IQ Skills for Enlightened Pokemon

These are the IQ Skills that Enlightened Pokemon can learn. An Enlightened Pokemon gets the chance to gain a new IQ Skill every fifth level, starting at Level 5. You must meet the prerequisites of the IQ Skill to acquire it.

General Skills

IQ Skill Name Requirement Usage Limit Details
Built Like A Brick Outhouse 5 POW Static Add your Power value as extra damage to all Melee attacks.
Deep Breather Has 5 or more Battle/Center moves Daily/10 Declare the use of this Skill when using an attack roll. On a seperate roll of 13+ on a d20, unmodified, treat the attack you just used with a Battle or Center frequency as Every Other Turn. This skill may only be activated once in a single encounter.
Escapist None Static When using an Explorer's Badge to warp, you may bring five additional Pokemon with you. You may take this Skill twice.
Experience Elite Has trained a Companion to Level 40 Static You earn +20% experience when defeating foes, but only if some is distributed to a Companion.
Jury-Rigger 5 INT Static Add +3 to Crafting Checks
Money Grubber Has collected more than 6500 Poke Static When picking up Poké, the Pokémon pulls in 120% the value of the coinage.
Multitalent Level 50 Static Lower a single move by one usage rate (Center to Battle, Battle to Every Other Turn, Every Other Turn to At Will). The GameMaster has the right to veto your move choice at any time.
No-Charger Has three or more charging moves, like Solarbeam Battle As a Reaction, unleash the charging attack in the same turn you declare it, whilst gaining the Exhaust keyword.
Pathfinder None Static Choose a type of terrain, such as desert, mountain, or swamp. While in the chosen terrain, all of your Movement Capabilities are raised by four. You also gain a +3 bonus to navigating and using the chosen terrain. You may take this Skill multiple times, but its effects can never stack with itself.
People-Knower 5 PERS Static Add +5 when intimidating/persuading/etc.
Swimmer None Static You now have Surface 3 and Underwater 2. If you already had these two movement Capabilities, add 2 to each. Sinker still applies if you do not shift every round.
Repressed Potential None Static When you reach a level that would net you an IQ Skill, instead of choosing one, you can choose to make a seperate Skill Pool for each IQ Skill you want to put in the pool. The IQ Skill you use to get this Skill does not count into the pool. When you use a point from this pool, you can gain an IQ Skill like you would on a level up.

Capability Skills

IQ Skill Name Requirement Usage Limit Details
Absolute Mover Aura, 30 in any Stat Static You can cross water, lava, and pass fences and gates with little to no trouble. You can Phase through thin walls, doors, fences and slim gates, though it takes away 25 HP every time you do so.
Acute Sniffer 15 Sp. Atk Static You gain the Tracker Capability. If you gain Tracker through other means after taking this Skill, it is refunded.
Athlete 10 Spd Static Raise any two of your existing Movement Capabilities by 2. You cannot raise the same Capability twice on one Skill. This can be taken up to 2 times.
Bodybuilding 10 Atk Static Raise Power by 1. This can be taken up to 2 times.
Egghead 10 SpAtk Static Raise Intelligence by 1. This can be taken up to 2 times.
Enlightenment Level 25 Static You gain the Aura Capability. If you gain Aura through other means after taking this Skill, it is refunded.
Socialite 10 SpDef Static Raise Personality by 1. This can be taken up to 2 times.
Time Tripper Aura, 30 Speed Battle Raises initial combat Speed by 2 CS. The bonus is lost after combat is resolved.

HP Skills

IQ Skill Name Requirement Usage Limit Details
Brick-Tough 20 HP Static Calculate Max HP as (HP*3)+(Level*2) instead.
Last Stand 25 HP Daily After falling unconscious, you may return to 1 HP after 1d4 rounds. This Skill cannot be activated if you are at -100% HP or lower.
Quick Healer 15 HP Static Increases recovery from an extended rest to 80%.
Resilient 20 HP Battle You may ignore and immediately treat the Asleep, Burned, Confused, Frozen, Paralyzed or Poisoned status afflictions as a free action. You can only remove one affliction at a time with this Skill.
Survivalist 15 HP Static You can create safe meals out of otherwise toxic Pokemon corpses. You can only be poisoned or otherwise damaged from food on a roll of 16-20.

