Difference between revisions of "Give Secondary Skill (sage ability)"

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'''Give Secondary Skill''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Instruction (sage study)|Instruction]] which enables the instructor to give like competency in secondary skills the character possesses from his or her [[Character_Background_Generator#Progenitors|progenitor]]. While possible, this does require investment and work on behalf of both the instructor and the student. Note that learning to [[Read & Write (sage ability)|read & write]] takes less time than indicated below.
 
'''Give Secondary Skill''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Instruction (sage study)|Instruction]] which enables the instructor to give like competency in secondary skills the character possesses from his or her [[Character_Background_Generator#Progenitors|progenitor]]. While possible, this does require investment and work on behalf of both the instructor and the student. Note that learning to [[Read & Write (sage ability)|read & write]] takes less time than indicated below.
  

Revision as of 17:43, 5 October 2023

Give Secondary Skill.jpg

Give Secondary Skill is an amateur-status sage ability in the study of Instruction which enables the instructor to give like competency in secondary skills the character possesses from his or her progenitor. While possible, this does require investment and work on behalf of both the instructor and the student. Note that learning to read & write takes less time than indicated below.

In most cases, not only the knowledge but the surrounding environment are essential to the instruction. For example, to learn sailing, a ship is needed; to make glassware, a forge and materials must be employed; to teach performance, an audience must be found; farming will require a farm and a season of growth; and this experience, in turn, will grant the additional bonuses against environmental factors such as heat, disease and so forth.

Because of those environmental factors, the student may be put in danger. To learn the diagnosis and treatment of farmyard disease, the student will be put in contact with that disease. Underground mining, woodcutting, backstabbing, bribery, foraging, pummelling and gambling have inherent risks of their own.

As a guideline, any skill that does not require craftsmanship or book knowledge, such as teamstering, sailing, swimming or woodcutting, may potentially be completed in three months. A craft or in-depth subject, such as medicine, glazier, performance, make art, weaving, tailor, metallurgy and so on, may possibly be completed in six months. Anything magical in nature, such as learning a single clerical or magical spell (which may only be that spell gained through a progenitor), may be gained in no less than nine months.

The student must spend no less than 50 hours a month under instruction, much of which will consist of practice and performance of the ability ~ but the student will make many mistakes in judgement and will be reliant upon the instructor at each stage.

At the end of each month, if that number of hours was spent, the student makes both an intelligence check and a wisdom check. If either are successful, the character has succeeded in one month of training. If the check fails, an additional month and 50 hours must be spent by the student in training.

Once all the months of training are completed, the character will no longer need to be observed and will be capable of performing tasks on their own.

The instructor will not be able to teach sage abilities that the instructor has acquired in a manner other than from a progenitor. The exception is made for progenitors because the instructor is more familiar with this skill than any other they have learned, as it has been a part of themselves for many years.