Secondary skills

Notes: Zoom 2021-04-29 21:00
*Druids gain their Druidic language skills immediately.
*Magical skill books grant immediate knowledge/use of a new skill (but cannot be used for languages - there are specific books for that)
*Normal character-progression skill learning must be taught or practised – though it may be enough to have used the related skills sufficiently, or been taught, during the preceding levels.
Warning: Advanced skill requirements are not complete
==Basic Skills==
The following is a list of the basic skills available to starting characters, note that most of these skills can lead to opportunities to learn advanced techniques as the character goes up in level.
The full list of basic skills are:
===Animal Husbandry===
Basic first aid/health management of farm animals, wellies and plan optional
===Animal Mimicry===
A natural skill to make realistic animal noises
The ability to mimic a large number of natural animal calls and noises, can be used to attract game, calm or scare wild animals – or simply for entertainment.
Enables the following skills to be learnt: #Exotic Animal Husbandry (requires: #Animal Husbandry), Mimicry (requires: #Story Telling)
===Basic First Aid===
Basic bandaging etc., nearly enough for a boy scout badge
Ability to apply bandages and very simple first aid techniques slightly beyond simply wrapping volumes of cloth around a wound and hoping for the best. Application enables (75% chance) a HP recovery of 1-4 points overnight – assuming a good nights rest is had.
Enables the following skills to be learnt: #Advanced First Aid (Requires #Needlework)
===Brewing===
Making beer/ale, that is at least palatable
The ability to brew basic ales and beers of reasonable quality, generally taken as a trade skill.
Enables the following skills to be learnt: #Advanced Brewing (with #Cookery)
===Building===
Construction of a basic wood/stone house, that wont always fall down
An ability to construct a basic, single storey dwelling or similar building, generally using wood but also where available worked stone.
Enables the following skills to be learnt: #Advanced Building (with #Stonemason and #Woodworking)
===Cookery===
Preparation of reasonable foodstuffs into a palatable meal for up to 20 people.
===Drawing===
Reasonable skills in capturing an image on parchment, has moved beyond stick figures
Generally with charcoal or chalk but sometimes with quill pen, an ability to capture an image on parchment or similar.
Useful for making a map as well!
Enables the following skills to be learnt: #Artist
===Fletching===
Can create basic arrows given suitable materials, some will even hit the target
Can construct basic arrows if provided with feathers and straight pieces of wood, can also use small flints or similar as arrowheads. (Arrows will only do D3 or D4 damage and will be -1 to hit).
When recovering arrows, will be able to repair 75% of recovered non-magical arrows (normally only 25% would be reusable)
Enables the following skills to be learnt: #Advanced Fletching
===Foraging===
Identify safe things to eat in the wild
The ability to source foodstuffs in a wilderness setting, note that this skill will only provide sustenance for 0-2 (2-4 if a Druid of 3rdlevel or higher) people if relied upon in a survival situation and this may decrease in harsh conditions.
Enables the following skills to be learnt:#Survivalism (Requires #Tracks and #Trapping), #Herb Lore (Requires #Gardening)
===Gardening===
Managing and maintaining a small-holding, primarily vegetables
Enables the following skills to be learnt: #Herb Lore (Requires #Foraging)
===Metalworking===
Can work Iron/Bronze for basic implements (up to broadsword)
Effectively a trainee Blacksmith, you are able to use a forge to work with Iron and Bronze to produce basic implements and weapons (up to Broadsword), although the quality is variable!
Enables the following skills to be learnt: #Smithery
===Needlework===
Ability to sew and mend clothes
Can sew and mend basic clothes/cloth items, also covers a basic ability to work with fine instruments.
Enables the following skills to be learnt:
*#Advanced First Aid (Requires #Basic First Aid)
*#Disection (Requires #Slaughtering)
*#Leatherworking (Requires #Tannery)
*#Fishing (Requires #Weaving
===Potter===
Able to work clay to produce basic earthenware pots and bowls
===Read/Write Language===
Ability to read/write one specified language
===Riding===
Ability to actively ride a standard mount (Horse/Ox/Donkey/Pony), as opposed to sitting on like a sack of potatoes.
