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Relevant Guide text:
Permanent bonuses from equipment, feats, racial bonuses, and traits effect your Day Job check as they would any check for the rolled skill, but temporary bonuses such as those granted by spell effects do not contribute, as the duration over which the Day Job check is made is undefined and represents a longer amount of time than a spell’s duration would permit the bonus to remain. You may take 10 on a Day Job check, but you may not take 20 nor can you aid another.
Was there a specific item that you had questions about? The basic rule is, if it's a permanent bonus and not a x/day bonus or sometimes bonus, then it most likely counts.

Trueshots |
1 person marked this as FAQ candidate. |

Well as you put it, it looks like everything is a go except temp buffs.
Side question would a Nautical Chart (+4 to profession sailor when navigating)be usable in a day job check?
Also do you know of any Profession based items that would count?
I'm attempting to do the following:
1. Make a profession a class skill with traits
2. find an item that increases that profession for purposes of day job rolls
3. could care less what it is , just want the max possible day job roll and my int is 8, cha 7, and wis 14. so i assume profession is best way to go.

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different circumstance bonuses stack as long as they're from different circumstances
15 sets of masterwork thieves tools: Not stacking
+2 from the tools
+2 from the one handed rogues description of the trap and how to disarm it - Stack.
The problem with a nautical chart applying to a dayjob roll is that a nautical chart only works for a specific kind of check: navigating. Your dayjob roll is a dayjob roll: not a check to avoid being lost.

Trueshots |

ok, this is what I got so far. I'm ranger so no class skills in perform or profession. My wisdom is highest for day job purposes. Im going to buy Hunting Lodge with 2PP, Get a compass (+2 Survival). Can I use the rangers Track also?
I assume I can use Compass and Track because the Hunting Lodge talks about finding and killing prey. Both would be needed to hunt and kill prey.
Hunting Lodge (2 PP): You are a master hunter and
have been recognized as such by being invited to join an
elite hunting lodge. As a member, you may take part in
special hunts for rare and exotic prey each year, both on
restricted hunting grounds and in the wild. You can use
Survival to make Day Job rolls.

Trueshots |

I can see it working. Just say you are using your profession day job as a sailor to guide a ship from where you are to some other place. Profession sailor is the skill used to steer a ship so having good charts would probably help with that. A master work sextant might also be a good idea.
Yea that's what I was thinking the Venture-Lieutenant above stated I could use Nautical Maps, they are solely for navigating a boat.

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So, I think this is another topic that comes up way too often. Maybe the Day job rules need another rules pass.
Basically, the thing with a Dayjob is that it is an abstraction of what your character does outside adventuring. It is NOT a skill check. You use your bonus in a craft, profession or perform skill AS your Day job roll, but it is not a craft, profession, or perform skill check.
As the text David linked states, only permanent bonuses to skills count. Some stuff from above:
1. Aasimar character trait is not permanent (only when lying) so no for dayjob.
2. compass is permanent (as are mwk tools, the +1 competence ioun stones, etc...) so it counts.
3. Navigational charts are not permanent (only to avoid getting lost) so wouldnt count
4. spells like crafter's fortune would not count.
5. no guidance, even when you could cast it on yourself over and over.
6. no inspire competence, etc...
7. Permanent boons to a skill from a chronicle boon would apply.
8. Permanent boons to Day Job checks from a chronicle boon would apply (at least 2 of these exist)
Finally:
Day Jobs are such a small part of a character's wealth that I keep being baffled to how much time we spend argueing about it :(

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Mike has said that Crafter's Fortune is allowable for Day Jobs as it lasts 1 day/level. I'll see if I can find the link if he doesn't jump on here himself.
I'd love to see it too Eric. If you are referring to this post he mentioned it can indeed be used to craft between scenarios, but not for day jobs. I think the line from the guide David Montgomery stated above is pretty clear it encompasses all spells. It would be kinda odd I'd think to have an exception for just 1 spell..

