Professions

Having some ranks in profession can be more useful besides the oppritunity to make some gold on the side. In my campaign, certain professions come with a unique feat and can use their profession skill in place of their 2 related skills if its higher.

Sailor
Sea Legs – +5ft. movement when swimming
Swim
Survival
Knowledge (Geography)

Doctor
First Aid – Can add 1d6 temporary HP in combat. Doubles with 10 ranks.
Heal
Perception
Knowledge (History)

Gambler
Lady Luck – Reroll one bad roll daily. Add a dice every 10 ranks for better results.
Bluff
Sleight of hand
Sense motive

Duellist
Challenge – Cumulatively gains +1 to attack and damage for each round in 1vs1 combat. Max stacks at Duelist’s Profession Rank.
Bluff
Intimidate
Perform

Swashbuckler
Daring – +4 dodge AC vs. attacks of opportunity when you use your Acrobatics skills.
Acrobatics
Climb
Escape artist

Engineer
Salvage Cannon – Can arrange a broken cannon to fire off one more shot.
Disable device
Knowledge (Engineering)
Craft (Weapons)

Merchant
Merchant Guilds – only 10% buying markup. can sell items at 90%.
Appraise
Diplomacy
Sense motive

Brewer
The Good Stuff – Can drink a unit of alcohol to gain 1HP temporary for 1 hour.
Craft (Alchemy)
Use Magic Device
Knowledge (Nobility)

Guilds

Offers hazard pay (a skill challenege/combat) for bigger payouts.

Thieves Guild
Thief/Pickpocket – Gain Fleet as an extra feat.
Knowledge (Local)
Sleight of Hand
Escape Artist

Mercenary Guild
Soldier/Mercenary – Gain Endurance as an extra feat.
Survival
Intimidate
Knowledge (Nobility)

Professions

Ports and Pirates CapNJacket