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I love the feat Breadth of Experience. I can use any profession I can dream up when it becomes necessary.
"Sure, I used to be a barrister, but it was a long time ago..."

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If you're creating an Exchange character you almost have to go with Merchant. Keep an eye out for scenarios with the key words of "market", "bazaar", "trade" or "deal".
If you're creating a Dark Archive character you almost have to go with Librarian. Keep an eye out for scenarios with the key words of "library", "tome", "research" or "book".
If you're creating a pirate or naval character you almost have to go with Sailor. Keep an eye out for scenarios with the key words of "ship", "sea", "sail" or "Throaty Mermaid".
I've also seen Barrister, Gambler, Gardener, Soldier and Weaponsmith come up at least once.

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It's also important to remember that even if a particular Profession isn't specifically called for, you may still be able to make a case to your GM that your Profession has relevance in a different situation.
An Architect may be able to recognize an unstable ruin. An Artist may be able to contribute to a dinner conversation. A Soldier may be able to hustle a group of ten Sarenrite refugees down a Venture Captain's hidey hole.
If you're inventive, you can use your Profession in almost any scenario.

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Food Taster : *sniff* "I believe that this meal is poisoned."
Barrister : "Guard captain, would you be so kind as to explain why we are being arrested? Really? I request an immediate hearing and look forward to rebutting these ridiculous allegations."
Ambassador : "However you may feel about us personally, our proposal is truly in your best interest." (Alternative method of negotiating when nobody has a decent charisma)

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I guess Barrister, Merchant, Soldier, Gambler, Sailor are most common, but I personally like to make my own. Profession: Marriage Councelor was fun. There's never really checks for it, but I have had some nice rp in certain scenarios with it and couple times I have actually gotten to roll it instead of diplomacy.
Quite often it's up to your gm if they let you use your profession instead of normal skill checks in certain situations. It can be a lot of fun if you take a fun profession and find a creative way to use it.

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It's also important to remember that even if a particular Profession isn't specifically called for, you may still be able to make a case to your GM that your Profession has relevance in a different situation.
An Architect may be able to recognize an unstable ruin. An Artist may be able to contribute to a dinner conversation. A Soldier may be able to hustle a group of ten Sarenrite refugees down a Venture Captain's hidey hole.
If you're inventive, you can use your Profession in almost any scenario.
Yeah, I've had a lot of fun failing profession: tax collector rolls with my barbarian.

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I actually have profession: archaeologist on one PC, and a GM let me use that instead of knowledge: history once. For history checks having to do with ancient ruins, that would make sense.
Also, it's the only profession that's a perfect fit for the Pathfinder Society. After all, that's supposedly what Pathfinders are always supposed to be doing.

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No, that's never an appropriate profession.
Pathfinder agents are sometimes negotiators, sometimes hostage rescue team, sometimes smugglers, sometimes saviors, and once in a while just plain in the wrong and have to avoid a misguided colleague from burning down the <redacted>.

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I would say Profession Cop is the most valuable, but I'm biased.
I also have profession Barkeep which I have used to great effect.
No, you are not. Profession:Cop is where it is at. Usual room in many situations.
Many fewer than profession barkeep. Don't know how the world keeps letting that happen.

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Bruce Leeroy Jethro Gibbs wrote:Profession Shipwright?Technically shipwright isn't a profession in Pathfinder, instead it is Craft (ships).
While that might be appropriate for the guy doing small boats on his own as a profession it covers all the day laborers involved and the broader range of things they need to be able to do.

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J. Wilfong wrote:While that might be appropriate for the guy doing small boats on his own as a profession it covers all the day laborers involved and the broader range of things they need to be able to do.Bruce Leeroy Jethro Gibbs wrote:Profession Shipwright?Technically shipwright isn't a profession in Pathfinder, instead it is Craft (ships).
agreed. I also think the Profession would include the ability to read blue prints, how to interpret government requirement contracts, and possibly (depending on location) how to negotiate with the local Druids Circle/Fey Leadership for supplying raw materials.

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J. Wilfong wrote:While that might be appropriate for the guy doing small boats on his own as a profession it covers all the day laborers involved and the broader range of things they need to be able to do.Bruce Leeroy Jethro Gibbs wrote:Profession Shipwright?Technically shipwright isn't a profession in Pathfinder, instead it is Craft (ships).
I disagree. What you're describing is a manager, who would still have the same craft skill, just more of it by virtue of ranks or Skill Focus. The manager rules in Ultimate Campaign support this line of thinking.
Master Smith
Wage 4gp/day
Skills Appraise, Craft (any one), Perception, Profession (any one)
A Master Smith oversees a productive business. He's typically a 3rd-level bard, expert, rouge, or member of another skilled class. A Master Smith runs the day-to-day operations of a production facility devoted to a particular trade, trains apprentices, and works on the more challenging and masterful creations being produced.

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Which also requires profession in addition to Craft showing that there is more than just knowing how to build the X going on.
Once again, I disagree. I would think a character with 10 ranks in craft (alchemy) would be able to direct and advise a team of less skilled alchemists without needing a rank in a profession. To also put it in real-life context, we have professors and vocation teachers who have minimal, if any, training to as an educator or manager. They get by with their specialized knowledge/skills and can still be effective teachers.

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J. Wilfong wrote:What I'm getting at is that being able to manage others is a part of higher levels of a craft.That's an opinion, certainly. It's not actually supported anywhere in the rules text, though.
To provide another example from Ultimate Campaign:
Doctor
Wage 5gp/day
Skills Heal, Perception, Sense Motive, Survival
A Doctor is trained to treat all manner of maladies and injuries. He's typically a 3rd-level adept, cleric, druid, or oracle. An expert can make a suitable Doctor, but can heal and treat wounds and diseases with only mundane methods or the use of magic items. A Doctor is typically in charge of a Hospital or organization that provides medical care.
A doctor is stated to often be in charge of others, but the text does not suggest that he needs a profession skill in order to do so effectively. So while no, it's not directly stated in the rules, I think it can be easily inferred.

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No where in Ultimate campaign under Manager (pages 88-89) does it say that a manager must have a craft skill. Likewise, no where does it say that a manager must have a profession skill. Of the 17 examples of Managers on those pages, 5 require a profession skill without a craft skill, 0 require a craft skill without a profession skill, 2 require both a craft and a profession skill and 10 require neither a craft skill nor a profession skill.
My conclusion is that the ability to be a manager does not necessarily require any craft or profession skills. Whether a craft or profession skill is required depends entirely on the type of organization being run, and the ruling of the GM. Further, whether a craft or profession skill can contribute to being an effective manager for an organization would also depend on the type of organization and the ruling of the GM.