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The spell ends after 1/day per level or when used. It can be used for Day Job rolls.
Me <3 you long time.
This is GREAT for my alchemist, seeing as he uses the money from his Day Job to pay for all the alchemical items he lobs around.
EDIT: Also, my masterwork Survival tool is the Junior Woodchuck's Guidebook.

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On the same topic, do the following apply to dayjob rolls?
1) +10 competence bonus to skill check from Natural Divination
"Natural Divination (Ex): ... Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. ..."
2) +4 morale bonus from the Legalistic oracle curse
"once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual."
Thanks in advance!

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Related Query, can you take a day job roll untrained since these are not trained only?
During these times, you can attempt a trained Craft, Perform, or Profession check to see how much extra money you earn—this is called a Day Job check.
Base rules for Day Job checks specifies that you've gotta be trained in the skill to be able to use it for your Day Job.

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Will McGrath wrote:No. Its not a permanent bonus.What about the Mask of Stony Demeanor and using Bluff in conjunction with the Caravan vanity?
I cannot see why ithis would not work, but I thought I would ask just in case.
But it is a permanent bonus.
The benefit only applies when telling lies.

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Off in the Shower wrote:Will McGrath wrote:No. Its not a permanent bonus.What about the Mask of Stony Demeanor and using Bluff in conjunction with the Caravan vanity?
I cannot see why ithis would not work, but I thought I would ask just in case.But it is a permanent bonus.
The benefit only applies when telling lies.
But it doesn't apply to all rolls. The Day Job Roll is not a skill check, it's its own special roll. You are not telling a lie, you're abstracting how your character spends their time between going on missions for the Society.
The key there is that it's an abstraction. Anything that's conditional (like 1/day, or only when telling lies) doesn't apply.

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Bonuses from items need to apply to the skill universally, without conditions, to apply to day jobs.
Example:some cracked ioun stones grant +1 to an int or wis based skill. This works for days jobs.
Using survival via vanity does not allow a wayfinder's bonus to not get lost, nor ranger levels for tracking to be used on day jobs.(even if it makes sense for the vanity's fluff)

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Ranger Rick : Hey where's my tip!?!?
Adventure party: You missed the survival roll!
Ranger Rick: What the hell? I had a compass to avoid getting lost, a footprint book to id the critters, and a tent to help survive harsh conditions, and and a walking stick to find the quicksand!
Advemture party: Perhaps we should discuss those leaves you had us use for toilet paper...

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Ok, got a lvl. 6 Cleric, got a Temple Membership.
My current Heal skill is:
6 for levels
3 for WIS
3 for trained class skill
Here is the question on Heal as a Day Job roll. Are any of the following legal for Day Job Rolls?
+2 for healer's kit (or surgeon's vest)?
+1 surgeon's tools (not for adventure, but rather for actual surgery at the Temple)?
+5 for Healers Gloves?

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Hi Eric,
Healer's Gloves are a permanent bonus, and can be used for Day Jobs.
The criterion is, probably oversimplified, if the item provides a permanent bonus to a skill without conditional circumstances, it can be used for Day Job checks. Surgeon's tools only provide their bonus if you are using them for the "Treat Deadly Wounds" or "Treat Wounds" uses of the Heal skill. Since the type of healing you're doing at the temple is not necessarily treating wounds, Surgeon's tools don't apply.

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So how about Healer's kit? Its a +2 to heal to all heal checks right?
Also, since I have an anti-venom kit, that covers 2 of 3 possible ailments that I might treat.
Is there a CDC kit of some sort, don't know if there is an anti-disease kit? Because then I'd have 3/3 covered.
As someone said above, day jobs are not skill checks. They are a separate check that uses your bonus in a skill as a proxy for your "dayjob skill". Healer's kit (as a consumable) would not work.
I think that so far, only the spell crafter's fortune has been the exception to the rule.

