| jmclaus |
Do class abilities apply to day job checks? The guide lists specific things that apply, which does not include class features:
Permanent bonuses from equipment, feats, racial bonuses, and traits affect your Day Job check as they would any check for the rolled skill, but temporary bonuses such as those granted by spell effects, other than crafter’s fortune, 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.
Although there are relatively few class abilities that give bonuses on Craft, Perform, or Profession, there are a lot that give bonuses on alternative day jobs. For example, with the Caravan vanity you can use Intimidate as a day job, which Inquisitors get a bonus on from the Stern Gaze class feature. Does this apply? It seems like it should.
Then there's the issue of the Alchemy class feature, which I've seen a lot of disagreement on. A lot of the argument against Alchemy applying to day jobs that it is situational, but the guide only makes a distinction of permanent vs. non-permanent bonuses. I feel like the guide doesn't clearly spell out what does and does not apply to day jobs.
|
I was wondering if it has been backed up by any sort of writing, as it doesn't appear to be in the guide.
Sure. This question comes up often enough.
The last time this question came up, my response was "Day Job modifiers must apply to the entire skill to be useful".
Three comments later, John Compton confirmed I (and another poster who answered similarly) was correct.
|
| 1 person marked this as a favorite. |
jmclaus wrote:I was wondering if it has been backed up by any sort of writing, as it doesn't appear to be in the guide.Sure. This question comes up often enough.
The last time this question came up, my response was "Day Job modifiers must apply to the entire skill to be useful".
Three comments later, John Compton confirmed I (and another poster who answered similarly) was correct.
Scroll down a little farther for John's opinion on the alchemist bonus.
He thinks he remembers it applying. The answer now is the same as it was then. There's no official answer, but John seems to believe it does apply.
|
|
I recognize people don't want Day Jobs to work that way.
It's not a matter of want.
If you have survival as a dayjob you may have to make money at it tracking people, finding rare plants and herbs, getting people along in the wild comfortably, giving them bonuses vs the elements etc. There's a dozen uses for it and any and all.. probably all, of them will be how you make your money. Bumping just one or two of them isn't bumping the entire skill.
For craft alchemy to make money you sit in your lab and turn match sticks and lighter fluid into me...perfectly usable more expensive products for the adventuring professional, like alchemists fire.
|
Nefreet wrote:jmclaus wrote:I was wondering if it has been backed up by any sort of writing, as it doesn't appear to be in the guide.Sure. This question comes up often enough.
The last time this question came up, my response was "Day Job modifiers must apply to the entire skill to be useful".
Three comments later, John Compton confirmed I (and another poster who answered similarly) was correct.
Scroll down a little farther for John's opinion on the alchemist bonus.
He thinks he remembers it applying. The answer now is the same as it was then. There's no official answer, but John seems to believe it does apply.
I read everything in that comment to suggest that the Alchemist's class ability would not apply to Day Jobs.
|
|
I read everything in that comment to suggest that the Alchemist's class ability would not apply to Day Jobs.
It's a good argument that it doesn't but it's hardly the end of the matter. One narrow use is not the main (nearly only) use of the skill, especially with regards to making money.
|
His example is Bluff, but really any Day Job skill could be substituted using his reasoning.
Is Craft always about making items? Clearly not. Should we apply a percentage of that bonus, instead? What would that be? It gets messy and deviates to table variation.
It's better to only apply modifiers when they apply to every use of the skill.
If Campaign Leadership wants to make this an exception, fine. But I feel it's pretty clear as is.
Legio_MCMLXXXVII
|
Kevin Willis wrote:I read everything in that comment to suggest that the Alchemist's class ability would not apply to Day Jobs.Nefreet wrote:jmclaus wrote:I was wondering if it has been backed up by any sort of writing, as it doesn't appear to be in the guide.Sure. This question comes up often enough.
The last time this question came up, my response was "Day Job modifiers must apply to the entire skill to be useful".
Three comments later, John Compton confirmed I (and another poster who answered similarly) was correct.
Scroll down a little farther for John's opinion on the alchemist bonus.
He thinks he remembers it applying. The answer now is the same as it was then. There's no official answer, but John seems to believe it does apply.
So, you ignored the bit at the end where he said that he thinks it applies, but can't recall exactly? Because that would lead me to believe that the bonus might apply.
|
There is one exception to the rule above.
If the class feature applies to "Using a skill to earn money" it applies to dayjob.
For example, street bard's glad handing, which doubles your dayjob earnings, or the stunt bard, who's name I am forgetting, who gets to use acrobatics in place of performance to earn money, get to use acrobatics for day jobs.
|
Industrious Urbanite.
Ah, never even heard of that book before. Looks like this is one of those 1% times where the Archives of Nethys can't always be awesome.
Currently according to the additional resources, that is the only alternate racial trait from Heroes from the Streets that is Not PFS Legal.