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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber. Organized Play Member. 3 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Laclale♪ wrote:
At this time I'm clamoring for errata of LO: AG, since addiction of elements mostly affected to non-dualborn suli, and migration of Aasimar and Tiefling (possibly Aphrorite and Ganzi also) to Nephrim.

Will Dualborn be opened to Wood and Metal as well?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Rysky wrote:
Just so you know that post you're responding to is from 2 years ago.

Doh! hahahaha.

Tired and OCD'ing.

After reading it the third time, he already noted it'd only work at 7th level since he can't add other bonuses.

:walks away sheepishly:


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Timeshadow wrote:
Can anyone do better? Would there be any issues with this working as discribed?

Assurance uses ONLY your proficiency bonus!

Core p13
If you’re trained, expert, master, or legendary, your proficiency bonus equals your level plus 2, 4, 6, or 8, respectively.

"Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers)."

This is your Level + Trained/Expert/Master/Legendary.

So, using Assurance usually only succeeds on skill checks that have a Level-based DC of 2-4 levels lower than the character.

Level 7 & 8 Master can use Assurance for the base DC for their level, using the Level-Based DC chart on P503.

As for Fortune (and Misfortune) effects not applying to downtime activities, it is only listed under the Rituals rules and nowhere else. Possibly, a first-draft hold-over that didn't get removed. Downtime in Core Rulebook, and Gamemastery Guides do not state anything. (Using Archives of Nethys for quick-reference.)

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So... Since the items that provide Equipment bonuses are all Common, and there's a feat that could allow you to take on jobs of a specific focus (which no/few other skills have); then it's safe to say Crafting is still the best way to make money. Though, the cost of the equipment would FAR out-strip the money you'd make in a few weeks (if not months).

Level
+ 2/4/6/8 proficiency (min levels 1/3/7/15)
+ 1/2/3 from Equipment (min item levels 3/9/17)
+ 1/2 circumstance from Specialty (min level 1/7)
+ Int bonus (4/5/6 at 1/10/20)
++ Impeccable Crafting would bump your income to the next level of the job on all successes.

Equipment (assuming basic artisan tools, 4gp, are provided by employer): Crafter's Eyepiece 60gp, Tradecraft Tattoo 700gp (+2), Tradecraft Tattoo 13,000gp (+3) (Though, for 2K gp more, you can get an Apex Artificer's Spectacles with +2 Int).

What you said looks right. Though, it's also true for 8th level as well.
Though, most other levels it'd be better to roll for a success. (Level-appropriate gear, and other bonuses at max would still get 15% failure rate.)