Attack Skills

IQ Skill Name Requirement Usage Limit Details
Aggressor 20 Atk or SpAtk Battle As a Move Action, raise both Attack stats by 10 each, but decrease both Defense stats by 10 each.
Course Checker 15 Sp. Atk or Atk At Will You can target specific areas as a free action. You deal 1d12 more damage, at the cost of -2 ACC. Extra effects of the hit is up to GM discretion.
Erratic Player 35 Sp. Atk or Atk Static Raises Super Effective multipliers to x2.5 and x5, respectively and Not Very Effective multipliers to x1/4 and x1/8, respectively.
Exclusive Move-User 25 Att Static Use an extra 2d10 on move damage, reduce regular attack damage to 2d6+ATK/SPATK
Power Pitcher 10 Atk Static Throwing items deal 1d12 more damage.
Practice Swinger 20 SpAtk or Atk Static Raises Attack and Special Attack by 1 CS for one round whenever you miss with an attack that deals damage.
Pierce Hurler 20 ATK Static Thrown piercing weapons do d8 more damage, Passes through one target to damage a target behind it, without the extra d8.
Steady Jabs 25 Atk or Spd Static Regular attacks get a +4 ACC bonus.
Skilled Pitcher 25 Atk, Power Pitcher At Will Deny the target its Evasion bonus when using Throwing Weapons.
Sharp Shooter 25 Sp. Atk or Atk Static Raises critical-hit ratio by 1.
Weak-Type Picker 20 Sp. Atk or Atk Static Inflict another STAB bonus worth of damage when a SE move is used. This works for non-STAB moves, as well.
Wary Fighter 20 Sp. Atk or Atk Static All of benefitor's melee moves gains the Pass keyword.

Defense Skills

IQ Skill Name Requirement Usage Limit Details
Bodyguard 15 Def or SpDef At Will If an adjacent ally is about to take damage, you can expend your Reaction to take the ally's incoming damage as your own.
Concentrator 15 DEF Static Raises Accuracy by 2, but decreases Evasion by 2.
Counter Hitter 15 Def or SpDef Battle As a Reaction, counter 1/4 of the damage received back to the foe attacking you. This damage cannot be reduced by defenses or weakness/resistances. The foe must be using a Melee move for this to work.
Counter Basher Counter Hitter, 25 Def or SpDef Battle As a Reaction, lower defenses by 10 for the purpose of damage reduction until the end of your turn next round, and send the damage taken back to the foe. This damage cannot be reduced by defenses or weakness/resistances. This skill replaces Counter Hitter. The foe must be using a Melee move for this to work.
Defender 20 Def or Sp. Def Battle As a Move Action, raise Defense and Sp. Defense by 10 for the purpose of damage reduction, but lower Attack and Sp. Attack by 10.
Intimidator 30 Sp. Def or Def Static A roll of 19-20 from adjacent an attacking foe causes the foe to be flinched the next round.
Physician 20 SpAtk or Def Static Decreases the DC for Pokémon to heal themselves from status by 4. Can be applied to other Pokemon, but with only a DC decrease of 2.
Quick Dodger 25 Spd or DEF or Sp. DEF Static Gain 2 Evasion, to be put into either Physical Evasion, Special Evasion or Status Evasion. This skill can be taken up to 3 times. You cannot gain more than 2 Evasion on one Evasion stat from this. Note: You do not gain the benefit of this if you have used your Reaction for this round.
Survivalist 15 Def or SpAtk Static Can create safe meals out of otherwise toxic Pokemon corpses. Can only be poisoned from food on a roll of 16-20.
Trap Buster 20 DEF or SpAtk Daily/10 If the party has discovered a trap, the benefitor of this skill can attempt to disarm it with an Intelligence roll of 15-20

