Survivalist

Associated Skills: Survival

TRAVEL AND INVESTIGATION++
ACTIVE POKEMON SUPPORT++
TRAINER COMBAT+   A wilderness-oriented Class that can specialize in a variety of terrains, gaining the ability to create impromptu traps, fight using the environment, and help their allies cope with their surroundings.   Pokémon Trainers often have to travel across the land, searching far and wide to capture new Pokémon or find Gyms to challenge. Their journeys bring them through all sorts of exotic environments, from frozen tundras to steamy rainforests. Not everyone is cut out for such a harsh journey, but the Survivalist is most at home trailblazing through the wilderness.   However, even the most seasoned traveler can’t master all the different terrains and environments of the world. It takes a concerted effort for a Survivalist to truly understand a type of geography and how best to navigate through it, so each Survivalist will pick up the skills that are most appropriate to their favored terrains. Their expertise lets them create improvised traps, fight with the environment, and help their allies acclimate to their surroundings in battle.

TERRAIN TALENTS   Plains Runner – Grassland Terrain
Static
Effect: Your Overland Speed is increased by +2. You gain a +2 bonus to Perception Checks to spot or identify objects in the far distance.
  Forest Ranger – Forest Terrain
Static
Effect: You’re used to navigating the dense plant life of large forests. You gain the Stealth Capability.
  Marsh Stomper – Wetland Terrain
Static
Effect: You can handle the toxic fauna and flora of the marshes. You do not lose Hit Points from Poison and lose only 1 instead of 2 Combat Stages from Poison. You still count as Poisoned for the purpose of Moves and effects.
  Deep Diver – Ocean Terrain
Static
Effect: You love nothing better than the smell of the sea. Your Swimming Capability is equal to your Overland Capability instead of half. Additionally, you may hold your breath underwater for a number of minutes equal to your Survival Rank before you start suffocating.
  Arctic Pilgrim – Tundra Terrain
Static
Effect: Neither deep snow nor slippery ice can deter you. You are immune to the effects of Hail and to the Frozen condition, and gain 5 Damage Reduction against Ice-Type attacks.
  Surefooted – Mountain Terrain
Static
Effect: You’re not afraid of precarious ledges and steep hills. You gain a +2 Bonus to Skill Checks made to climb, balance, or maintain footing – including resisting Push and Trip Maneuvers. Whenever you take Falling Damage, ignore one meter and receive one less Injury when determining damage.
  Cave Dweller – Cave Terrain
Static
Effect: Your eyes are used to very low levels of light. You do not suffer Blindness for being in Low-Light conditions. If you would be Totally Blinded by complete darkness, you instead suffer the penalties of Blindness, and may make Survival Checks instead of Acrobatics to avoid becoming Tripped. You are immune to Stealth Rock Hazards.
  Traceur – Urban Terrain
Static
Effect: The city is your jungle. You gain a +1 Bonus to your Jump Capabilities. Add half your Survival Rank to your Evasion against Push, Trip, and Attack of Opportunity Maneuvers.
  Dune Walker – Desert Terrain
Static
Effect: Your long hours in the unforgiving desert have made you inured to sand and heat. You’re immune to the effects of Sandstorm, Sand-Attack, and Sand Tomb, and you gain 5 Damage Reduction against Fire-Type attacks.


Survivalist
[Class] [+HP]
Prerequisites: Novice Survival
One Time Use – Extended Action
Effect: Choose a Terrain in which you have spent at least three nights. You gain Naturewalk for that terrain and a +2 bonus to Athletics, Acrobatics, Stealth, Perception, and Survival Checks in that terrain. When you have 2 Survivalist Features, you may choose a second Terrain. When you have 4 Survivalist Features, you may choose a third terrain. When you have 6 Survivalist Features, you may choose a fourth terrain.
The terrains are: Grassland, Forest, Wetlands, Ocean, Tundra, Mountain, Cave, Urban, Desert

Natural Fighter
[+HP]
Prerequisites: Survivalist
1 AP – Special
Effect: You and your Pokémon become adept at using the environment to your advantage in battle. You or your Pokémon may activate Natural Fighter as a Standard Action to use the Move below corresponding to the current terrain. You and your Pokémon must still follow all Frequency limitations for the Move.
Grassland: Cotton Spore
Forest: Grass Whistle
Wetlands: Mud Slap
Ocean: Aqua Ring
Tundra: Haze
Mountain: Smack Down
Cave: Astonish
Urban: Spikes
Desert: Sand Attack   Trapper
[+HP]
Prerequisites: Survivalist, Adept Survival
Daily x2 – Extended Action
Effect: You create a consumable item that creates 8 meters of Hazard within 6 meters. All 8 meters must be adjacent with at least one other space of the Hazard. These Hazards cause foes that run into them to become Slowed until the end of their next turn and have an additional effect based on the terrain in which the item was made. When foes run into these Hazards, they are destroyed after their effects resolve. Pokémon and Trainers with Naturewalk for the terrains associated with a Hazard are immune to its effects. These items must be used the same day they are created or they lose all effect.
» Dust Trap – Grassland or Desert: A foe that runs into this Hazard is Blinded until the end of their next turn.
» Tangle Trap – Forest or Wetlands: A foe that runs into this Hazard must immediately stop Shifting, and they are Stuck instead of Slowed until the end of their next turn.
» Slick Trap – Ocean or Tundra: A foe that runs into this Hazard becomes Vulnerable until the end of their next Turn.
» Abrasion Trap – Mountain, Cave, or Urban: A foe that runs into this Hazard lowers their Defense and Special Defense by 1 Combat Stage.
  Wilderness Guide
[+HP] [Orders]
Prerequisites: Survivalist, Expert Survival
Scene x3 – Standard Action
Effect: Wilderness Guide’s effect depends on your current terrain.
» Grassland or Forest: All allies gain the Stealth Capability and a +2 bonus to their Overland Speed for one full round.
» Ocean or Wetlands: All allies gain 5 Damage Reduction and a +2 bonus to their Swim Speed for one full round.
» Desert or Tundra: All allies do not lose Hit Points from Weather and ignore the effects of foes’ Sand Veil and Snow Cloak Abilities for one full round.
» Mountain or Cave: All allies do not trigger Hazards and are not Blinded in Low-Light conditions for one full round.
» Urban: All allies gain +1 Evasion and a +2 bonus on Accuracy Rolls and Skill Checks to perform the Dirty Trick and Manipulate Combat Maneuvers for one full round.
  Terrain Talent
[Ranked 2] [+HP]
Rank 1 Prerequisites: Survivalist, 2 Mastered Terrains
Rank 2 Prerequisites: Survivalist, 4 Mastered Terrains
Static
Effect: Each Rank, you gain two Terrain Talents, chosen from the Terrains for which you gained Naturewalk from Survivalist.
Note: You do not have to be in the corresponding terrain to take advantage of Terrain Talents! They work everywhere.
  Adaptive Geography
[+HP]
Prerequisites: 4 Survivalist Features, Master Survival
Scene x2 – Free Action
Trigger: You or your Pokémon gain Initiative
Effect: The triggering target takes their turn as if they were in a terrain adjacent to the terrain they are in on the following graphic. For example, if you are standing in Wetlands terrain, you may act as if you are standing in Forest or Ocean Terrain. This affects Survivalist Features, Naturewalk Capabilities, Moves with the Environ Keyword, etc.