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I was told by a person that Alchemist's were not allowed to use alchemy for Dayjob checks.
I checked the field guide, the FAQs and did a general internet search and came up with nothing.
Could someone point me in the direction where it outlaws it?
Was it outlawed before and errata'd? Wouldn't it make more sense to just not let them add their competence bonus if they're afraid of warping WBL?

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You should verify what they said...
If what they said was the Alchemist's class bonus for the use of Craft (alchemy) to create alchemical items was not allowed then they are correct. only permanent universal bonuses are allowed... aka without conditions of use...
example... a compass is a bonus on survival to not get lost... does not apply to day jobs.

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You should verify what they said...
If what they said was the Alchemist's class bonus for the use of Craft (alchemy) to create alchemical items was not allowed then they are correct. only permanent universal bonuses are allowed... aka without conditions of use...
example... a compass is a bonus on survival to not get lost... does not apply to day jobs.
Could you point me to where it says you don't get the bonus? I haven't seen that anywhere and have used it in the past. If you are allowed to use Crafter's Fortune for a DayJob, I don't see why the Alchemist's bonus wouldn't apply.

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You should verify what they said...
If what they said was the Alchemist's class bonus for the use of Craft (alchemy) to create alchemical items was not allowed then they are correct. only permanent universal bonuses are allowed... aka without conditions of use...
example... a compass is a bonus on survival to not get lost... does not apply to day jobs.
The Alchemist's class bonus is to create alchemical items.
Utilizing Craft (Alchemy) as a Day Job is making money from creating alchemical items.

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When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check.
Not sure if there has been a ruling on this before but if Crafter's Fortune works I would have to lean toward this probably working too. I'm sure there's much more lucrative builds for day jobs than alchemy anyway.
Just look at street performer bards. They get double gold from their day job rolls.

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Here is what PFSGOP says
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.
Here is the link where Mike says you can use Crafter's Fortune
The Alchemist's bonus is a permanent bonus in my mind.

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Here is the link where Mike says you can use Crafter's Fortune
The Alchemist's bonus is a permanent bonus in my mind.
I don't see how it could be classified as anything else.

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The problem is that the bonus from the Alchemy class feature specifies that it applies to crafting alchemical items; other uses of the skill do NOT gain the bonus, such as identifying potions (something the very same class features allows), or when using the oft-forgotten Craft-as-a-Profession check (which is to say, you can make a Craft roll to earn money for a week's worth of work, with no specific crafting being involved, just as you can with the Profession skill).
In order for a bonus to apply to Day Job rolls, it must:
1. Be permanent, with allowances for effects that last 24+ hours, such as Crafter's Fortune.
2. Not be a situational bonus.
Unfortunately, strictly rules-as-written, the bonus from the Alchemy class feature would NOT apply to Day Job rolls, because it fails that second part. In other words, you can't use the Alchemy bonus for the same reason you can't use the bonus to Survival from your Wayfinder on a Hunting Lodge Day Job.
As to Crafter's Fortune, it does not specify what the Craft check need be made for, so it can apply to any use of the Craft skill, so the fact that Crafter's Fortune is explicitly allowed on Day Job checks is completely irrelevant here.
EDIT: I say this as the player of a level 4 Alchemist/level 1 gunslinger, who would have his Day Job shoot up to a 40 on a take ten, where he allowed to add that bonus.

