Use the standard Pathfinder SKILL list, except SWIM & CLIMB, which are replaced with ATHLETICS. Athletics is based on STR or CON (you decide at the beginning).
Whereas the ACROBATICS skill would be about the gymnastics, the ATHELTICS skill would be about the conditioning. This is like one of the only things from Pathfinder 2e that I liked.
Any character who has access to Climb or Swim as class skill will have ATHLETICS as a class skill.
This is distinct from Craft and is available only to Tinkers or anyone with the Tinkerer Feat. There are four iterations of this skill: Clockworks, Device, Machinist. They are the pre-requisites for numerous Craft Tech Feats.
Craft Tech (Clockworks): You can repair and eventually build clockwork (winding) devices, and eventually Clockworks
Craft Tech (Device): You can repair and build basic rube-goldberg style machines, including most traps, and devices that do not require an independent power source beyond a lever, crank, or falling weight to operate
Craft Tech (Machinist): You can repair and build complex machines (i.e. machines that attach to engines) and engines
Synergy: If you have 5 or more ranks in any ONE, you get a +2 bonus to bonus to any ONE other.
This encompasses two broad areas of spacefaring knowledge: Planetology (lands, terrain, seasons and cycles, weather, determine planet's probable inhabitants) and Wildspace (celestial mechanics, identify possible life-bearing planets, identify sphere, wildspace beasts).
Special: Those characters who have Knowledge (Geography), Knowledge (History), Knowledge (Dungeoneering), Knowledge (Local) and Knowledge (Nobility) can earn special knowledge for a specific location or time period. For example, Knowledge (local—Rock of Bral) or Knowledge (History—Un-Elven/Nyn'Ylfen Wars).
Any character who has access to Knowledge (Any), Knowledge (Geography), or Knowledge (Nature), Knowledge (Arcana), or Knowledge (Planes) as class skills also has Knowledge (Wildspace) as a class skill.
Synergy: If you have 5 or more ranks in Knowledge (Wildspace) then you get a +2 bonus on any other KNOWLEDGE check related to a location or event in Wildspace (e.g. Knowledge (Dungeoneering) for information about Neogi)
This is the skill of Spelljamming Navigator, also known as the Helmsman or Pilot. This is the character who can use charts to get you where you want to go.
Special: This profession is only available to spacefaring characters—those with the Spacefarer feat.
Synergy: If you have 5 or more ranks of Knowledge (Wildspace), you get a +2 bonus to Profession (Spelljamming). If you havee 5 or more ranks in Use Magical Device you get a +2 bonus to Profession (Spelljamming)
A Spacehand is a character trained in shipboard duties; and wildspace navigator, a character who can use charts to get you where you want to go.
Special: These profession is only available to spacefaring characters.
Synergy: If you have 5 or more ranks in Profession (Sailor), you get a +2 bonus on Profession (Spacehand) checks.
If you have 5 or more ranks in Profession (Spacehand), you get a +2 bonus on Profession (Sailor) checks.
If you have 5 or more ranks of Knowledge (Wildspace), you get a +2 bonus to Profession (Spacehand).