Pickguy |
So, I just signed up for my first Pathfinder Society game ever, with a DM friend who wants to run a new group. I have been reading furiously, trying to find all the ways making a Society character is different from making a generic 3.5 character. However, I keep finding references to day jobs, and how they impact game play. My question is, where are the rules for day jobs listed? I checked the core rule book and could not find them anywhere in the index. I have seen a reference to the Profession skill, but I am not sure if that is the case. Can someone please explain day jobs to me, such as: is there a list of them somewhere? How do I pick one, and what are the benefits of each one? Is there a table I can consult in one of the books? I am really lost on this one, hopefully someone can steer me in the right direction. Thank you in advance, guys.
Anburaid |
The profession skill is the only core rule for a character's "day job" AFAIK. They are kind of neat in that you can use them as knowledge skills if the knowledge in question is related to your profession. Professions are really some of my favorite skills, especially for exotic monks who get big wisdom bonuses, but have no Int bonus to speak of.\
Edited for pirate favoritism
Pickguy |
The profession skill is the only core rule for a character's "day job" AFAIK. They are kind of neat in that you can use them as knowledge skills if the knowledge in question is related to your profession. Profession (sailor) is one of my favorites, especially for exotic monks who get big wisdom bonuses, but have no Int bonus to speak of.
So "day job" is just a fancy way of talking about your character's profession skill set? I am trying to figure out the wording in the GPSOP, and it's just kind of vague.
Dennis Baker Contributor, RPG Superstar 2010 Top 16 |
Unless your class directly benefits from your day job skill (alchemist, bard) you putting skill ranks into a skill in order to make day job rolls and that's IT. If you value 5-50 gold (50 is unlikely) more than you value having some other skill then do it. Personally, I would just as soon have use of those skill ranks for useful stuff like stealth or perception rather than burn them to earn a fairly insignificant amount of gold. I think the payoff for investing in skills (depending on your Faction) which help you earn Prestige is better than investing in profession.
Pickguy |
Awesome, thank you for your help.
I just looked through the core book, and the Guide, and compared. The Profession skill in the Skill section does list example jobs a player could take, and leaves it open enough that a person could put their own custom profession in there.
The Guide lists them as "day jobs" to differentiate them in game terms, but it is actually a Profession. The roll is made at the end of each adventure, presumably in the presence of your DM.
So, in conclusion, Profession is what is being discussed here, Society rules just give players an actual reason to put thought into this skill by giving beneficial bonuses.
Josh M Foster Developer |
PFS uses rules apart from the Core Rule Book, you should check the guide for organized play (free) Day jobs are detailed in there.
At the beginning, a day job is any craft, profession, or perform skill in which you have ranks. So to take a day job, take ranks in one of those 3.
The field guide (not free, but very nice for society players) has rules for using other skills, but those options require some gamplay before they open up.
Basically, anytime you want a dayjob, put at least 1 rank in an eligible skill.
Also, the values are 1 gold for rolling 5-9, 5 gold for 10-14, 10 gold for 15-19, 20 gold for 20-24, 50 gold for 25-29, 75 gold for 30-34, 100 gold for 35-39, 150 gold for 40 and up. The amounts seem small, but over an adventuring career, good rolls add up.
Pickguy |
PFS uses rules apart from the Core Rule Book, you should check the guide for organized play (free) Day jobs are detailed in there.
At the beginning, a day job is any craft, profession, or perform skill in which you have ranks. So to take a day job, take ranks in one of those 3.
The field guide (not free, but very nice for society players) has rules for using other skills, but those options require some gamplay before they open up.
Basically, anytime you want a dayjob, put at least 1 rank in an eligible skill.
Also, the values are 1 gold for rolling 5-9, 5 gold for 10-14, 10 gold for 15-19, 20 gold for 20-24, 50 gold for 25-29, 75 gold for 30-34, 100 gold for 35-39, 150 gold for 40 and up. The amounts seem small, but over an adventuring career, good rolls add up.
Awesome, thank you for the detailed response. It definitely sounds worth it, at least for people who aren't super skill-dependent.