Can effectively ride a standard mount and apply basic controls (e.g. reasonable chance of avoiding being thrown off if mount is startled).
Enables the following skills to be learnt: #Animal Training (required: #Animal Husbandry), #Advanced Riding
===Slaughtering===
Can produce edible cuts of meat from a natural animals corpse
The ability to gut and joint natural animal corpses, includes the ability to skin an animal and keep the hide reasonably intact.
Enables the following skills to be learnt: #Disection (Requires #Needlework)
===Speak Language===
Ability to speak a specified language
===Stonemason===
Basic ability to shape stones for building purposes
Enables the following skills to be learnt: #Advanced Building (with #Building and #Woodworking), #Stoneworking
===Story Telling===
The ability to keep an audience listening
An ability to narrate tales and keep an audience engaged for a period
Enables the following skills to be learnt: #Rumormonger, #Mimickry (required: #Animal Mimickry)
===Tannery===
With with standard animal hides to produce leather
===Tracks===
Identification of natural animals tracks/spoor
The knowledge of natural animal tracks and spoor note that this skill is about identification – not about actually tracking.
Enables the following skills to be learnt: #Survivalism (Requires #Foraging and #Trapping), #Trailing (Requires #Trapping)
===Trapping===
Ability to set snares etc. for small animals
===Weaving===
Work with wool, cotton, flax etc. to produce cloth
Can spin to make thread, and also work with natural threads (Wool, Cotton etc.) to produce basic woven/knitted/crocheted products.
Enables the following skills to be learnt: #Fishing (Requires #Needlework)
Can construct nets, lobster pots and the like.
===Woodworking===
Can make basic wooden items (bowls, stools etc.)
Enables the following skills to be learnt: #Advanced Building (with #Stonemason and #Building)
==Advanced Skills==
Warning: Advanced skill requirements are not complete
===Advanced Brewing===
Requirements: #Brewing,[[#Cookery]
Enables:
*#Basic Potions with #Gourmet Cookery and #Herb Lore
*#Distilling with #Herb Lore
The ability to brew basic ales and beers of high quality, can also produce reasonable wines, generally taken as a trade skill.
===Advanced Building===
Advanced Building (with #Building,#Stonemason and #Woodworking)
Enables: 
*#Journeyman Architect with #Carpenter and #Stoneworker)
*#Journeyman Stonemason with #Stoneworker
An ability to construct a two storey dwelling or similar complexity building using both wood and prepared stone.
Also gives the ability to suck in air through your teeth, and say 'But it's going to cost you' in a convincing manner. [Ed]
=== Advanced First Aid ===
Requirements: #Needlework, #Basic First Aid
Enables: #Healing with #Herb Lore and #Dissection
More effective first aid skills, each use will consume 10cp of materials (poultices etc.)
* Once per day/recipient: D4+1	healing – requires a full round
* Once per day/poisoned wound:	Target gets another save, requires a full round, attempt must be made within 10 minutes of poison being suffered
* Overnight recovery if treatment	applied (3 rounds) and at least 6 hours sleep – 2D4
===Advanced Fletching===
Requirements: #Fletching
Enables: #Master Fletcher
Given better materials can make a standard arrow, can also recover and repair arrows more effectively.
Can construct reasonable arrows if provided with feathers and straight pieces of wood, can also use small flints or similar as arrowheads. (Arrows will function as normal).
When recovering arrows, will be able to repair 90% of recovered non-magical arrows (normally only 25% would be reusable), and 50% of recovered magical arrows (normally only 25%)
===Advanced Pottery===
Requirement: ???
Enables: #Master Potter
Able to work clay to produce very quality earthenware pots and bowls. Can work with basic glazes and firing.