Special Attack Skills

IQ Skill Name Requirement Usage Limit Details
Aggressor 20 Sp. Att or Att Battle As a Move Action, raise both Attack stats by 10 each, but decrease both Defense stats by 10 each.
Course Checker 15 Sp. Atk or Atk At Will You can target specific areas as a free action. You deal 1d12 more damage, at the cost of -2 ACC. Extra effects of the hit is up to GM discretion.
Erratic Player 35 Sp. Atk or Atk Static Raises Super Effective multipliers to x2.5 and x5, respectively and Not Very Effective multipliers to x1/4 and x1/8, respectively.
Item Catcher 15 Sp. Atk At Will, must not be holding anything Can catch a thrown Item a foe threw as a Reaction.
Nature Gifter 15 Sp. Atk Static Extends the effects of seeds and berries applied to the allies or yourself for 2d6 more rounds or 1 hour out of combat.
Paramedic 10 Sp. Att Static Raises the effectiveness of healing berries and moves by 2d8, even if applying healing to other people. This bonus raises to 2d12 when used with potions. The bonus is halved when applied mid-combat, but not when healing the unconscious.
Physician 20 SpAtk or Def Static Decreases the DC for Pokémon to heal themselves from status by 4. Can be applied to other Pokemon, but with only a DC decrease of 2.
Practice Swinger 20 SpAtk or Atk Static Raises Attack and Special Attack by 1 CS for one round whenever you miss with an attack that deals damage.
Sharp Shooter 25 Sp. Atk or Atk Static Raises critical-hit ratio by 1.
Weak-Type Picker 20 Sp. Atk or Atk Static Inflict another STAB bonus worth of damage when a SE move is used. This works for non-STAB moves, as well.
Wary Fighter 20 Sp. Atk or Atk Static All of benefitor's melee moves gains the Pass keyword.

Special Defense Skills

IQ Skill Name Requirement Usage Limit Details
Bodyguard 15 Def or SpDef At Will If an adjacent ally is about to take damage, you can expend your Reaction to take the ally's incoming damage as your own.
Cheerleader 10 Sp. Def Battle As a full action, raise the Attack and Sp. Attack of nearby allies in a radius of 4 meters by 1 CS. Effect ends with combat.
Counter Hitter 15 Def or SpDef Battle As a Reaction, counter 1/4 of the damage received back to the foe attacking you. This damage cannot be reduced by defenses or weakness/resistances. The foe must be using a Melee move for this to work.
Counter Basher Counter Hitter, 25 Def or SpDef Battle As a Reaction, lower Defense by 10 for the purpose of damage reduction until the end of your turn next round, and send the damage taken back to the foe. This damage cannot be reduced by defenses or weakness/resistances. This skill replaces Counter Hitter. The foe must be using a Melee move for this to work.
Defender 20 Def or Sp. Def Battle As a Move Action, raise Defense and Sp. Defense by 10 for the purpose of damage reduction, but lower Attack and Sp. Attack by 10.
Intimidator 30 Sp. Def or Def Static A roll of 19-20 from adjacent attacking foe causes the foe to be flinched the next round.
Nonsleeper 15 Sp. Def Static Sleep inducing effects has to roll 4 higher to affect the benefitor.
Quick Dodger 25 Spd or DEF or Sp. DEF Static Gain 2 Evasion, to be put into either Physical Evasion, Special Evasion or Status Evasion. This skill can be taken up to 3 times. You cannot gain more than 2 Evasion on one Evasion stat from this. Note: You do not gain the benefit of this if you have used your Reaction for this round.
Suave Trader 20 Sp. Def Static Add a +2 bonus to negotiating prices.

Speed Skills

IQ Skill Name Requirement Usage Limit Details
Clutch Performer 25 Spd Static Raises all Evasion stats by 5 when HP is below 25%. Bonus is lost when the benefitor gets his HP back above 25%
Critical Dodger 25 Spd Static Half opponent's Critical Range. The minimum it can be reduced to is 20
Dedicated Traveler 25 Spd At Will As an Attack Action, increase Movement capabilities by 5, and reduce damage you deal by 50%
Extra Striker 25 Spd At Will When rolling for the accuracy check of a move, on a roll of 18-20, do a Regular Attack along with the move.
Hit-and-Runner 25 Spd Battle When a Counter Hitter, Counter Basher, Counter or Mirror Coat is unleashed to hit the benefitor, halve the incoming damage of the Counter/Mirror Coat as a Reaction, if it damages at all.
Quick Dodger 25 Spd or DEF or Sp. DEF Static Gain 2 Evasion, to be put into either Physical Evasion, Special Evasion or Status Evasion. This skill can be taken up to 3 times. You cannot gain more than 2 Evasion on one Evasion stat from this. Note: You do not gain the benefit of this if you have used your Reaction for this round.
Quick Striker 20 Spd At Will Can do two regular attacks in one turn in a row.
Steady Jabs 25 Atk or Spd Static Regular attacks get a +4 ACC bonus.