 2 additional Studies.
	+ **Ironwood:** You bend before no wind or man. You gain sterner stuff and thick hide 3 (see page 13).
	+ **Mistbranch:** You emerge from deep forests to defend the saplings. You gain Slam II (see page 235) and the Relentless Attack trick (see page 222).
	+ **Purewood:** Your pure sap has special healing powers. You gain regeneration 1 and you’re always considered to have a doctor’s bag.
	+ **Skybranch:** You tower above others, inspiring them to greatness. You may purchase Heroic Renown for 20 Reputation per rank. Also, once per scene, you may speak to 1 of your teammates for 1 minute to grant them a +1 morale bonus with saving throws until the end of the current scene.
	+ **Sunleaf:** Your roots have thickened in scorching sands and boiling oases. You gain Heat Resistance 10 and lose Achilles heel (fire).
	+ **Tangleroot:** The clinging vines that extend from your body can snare enemies. You gain a +2 bonus with Grapple checks. Also, adjacent opponents must make a Reflex save (DC 15) at the beginning of their Initiative Count or become entangled for 1 round.
	+ Whitebark: The beauty and pride of your breed is legendary. Your Appearance bonus increases by +1 and you may purchase Noble Renown for 20 Reputation per rank.

### **Many Armed**

*You have multiple arms and the coordination to use them.*

* **Prerequisites:** [Rootwalker] or Unborn, [Level 1 only]
* **Benefit:** You may simultaneously hold and arm up to six 1- handed, four 1-handed and one 2-handed, or two 1-handed and two 2-handed weapons or objects. Also, each round that you hold no more than this, you may Handle an Item as a free action. You also gain a +1 bonus with skill checks made as part of a Grapple action per two of your hands that are free (maximum +3). This feat does not grant additional attacks.
* **Special:** When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the prerequisite “Level 1 only.”

### **Many-Legged**

*You have multiple legs.*

* **Prerequisites:** [Rootwalker] or Unborn, [Level 1 only]
* **Benefit:** You have more than 2 legs and gain improved stability and Trample I (see pages 234 and 235)
* **Special:** When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the requirement “Level 1 only.”

### **Living Weapon**

*When you’re the weapon, swords and guns lose their luster.*

* **Prerequisites:** [Rootwalker] or Unborn, [Unarmed forte]
* **Benefit:** Select one of the following benefits:
	+ **Crushing Grip:** You gain the Squeeze I natural attack, but suffer a –2 penalty with ranged attacks.
	+ **Hammer Hands:** You gain the Slam III natural attack, but you

also gain the Beast Type and therefore lack hands or other fine manipulators and can’t take actions requiring them.

* + **Powerful Legs:** You gain the Trample I natural attack but

suffer a –2 penalty with Balance checks.

* + **Shearing Jaw:** You gain the Bite I natural attack but suffer a –2 penalty with Impress checks.
	+ **Spines:** You gain the natural defense NPC quality (see Fantasy Craft, page 234), but suffer a –2 penalty with Reflex saves and Tumble checks.