===Advanced Riding===
Requirements: #Riding
Enables: #Ride Flying Animals with #Exotic Animal Training
More skilful riding techniques (think Dressage), also can now ride more exotic ground based mounts. A trained warmount can be fought from without penalty
Can skilfully ride a standard mount and apply advanced controls (think Dressage) and fight effectively whilst mounted (if on a combat trained mount). Able to apply those skills to be able to control more exotic beasts as well.
===Animal Training===
Requirements: #Riding, #Animal Husbandry
Enables:
*#Exotic Animal Training with ????
*#Herding with #Trailing
The ability to train a normal riding mount (Horse, Donkey, Ox), a personally trained animal can be used as a warmount and will allow combat whilst mounted without penalty.
The ability to “break in” a normal animal such as a horse such that it can be ridden with minimal risk to rider. Extended training can be given in order to train the animals as a warmount.
===Artist===
Requirements: #Drawing
Enables: #Impersonation with #Mimickry and #Rumormonger
Skilful at painting/drawing, good observational skills and ability to translate what is seen onto a permanent medium
===Carpentry===
Requirements: #Woodworking
Enables: #Journeyman Carpenter
Can produce more complex wooden products such as basic tables, chairs using chisel, saw, lathe etc.
===Dissection===
Requirements: #Slaughtering, #Needlework
Enables: #Healing with #Advanced First Aid and #Herb Lore
The ability to gut and joint most corpses, includes the ability to skin a beast and keep the hide largely intact (depending upon difficulty).
===Exotic Animal Husbandry===
Requirements: #Animal Husbandry, #Animal Mimicry
Enables:
*#Exotic Animal Training with #Animal Training
*#Ride Flying Animals with #Advanced Riding
A similar skill to animal husbandry, but can be applied to some of the more esoteric animals found across the island, including Giant Hawks, Giant Lizards etc.
The ability to look after trained/domesticated animals such as Greathawks and Greathorses. Can assess the health, age and general condition of such animals, and provide basic health care.
===Fishing===
Requirements: #Needlework, #Weaving
Enables: #Wildsman with #Survivalism and #Trailing
Ability to efficiently get food from water, both fresh and salt. Techniques include netting, line fishing, potting.
===Herb Lore===
Requirements: #Gardening, #Foraging
Enables the following skills:
* #Basic Potions with #Advanced Brewing and #Gourmet Cooking
* #Healing with #Advanced First Aid and #Disection
* #Distilling with #Advanced Brewing
Ability to cultivate and preserve common and semi-rare herbs, primarily culinary but also some medicinal benefits.
* Increases effectiveness of any	cookery skill (can be another character)
* Reduces material costs of Advanced	First Aid and Healing skills by 50% (can be another character)
* Given suitable gathered herbs can	improve survival chances vs. disease and poison
** Takes 10 minutes to prepare		treatment (25%-75% chance of having right materials)
** Vs. poison: Either (50/50 chance)		Recipient gets another save vs. poison (unmodified) or Recipient		has a slow poison effect for 8 hours (can be reapplied)
** Vs. disease: Either (50/50		chance) Recipient gets another save vs. disease (unmodified) or		Recipient has a slow disease effect for 12 hours (can be reapplied)
===Gourmet Cookery===
Requires: ???
Enables: #Basic Potions with #Advanced Brewing and #Herb Lore
Can prepare high quality meals for up to 10 people, or can use substandard ingredients to produce a reasonable meal.
===Leatherworking===
Requirements: #Needlework, #Tannery
Enables:
*#Journeyman Leatherworking
*#Siege Machinery with #Carpenter
Ability to work with leather to produce basic items up to soft leather armour.
===Rumormonger===
Requirements: #Story Telling,
Enables:
*#Impersonation with #Artist and #Mimicry
*#Socialite with #Mass Catering
Ability to work a crowd, either passively or actively. Improved ability to pick up gossip and stories, and seek validation where possible, also able to start rumours without necessarily being identified as the source.
===Mass Catering===
Requirements: ???
Enables:
*#Socialite with #Rumormonger
*#Logistics with #Survivalism
Can prepare reasonable meals for up to 200 people, including organisation of kitchen staff.