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The problem is that the bonus from the Alchemy class feature specifies that it applies to crafting alchemical items; other uses of the skill do NOT gain the bonus, such as identifying potions (something the very same class features allows), or when using the oft-forgotten Craft-as-a-Profession check (which is to say, you can make a Craft roll to earn money for a week's worth of work, with no specific crafting being involved, just as you can with the Profession skill).
Spoiler:In order for a bonus to apply to Day Job rolls, it must:
1. Be permanent, with allowances for effects that last 24+ hours, such as Crafter's Fortune.
2. Not be a situational bonus.Unfortunately, strictly rules-as-written, the bonus from the Alchemy class feature would NOT apply to Day Job rolls, because it fails that second part. In other words, you can't use the Alchemy bonus for the same reason you can't use the bonus to Survival from your Wayfinder on a Hunting Lodge Day Job.
As to Crafter's Fortune, it does not specify what the Craft check need be made for, so it can apply to any use of the Craft skill, so the fact that Crafter's Fortune is explicitly allowed on Day Job checks is completely irrelevant here.
EDIT: I say this as the player of a level 4 Alchemist/level 1 gunslinger, who would have his Day Job shoot up to a 40 on a take ten, where he allowed to add that bonus.
I think I understand where you are coming from, but the Guide passage says-Permanent bonuses from equipment, feats, racial bonuses, and traits effect your Day Job check as they would any check for the rolled skill.
Does Masterwork Tools work for Craft DayJob Roll? If not, then what is a permanent bonus from equipment? Could that not be ruled situational, as in if you don't have it of take off the equipment you suddenly don't have the bonus. I think the wayfinder example is a different case, I don't think you can use a wayfinder as a bonus, because it only gives you a bonus to direction finding, only one aspect of the Survival skill.
Does your Alchemist get a bonus from an Alchemist's Lab or portable Lab?
If the answer is yes, I don't see why the plus half class level is not able to be used.
Also the bonus is for the action of crafting alchemical item, any other other class that has ranks in that skill can only craft items, it is a bonus feature of Alchemist class that they can use the skill to identify potions.
Edit: How do your bonuses to Craft Alchemy break down?

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I was under the assumption they sold mundance alchemy items such as smokesticks. But, I don't see anything stopping people, especially in such a big town as Absalom from buying alchemist's fire or any of the other alchemist items they would normally make.
Not any less likely than someone using Craft (Weapons) from selling his goods.
Edit: I was in the camp that didn't it any different from other crafts. I was just stating a general opinion.

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33 people marked this as FAQ candidate. Added to the FAQ. 4 people marked this as a favorite. |

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1 person marked this as a favorite. |
I think I understand where you are coming from, but the Guide passage says-Permanent bonuses from equipment, feats, racial bonuses, and traits effect your Day Job check as they would any check for the rolled skill.
The Alchemy class feature is not equipment any more than a sorcerer's spellcasting is, so I'm not sure why you emphasized that...
Does Masterwork Tools work for Craft DayJob Roll? If not, then what is a permanent bonus from equipment? Could that not be ruled situational, as in if you don't have it of take off the equipment you suddenly don't have the bonus. I think the wayfinder example is a different case, I don't think you can use a wayfinder as a bonus, because it only gives you a bonus to direction finding, only one aspect of the Survival skill.
Does your Alchemist get a bonus from an Alchemist's Lab or portable Lab?
If the answer is yes, I don't see why the plus half class level is not able to be used.
The difference is that none of those items specifies any restriction as to what uses of the skill that the bonus applies to; Alchemy explicitly states it only applies to Craft (alchemy) checks to create alchemical items.
Also the bonus is for the action of crafting alchemical item, any other other class that has ranks in that skill can only craft items, it is a bonus feature of Alchemist class that they can use the skill to identify potions.
I'm... not sure what you're saying here.
Edit: How do your bonuses to Craft Alchemy break down?
5 ranks
+4 Int+3 trained class skill
+2 Obsession racial trait
+1 trait bonus - Meticulous Artisan
+1 Artisan's Shop
+2 Alchemist's Lab
+2 Obsession Log
+5 Crafter's Fortune
...which puts me to +25, and with only a +4 from the Alchemy class feature, so I apparently misremembered the exact bonus earlier. Meh, I'm one XP away from another level of alchemist, anyways.