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Does an alchemist's lab provide a +2 bonus for craft (alchemy) on day jobs?
I've got one of these on my alchemist specifically for this, I was told it does count and I think there was an FAQ about it, but I've had a look now and can't find it.
Let me be the first to say: It does stack.

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Does an alchemist's lab provide a +2 bonus for craft (alchemy) on day jobs?
I've got one of these on my alchemist specifically for this, I was told it does count and I think there was an FAQ about it, but I've had a look now and can't find it.
And does he get to include the competence bonus he gets equal to his level? It says in the description it only applies to actual crafting, but if crafter's fortune works, then I'd imagine that class bonus would as well.

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Avatar-1 wrote:And does he get to include the competence bonus he gets equal to his level? It says in the description it only applies to actual crafting, but if crafter's fortune works, then I'd imagine that class bonus would as well.Does an alchemist's lab provide a +2 bonus for craft (alchemy) on day jobs? ...
The idea with using craft for day jobs is that you're doing actual crafting, so it should apply.

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Eric Saxon wrote:So how about Healer's kit? Its a +2 to heal to all heal checks right?
Also, since I have an anti-venom kit, that covers 2 of 3 possible ailments that I might treat.
Is there a CDC kit of some sort, don't know if there is an anti-disease kit? Because then I'd have 3/3 covered.
As someone said above, day jobs are not skill checks. They are a separate check that uses your bonus in a skill as a proxy for your "dayjob skill". Healer's kit (as a consumable) would not work.
I think that so far, only the spell crafter's fortune has been the exception to the rule.
since when do masterwork tools not help your day job check?

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CRobledo wrote:since when do masterwork tools not help your day job check?Eric Saxon wrote:So how about Healer's kit? Its a +2 to heal to all heal checks right?
Also, since I have an anti-venom kit, that covers 2 of 3 possible ailments that I might treat.
Is there a CDC kit of some sort, don't know if there is an anti-disease kit? Because then I'd have 3/3 covered.
As someone said above, day jobs are not skill checks. They are a separate check that uses your bonus in a skill as a proxy for your "dayjob skill". Healer's kit (as a consumable) would not work.
I think that so far, only the spell crafter's fortune has been the exception to the rule.
The healer's kit isn't really a "masterwork tool" - it's a consumable. I doubt there's some question of whether you can use a healer's kit 10 times over 10 scenarios for day jobs - it would either be allowed or not, and I would assume it's not to keep it simple, since it's not "reusable".
The one exception I can think of was the synthesist wasn't allowed to be in synthesist form to apply Skilled to day jobs, but I assume that had more to do with balance issues.

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asthyril wrote:CRobledo wrote:since when do masterwork tools not help your day job check?Eric Saxon wrote:So how about Healer's kit? Its a +2 to heal to all heal checks right?
Also, since I have an anti-venom kit, that covers 2 of 3 possible ailments that I might treat.
Is there a CDC kit of some sort, don't know if there is an anti-disease kit? Because then I'd have 3/3 covered.
As someone said above, day jobs are not skill checks. They are a separate check that uses your bonus in a skill as a proxy for your "dayjob skill". Healer's kit (as a consumable) would not work.
I think that so far, only the spell crafter's fortune has been the exception to the rule.
The healer's kit isn't really a "masterwork tool" - it's a consumable. I doubt there's some question of whether you can use a healer's kit 10 times over 10 scenarios for day jobs - it would either be allowed or not, and I would assume it's not to keep it simple, since it's not "reusable".
The one exception I can think of was the synthesist wasn't allowed to be in synthesist form to apply Skilled to day jobs, but I assume that had more to do with balance issues.
Several common items already count as masterwork tools for particular skills. These are the alchemist's lab, climber's kit, disguise kit, healer's kit, masterwork musical instrument, and masterwork thieves' tools. Therefore, there is no masterwork climber's kit, masterwork healer's kit, and so on—those items are already the best available for general checks with the relevant skill.
it is, in fact, a masterwork tool for healing.