Offensive Abilities 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.
Spell-Like Abilities (CL 5th)
. . 1/day— detect thoughts (DC 16)
. . At will—daze (DC 15), psychokinetic hand
Str 10 (+0); Dex 14 (+2); Con 13 (+1); Int 14 (+2); Wis 12 (+1); Cha 20 (+5)
(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, Bluff, & Diplomacy)
Feats 1) Great Fortitude, 3) Improved Initiative, 4B) Long Arm Proficiency (Steward Officer 4), 5) Versatile Specialization
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.”
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.
Combat Gear frag grenades I (2), mk I serum of healing, mk I serums of healing (2), riot grenade I[AR]; Other Gear estex suit II, corona laser rifle with 1 high-capacity battery (40 charges), merciful fusion seal (6th) frostbite-class zero pistol with 1 battery (20 charges), survival knife, athletic clothing[AR], basic musical instrument[AR], battery, binders (2), disguise kit, engineering tool kit, everyday clothing, fire extinguisher, formal clothing, hygiene kit, industrial backpack, personal comm unit, professional clothing, reconfigurable clothing[AR], toolkit (hacking), uniform clothing[AR], credstick (500 UPB; 449 credits); Augmentations mk 1 synergizing symbiote (charisma), storage prosthetic arm, wildwise