Skills

Characters do not gain skill points each level. Instead, characters gain a +5 bonus on trained class skills and add ½ their character level plus the related ability mod to the d20 roll (in addition to other modifiers, such as Skill Focus).

Acrobatics (Dex)
You can perform a feat of agility, such as jumping across a chasm, balancing on a narrow ledge, tumbling past an opponent, or escaping from bonds. The DC is determined by the distance being covered or the type of terrain. In the case of an escape artist check, the DC is based on the grappler’s combat maneuver check or the type of bonds (rope, handcuffs, webbing, etc).

Athletics (Str)
You can use your great strength to scale a wall, swim against a current, or continue performing a strenuous activity. The DC is based on the difficulty of the climb (a tree being easier than a sheer cliff), the speed and strength of the water, or how long a character has been doing something.

Battle (Int)
You are especially skilled at strategy and tactics and have a great understanding of your opponent’s strength and weaknesses. You can make a Battle check to know what your best option is during a duel, such as what monster or attack to use, whether to switch or defend, or whether to retreat or surrender.

Craft (Int)
You can apply your knowledge in other areas to create various tools, devices, and other miscellaneous items. Your ability and skill depends on your training in other skills: Heal (potions, medicine, etc), Lore (scrolls, enchanted gear), Thievery (lock picks, keys, etc), Technology (technical machines). Some complicated or rare items may multiple types of knowledge. If a particular item does not seem related to another skill, it can be created with a straight Craft check, subject to GM approval.

Handle (Cha)
You can train a monster to perform specific tricks, such as carrying a rider or removing obstacles. Handle is only used for monsters with animalistic or below average Intelligence (6 or lower), but can also be used to overcome language barriers with more intelligent monsters. A monster can be taught any of the following tricks, up to a maximum of its Wisdom score:
Climb, Cut, Fly, Defog, Flash, Ride, Smash, Strength, Surf, Waterfall, Whirlpool. (Expanded description to be added)

Heal (Wis)
You are knowledgeable about medicine, vitamins, and biology. Even without ranks in Craft, you can patch wounds, set limbs, and create simple antidotes. You can also make a Heal check to identify specific poisons and diseases, or stabilize a dying character. A Breeder can heal hit points equal to their Wisdom modifier when they make a Heal check.

History (Int)
You are knowledgeable about historical events and world culture. The difficulty of the DC is based on the obscurity of the event, the detail of your information, and how long ago it occurred.

Insight (Wis)
You can sense a character’s deceptions or hidden motivations, or solve riddles and puzzles. In some cases Insight is based on a set DC, while in others it is made against another character’s Persuade check.

Lore (Int)
You are knowledgeable about myths, legendary events and creatures, magic, and folklore. As with other knowledge checks, the DC is based on obscurity and the level of detail you can provide.

Nature (Wis)
You can survive in the wilderness, identify tracks, and provide information about plants, weather, and the environment. You can make a Nature check to find food and water, identify non-monstrous plants and animals, etc. Characters trained in Heal and Craft and create antidotes and medicines from available flora and minerals.

Perception (Wis)
You can spot or hear something, or search for clues or hidden objects

Perform (Cha)
You are adept at entertaining others, usually through musical instruments, storytelling, and performing various stunts and tricks. Characters trained in Perform are also knowledgeable about competitions and can coach other characters and monsters in their own performances.

Persuade (Cha)
You are adept in social situations and convincing others into doing or believing what you want them to. You can make a Persuade check to conceal the truth, make friends, deescalate a heated situation, or intimidate someone. The difficulty of the DC is based on the believability of the deception, how much the other character wants to help, etc. Persuade is sometimes opposed by another characters’ Insight check.

Stealth (Dex)
You are adept at moving silently and remaining undetected. Stealth is almost always opposed by a Perception check.

Streetwise (Cha)
You are knowledgeable about local events and personalities, gathering information, and surviving in an urban environment.

Thievery (Dex)
You can pick pocket, open and jam locks, and disable traps and other devices. The difficulty is based on the DC of the lock or trap, or is opposed by another character’s Perception check.

Technology (Int)
You are a nerd (Expanded description to be added)

New Skill: Handle (Outdated)

Check
The DC depends on what you are trying to do.

Handle a Pokemon
This task involves commanding an Pokemon to perform a task or trick that it knows. If the Pokemon is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the Pokemon performs the task or trick on its next action.

Teach a Pokemon an HM
You can teach a Pokemon a Hidden Machine with one week of work and a successful Handle Pokemon check against the indicated DC. A Pokemon with an Intelligence score of 1 can learn a maximum of three tricks, while a Pokemon with an Intelligence score of 2 can learn a maximum of six tricks. Possible tricks (and their associated DCs) include, but are not necessarily limited to, the following.
Climb (DC 20) - teach a Pokemon to carry someone up a cliff face, tree, or other obstruction. The Pokemon must be able to lift a person, and the passenger can be no more than a medium load.
Cut (DC 15) - teach a Pokemon to use its claws, vines, or other sharp appendage to clear foliage and obstructions.
Fly (DC 20) - teach a flying Pokemon to be able to bear a rider for travel. The Pokemon must be physically capable of lifting a person in order to learn Fly. Overland flight (long-distance travel) requires that the rider count as a light-load for the Pokemon.
Defog (DC 20) - teach a Pokemon to use its wings, fins, etc to blow away fog, smoke, or gas. The Pokemon must have an appropriate appendage
Flash (DC 15) - teach a Pokemon to create light. The monster must have some sort of light producing ability, such as a Fire or Electric attack.
Ride (DC 15) - teach a Pokemon to bear a rider for racing or travel. The Pokemon must be large and strong enough to carry the rider.
Smash (DC 15) - teach a Pokemon to destroy an obstruction, such as a rock or door.
Strength (DC 15) - teach a Pokemon to use its strength to move some heavy obstruction, such as a boulder.
Surf (DC 15) - teach a Pokemon that can swim to carry a rider. The Pokemon only needs to be large and strong enough to drag a person through water while keeping both of them afloat.
Waterfall (DC 25) - teach a swimming Pokemon to bear a rider up a waterfall. The Pokemon must already know Swim in order to learn this trick and must have the necessary speed and strength.
Whirlpool (DC 20) - teach a Water Pokemon to negate or create a whirlpool, allowing safe passage or easy escape.

Rear a Wild Pokemon
To rear a Pokemon means to raise a wild creature from infancy so that it becomes domesticated. A handler can rear as many as three creatures of the same kind at once.

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