Secondary skills

Notes:

* 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)

### 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.

### 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: #Smithery

Apprenticeship over, can make a living out of the trade.

### 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

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.

1. ↑ Zoom 2021-04-29 21:00