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Here's a question for you guys that don't think it would apply.
How is the Alchemist making money if he's not making items to sell? That's how I assume they're making their money with their check.
I'm not saying I agree with it; I'm saying the RAW doesn't support it.
In the base Pathfinder rules, without any PFS crap, you can already make a Craft check in order to earn money for a week's worth of work, without having to track the creation of individual items. The bonus from the Alchemy class feature does NOT apply to this use of Craft (alchemy), because it's NOT a check to "create alchemical items"; it's a check to "earn a living" as an alchemist. If you can't use the bonus for that, why do you think you COULD use it for a PFS Day Job check?

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Eric Clingenpeel wrote:Here's a question for you guys that don't think it would apply.
How is the Alchemist making money if he's not making items to sell? That's how I assume they're making their money with their check.
I'm not saying I agree with it; I'm saying the RAW doesn't support it.
In the base Pathfinder rules, without any PFS crap, you can already make a Craft check in order to earn money for a week's worth of work, without having to track the creation of individual items. The bonus from the Alchemy class feature does NOT apply to this use of Craft (alchemy), because it's NOT a check to "create alchemical items"; it's a check to "earn a living" as an alchemist. If you can't use the bonus for that, why do you think you COULD use it for a PFS Day Job check?
Because you are earning a living as an alchemist....by creating alchemical items.
Isn't that what all of the day jobs checks are doing?
Craft (armor): You're earning a living as an armorer...by crafting pieces of armor.
If you 're making your Day job check with Craft (Alchemy), what are you making if you aren't creating alchemical items? It doesn't make sense to me personally.

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Eric Clingenpeel wrote:Identifying Potions for intrepid adventurers...Here's a question for you guys that don't think it would apply.
How is the Alchemist making money if he's not making items to sell? That's how I assume they're making their money with their check.
Purchasing/reselling alchemical items from/to murder hobos, identifying different reagents, selling raw materials, getting that green color out of that poor apprentice's skin after that last experiment blew up in her face...
Look, I get what you (not YOU, graywulfe) are saying, and yeah, it WOULD make a lot of sense to apply the bonus to Day Job checks, but PFS is a RAW campaign, and the rules are that the bonus applies ONLY to checks made to create alchemical items, and a Day Job check is NOT a check to create alchemical items; it's an abstraction of working as an alchemist. Unless and until we get an official ruling that says otherwise, it does NOT apply to Day Job rolls.
If you 're making your Day job check with Craft (Alchemy), what are you making if you aren't creating alchemical items? It doesn't make sense to me personally.
Because you don't seem to have realized that the Craft skill can be used for more than just crafting; like I said, the base rules allow you to use it as essentially a Profession check (the basic Pathfinder equivalent of the Day Job), and I've seen it function as a Knowledge check, as well, too (and not just for an alchemist to identify potions).
Just because you're rolling Craft, doesn't mean you're actually crafting something.

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graywulfe wrote:Eric Clingenpeel wrote:Identifying Potions for intrepid adventurers...Here's a question for you guys that don't think it would apply.
How is the Alchemist making money if he's not making items to sell? That's how I assume they're making their money with their check.
Purchasing/reselling alchemical items from/to murder hobos, identifying different reagents, selling raw materials, getting that green color out of that poor apprentice's skin after that last experiment blew up in her face...
Look, I get what you (not YOU, graywulfe) are saying, and yeah, it WOULD make a lot of sense to apply the bonus to Day Job checks, but PFS is a RAW campaign, and the rules are that the bonus applies ONLY to checks made to create alchemical items, and a Day Job check is NOT a check to create alchemical items; it's an abstraction of working as an alchemist. Unless and until we get an official ruling that says otherwise, it does NOT apply to Day Job rolls.
Brandon Huber wrote:If you 're making your Day job check with Craft (Alchemy), what are you making if you aren't creating alchemical items? It doesn't make sense to me personally.Because you don't seem to have realized that the Craft skill can be used for more than just crafting; like I said, the base rules allow you to use it as essentially a Profession check (the basic Pathfinder equivalent of the Day Job), and I've seen it function as a Knowledge check, as well, too (and not just for an alchemist to identify potions).
Just because you're rolling Craft, doesn't mean you're actually crafting something.
I realized that a long time ago.
When you using the Craft to skill for day jobs, in that instance you are using it to craft things. No? You craft the items to sell and make a living...
Is that not what's going on for a day job check?