===Mimicry===
Requirements: #Story Telling, #Animal Mimicry
Enables: #Impersonation with #Artist and #Rumormonger
Can learn to imitate of speech patterns and accents. With significant amount of study (at least a couple of hours) the mimic can even impersonate a given persons voice reasonably well.
The ability to mimic a voice (or noise) that has been listened to intently. The duration of observation impacts how successful the mimicry is.
===Smithery===
Requirements: #Metalworking
Enables #Journeyman Smith
Move beyond apprenticeship into being able to produce more complex or higher quality pieces.
Allows repair of Superior Weapons and creation of Silvered Weapons according to those weapon descriptions.
Partway through your training, you have enough skills to be produce basic but consistent forged metalwork. Whilst not able yet to improve weapon quality, you are learning how to maintain such weapons as well
50% chance (1 attempt) of restoring a superior edge to a “blunted” weapon.
Apprenticeship over, can make a living out of the trade.
===Stoneworking===
Requirements: #Stonemason
Enables:
*#Journeyman Architect with #Carpenter and #Advanced Building
*#Journeyman Stonemason with #Advanced Building
Good ability to asses and work with stone, including carving, dry stone walling. Can also work with more valuable stones such as marble.
===Survivalism===
Requirements: #Foraging, #Trapping
Enables:
*#Wildsman with #Trailing and #Fishing
*#Logistics with #Survivalism
The ability to source foodstuffs and minimise risk (exposure, injury etc.) in a wilderness setting, note that this skill will provide sustenance for 2-3 (4-6 if a Druid of 5rd level or higher) additional people if relied upon in a survival situation and this may decrease in harsh conditions.
===Trailing===
Requirements: #Trapping
Enables:
*#Herding with #Trailing
*#Wildsman with #Trailing and #Fishing
Being able to follow tracks as per the ranger natural ability, but at half chance.
If already have the ability to follow tracks, then chance of failure is halved.
If a ranger then:
*Chance of failure halved
*Ability to “read tracks”,	determine actions taken, state of quarry etc. (must trail	successfully twice, second attempt at 50% chance)
==Level 3 Skills==
===Basic Potions===
Requires #Advanced Brewing, #Herb Lore, #Gourmet Cooking
The skills and knowledge to prepare the basis of most magical potions, and concoct a variety of simple (non magical) brews and salves.
What can be made (other recipes can be learnt)
D4+1 Healing Salve:			6sp Materials, 2 days, makes D4+2 doses
Protection Potion (+1 saves, 1 turn)	8sp Materials, 5 days, makes D3 doses
Sensitivity Potion (+50% hearing/seeing/smelling etc., 5 rounds) 5sp Materials, 4 days, makes D4 doses
===Distilling=== 
Requires: #Advanced Brewing, #Herb Lore
Production of spirits
===Exotic Animal Training===
Requires: #Animal Training and #Exotic Animal Husbandry
Allows these animals to be “broken in” for riding and use in combat.
===Healing===
Requires: #Advanced First Aid, #Dissection, #Herb Lore
Advanced first aid skills and ability to both heal and improve the effectiveness of healing abilities/items.
A character with healing gains:
+10% on any healing that he/she administers (spell/item)
Once per 4 hours can heal D4+1 (10cp of materials)
* Once per	hour/poisoned wound: Target gets another save at +1, requires a full	round, attempt must be made within 10 minutes of poison being	suffered (10cp of materials)
* Overnight	recovery if treatment applied (3 rounds) and at least 6 hours sleep	– 2D6 (10cp of materials)
* Can splint	broken limbs etc. given suitable materials
Enables the following skills to be learnt:
To be determined
===Herding===
Requires: #Trailing, #Animal Training
The ability to both muster and coral wild and semi-wild animals.
===Impersonation===
Requires: #Artist, #Mimicry, #Rumourmonger
Ability to mimic an observed person/creature in terms of speech and mannerisms
===Journeyman Architect===
Requires: #Carpenter, #Stoneworker and #Advanced Building
Plan and organise the construction of basic fortifications and large buildings
===Journeyman Carpenter===
Requires: #Carpentry
Advanced carpentry, can function and earn a living as a tradesman.
