Many Pathfinders find that they enjpy the sense of ownership and accomplishment that comes from being proprietor of a business.
While taking a break from field work, entrepreneurial Pathfinders can often be found working in their shops, inns, and artisan workshops.
Not only do such investments provide an escape from the stresses of adventuring; they can also be quite lucrative if run properly.
You're adept at facilitating the purchasing, selling, and trading of property.
When another player character at your table purchases a business or property vanity, the price is reduced by 1 PP (minimum 1 PP).
You in turn receive a +4 bonus on Day Job rolls made during the same adventure.
You can provide a reduced vanity cost to more than one player at a given time, the but bonus on your Day Job roll doesn't stack.
You're in the business of helping your clientele permanently modify their bodies with piercings, scarwork, and tattoos.
If you use ranks in Craft (tattoo) to calculate your bonus on Day Job rolls, your business grants you a +1 circumstance bonus on the attempt.
Additionally you receive a 10% discount on any magical tattoo you purchase (see Pathfinder Campaign Setting: Inner Sea Magic)
You specialize in trading illicit or contraband items, run an illegal fighting ring, or operate a gambling hall or brothel that might be legal but carries a significant moral stigma in your community.
You receive a +1 circumstance bonus on your Day Job checks, though if you ever roll a natural 1 on such a checs, you receive no income from the attempt, regardless of your normal bonuses on the check. A natural 1 rolled in such a circumstance can't be rerolled.