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Whether or not your supposed to use the Alchemist's bonus in addition to the permanent bonuses, most players typically use it to roll their day job rolls. It is a particular nuance that questions it's legimate use and one that does not come up in regular play. (Though reading this, it should have in an instance recently)
I, myself, have been told about the "bonus" that helps get the Craft (alchemy) bumped for more gold for the Alchemist.

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SCPRedMage wrote:Eric Clingenpeel wrote:Here's a question for you guys that don't think it would apply.
How is the Alchemist making money if he's not making items to sell? That's how I assume they're making their money with their check.
I'm not saying I agree with it; I'm saying the RAW doesn't support it.
In the base Pathfinder rules, without any PFS crap, you can already make a Craft check in order to earn money for a week's worth of work, without having to track the creation of individual items. The bonus from the Alchemy class feature does NOT apply to this use of Craft (alchemy), because it's NOT a check to "create alchemical items"; it's a check to "earn a living" as an alchemist. If you can't use the bonus for that, why do you think you COULD use it for a PFS Day Job check?
Because you are earning a living as an alchemist....by creating alchemical items.
Isn't that what all of the day jobs checks are doing?
Craft (armor): You're earning a living as an armorer...by crafting pieces of armor.If you 're making your Day job check with Craft (Alchemy), what are you making if you aren't creating alchemical items? It doesn't make sense to me personally.
In short, not really.
Craft (Alchemy) - Maybe you got hired to identify existing potions.
Craft (Armor) - you may have gotten hired to repair existing armor, so any bonuses to making armor wouldn't apply.
If a bonus only applies to one part of a skill's usage, then it cannot be used for day jobs, because there is no guarantee that the day job roll is actually going to be for the portion of the skill that is bonused.

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Brandon Huber wrote:SCPRedMage wrote:Eric Clingenpeel wrote:Here's a question for you guys that don't think it would apply.
How is the Alchemist making money if he's not making items to sell? That's how I assume they're making their money with their check.
I'm not saying I agree with it; I'm saying the RAW doesn't support it.
In the base Pathfinder rules, without any PFS crap, you can already make a Craft check in order to earn money for a week's worth of work, without having to track the creation of individual items. The bonus from the Alchemy class feature does NOT apply to this use of Craft (alchemy), because it's NOT a check to "create alchemical items"; it's a check to "earn a living" as an alchemist. If you can't use the bonus for that, why do you think you COULD use it for a PFS Day Job check?
Because you are earning a living as an alchemist....by creating alchemical items.
Isn't that what all of the day jobs checks are doing?
Craft (armor): You're earning a living as an armorer...by crafting pieces of armor.If you 're making your Day job check with Craft (Alchemy), what are you making if you aren't creating alchemical items? It doesn't make sense to me personally.
In short, not really.
Craft (Alchemy) - Maybe you got hired to identify existing potions.
Craft (Armor) - you may have gotten hired to repair existing armor, so any bonuses to making armor wouldn't apply.
If a bonus only applies to one part of a skill's usage, then it cannot be used for day jobs, because there is no guarantee that the day job roll is actually going to be for the portion of the skill that is bonused.
You can do this with any skill. You can use craft (armor) as a day job and make money repairing armor. But, if you get a bonus that applies to repairing armor...you don't get the bonus....to repairing armor.

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@Brandon Huber: It isn't that you are spending your day job doing such-and0-so, it is that you don't know how much of the day job applies to X function of Y skill, and how much is the exercise of Z function.
If your skill bonus only applies to either X or Z function, then it won't apply to the day job roll. If it applies to all functions of the skill, and falls under the definition of permanent, then it would also apply to the day job roll.