===Journeyman Leatherworking===
Requires: #Leatherworking
Can produce quality leather goods plus hardened leather armour, able to go it alone and survive as a trade.
===Journeyman Smith===
Requires: #SmitheryYou now have the skills to potentially make a living out of the trade. Capable of reliably producing metal tools and implements. Given time, decent materials and equipment you can usually produce a superior weapon and can nearly always repair damage to such weapons.
* 70% chance (1 attempt) of producing a superior weapon
* 95% chance (1 attempt) of repairing a superior weapon
Enables the following skills to be learnt:
* Master Smith Improved quality of weapons and armour produced, can take on apprentices
* Jeweller Shift to working precious metals, producing valuable trinkets
(cant be both of above)
* Artificier (requires Journeyman Carpenter) Construct gadgets and mechanisms, generally advised that spell casting abilities help advance further in this field
===Journeyman Stonemason===
Requires #Advanced Building and #Stoneworker
Skilled stone construction and stonework (including decorative)
===Logistics===
Requires: #Survivalism and #Mass Catering
Organisation of large group movement and supply, essential for armies and large merchant trains
===Master Fletcher===
Requires: #Advanced Fletching
Ability to make superior arrows, plus improved skills in archery.
===Master Potter===
Requires: #Advanced Pottery
Can produce fine ceramic goods, able to make a living from the trade
===Ride Flying Animals===
Requires: #Advanced Riding and #Exotic Animal Husbandry
===Siege Machinery===
Requires: #Carpenter, #Leatherworking
Ability to construct basic siege machinery, given a crew of labourers and the right materials
===Socialite===
Requires: #Mass Catering, #Rumourmonger
Fitting in with mid to upper echelon society, organising dinner parties etc.
===Wildsman===
Requires #Survivalism, #Trailing and #Fishing
Improved ability to survive and even prosper in a wilderness setting.
==Racial Starting Skills==
Races start with the following skills automatically:
===Humans:===
* Speak Language (Common)
* 1 Craft skill (#Tannery, #Gardening,	#Weaving, #Pottery etc.)
* +3 Skills of choice
===Dwarves:===
* Speak Language (Common)
* Speak Language (Dwarven)
* Caving
* +2 Skills of choice
===Ariel:===
* Speak Language (Common)
* Speak Language (Ariel)
* Flight
* +2 Skills of choice
===Giants:===
* Speak Language (Common)
* Speak Language (Giant)
* +2 Skills of choice
===Halflings:===
* Speak Language (Common)
* 1 of Cooking/Brewing
* +2 Skills of choice
==Class Starting Skills==
In addition, classes start with the following skills – and ability to learn new skills as they grow in experience.
===Fighter:===
* #Fletching OR #Metalwork
* +1 Skill per 4 levels
===Ranger:===
* #Foraging
* +1 Skill per 5 levels
===Palladin:===
* None
* +1 Skill per 5 levels
===Magic User:===
* Read/Write (one chosen language	already spoken)
* +1 Skill per 6 levels
===Illusionist:===
* #Story Telling OR #Animal	Mimickry
* +1 Skill per 6 levels
===Cleric:===
* Read/Write (one chosen language	already spoken)
* #Basic First Aid
* +1 Skill per 5 levels
===Druid:===
* #Tracks OR #Foraging
* +1 Skill per 5 levels
===Thief:===
* +1 Starting skill of choice
* +1 Skill per 5 levels
===Assassin:===
* Speak Language (one additional	language)
* +1 Skill per 5 levels
===Monk:===
* Read/Write (one chosen language	already spoken)
* +1 Skill per 5 levels
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Multi-classed characters get the starting skills of both classes, but gain new skills 1 level slower, so for instance a Fighter/Magic User would gain a skill every 5 levels of fighter and every 7 levels of magic user.