Reduce the DC of Culture checks by 5 when recalling information about a culture's customs and related topics
* May use Diplomacy skill for Intimidate checks to demoralize a target
Expertise Talent: Expert Advise When you are using the aid another action to help a creature succeed at a skill check with a skill in which you have expertise, you can forgo rolling your expertise die. If your aid another attempt succeeds, roll your expertise die and add the result of the roll as an insight bonus to the assisted creature’s check in addition to the +2 bonus granted by a successful aid another attempt. (Applies to Sense Motive & Diplomacy)
Wildwise Augmentation: Can communicate in a general sense with animals and with magical beasts with an Intelligence score of 1 or 2. You can attempt Diplomacy checks to influence such creatures as well as understand in very vague terms information they try to convey to you. The information they give you usually consists of simple concepts such as “danger,” “food,” or “that way.”
Expertise; Skill Expertise (Diplomacy)
Get 'Em: As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing.
Diplomatic Training (Steward Officer 2): You gain Culture and Diplomacy as class skills. For each of these skills that is already a class skill for you (or becomes a class skill) from a source other than this archetype, you learn to speak and read a new language.
You can use your Diplomacy skill for Intimidate checks to demoralize a target and your Culture skill for Life Science checks to identify humanoids and monstrous humanoids. When you attempt a Diplomacy check to change a creature’s attitude but you fail the check, the creature’s attitude worsens only if you fail the check by 10 or more.
Tempered Pilgrim Theme Knowledge: Reduce the DC of Culture checks to recall knowledge about a culture’s customs and related topics by 5. In addition, whenever you take a rank in Culture, you learn to speak and read two new languages instead of one.
Combat Gear frag grenade I, merciful fusion seal (6th) frostbite-class zero pistol with 1 battery (20 charges), survival knife, mk I serums of healing (3), Estex suit II (upgrade: infrared sensors),
Other Gear Reconfigurable clothing: [athletic clothing, everyday clothing, formal clothing, professional clothing, Stewards Officer’s uniform], basic musical instrument, spare battery (in arm storage compartment), binders (2), disguise kit, engineering tool kit, fire extinguisher, hygiene kit, industrial backpack, personal comm unit, toolkit (hacking), credstick (3,018 credits)