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@Brandon Huber: It isn't that you are spending your day job doing such-and0-so, it is that you don't know how much of the day job applies to X function of Y skill, and how much is the exercise of Z function.
If your skill bonus only applies to either X or Z function, then it won't apply to the day job roll. If it applies to all functions of the skill, and falls under the definition of permanent, then it would also apply to the day job roll.
This is pretty much what I've been trying to get at, only worded a lot better.
Day jobs are an abstraction, and can represent any possible use of the skill; because of that, only bonuses that don't stipulate conditions to get them apply.

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This recurring debate has been going on for a while :)
Nowhere in the RAW description does it state that the bonus has to apply to all possible applications of a given skill. The bonus has to be permanent. That's it.
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...
The FAQ does not say otherwise.
Neither does any quote by Mike to date.*Based on the RAW is the bonus "permanent"? Yes. Therefore your alchemist class bonus applies.
*Note that one of the clarifications by Mike allowed for Crafter's Fortune (duration 1/day level) bonus to apply.

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I think it makes sense to apply the bonus, especially considering you're crafting alchemical items. Sure you could be identifying potions, but that's because of your class ability, not the skill. If a Monk had Craft-Alchemy, this stupid semantic question would be irrelevant (because he would only be able to use the skill for one purpose). If some of you are wondering if you're a rules lawyer or not, you don't have to wonder anymore.

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I find I must resurrect this thread as I am both playing (my own) and GMing (another's) an alchemist. No, not at the same time. I have a bias to rule in favor of allowing it, having had it allowed by other GMs , one of whom also once played an alchemist (not the same as the alchemist I have GMed - this was not a scratch each-other's backs deal) from whom I got the impression also benefited from one of his past GMs allowing the class bonus. So I in turn allowed it to the other alchemist I GMed. It seemed intuitive fluff-wise to include it. I expect an alchemist with 5 ranks in craft (alchemy) to out-perform/out-sell a commoner with 5 ranks in craft (alchemy). The alchemist can demonstrate so much more. The commoner will never have a reputation of razzle-dazzling his customers with the effects of a mutagen (nevermind that one can't sell mutagens, except maybe temporarily to other alchemists. Other kettle of moose.)
Along comes PFS Guide version 5.0:
Permanent bonuses from equipment, feats, racial bonuses, and traits affect your Day Job check...
I used to focus on the word “Permanent” but not the list. However, the list does not include “class features”. Only, “equipment, feats, racial bonuses, and traits”. So maybe the whole debate is moot since class features are not to be considered in the first place? If there has been an official ruling on this, can anyone please direct to it? (I don't know if RainyDayNinja's request for a FAQ answer upthread ever got ratified.) Thanks.

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If you 're making your Day job check with Craft (Alchemy), what are you making if you aren't creating alchemical items? It doesn't make sense to me personally.
Maybe your skills are to detect poisons for the local sheriff's department. Or maybe your alchemical skills are being used to neutralize dangerous components in a water supply. Alchemy is not just the creation of potions or alchemical items. Maybe you moonlight for the bombsquad, diffusing explosive compounds.
Yes, most people will be making potions or other alchemical items but not all.

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+1 Artisan's Shop
+2 Alchemist's Lab
If Alchemists don't get their class bonus due to being circumstantial, then shops and labs, which are also circumstantial, should be excluded as well.
Example: If the day job is to go out and collect herbs for alchemical items, a lab and a shop aren't going to help.
Why do people think that the alchemist must go detect poison, or identify potions, or what not if they have the skill Craft (Alchemy) instead of working on their bread and butter? This is a fallacy in my opinion.
Can you picture a brain surgeon being forced to work at an immediate care center when his Day Job paycheck is being determined? That's a doctor with +5 to healing checks involving fixing the brain. I betcha they get paid for that extra +5 to their roll.
Just my 2 coppers...

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If Street Performing bards can use their class ability to double the gold of the Day Job (FAQ allows it) then Alchemists should be able to use the class bonus on Craft(Alchemy).
Also no where in the Guide does it say situational bonuses don't apply, only that permanent bonuses apply. A class bonus is a permanent bonus so I would say it applies.