Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Biohacker | Envoy | Evolutionist | Mechanic | Mystic | Nanocyte | Operative | Precog | Solarian | Soldier | Technomancer | Vanguard | Witchwarper

Main Details | Alternate Class Features | Archetypes | Class Builds | Expertise Talents | Improvisations

Expertise Talents

You gain an expertise talent at 3rd level and every 4 levels thereafter. With the exception of additional skill expertise, these talents require you to have expertise in the skills they affect, as indicated in parentheses after the talent’s name.

One Of Us (Ex; Culture)

Source Interstellar Species pg. 23
You use your knowledge of a culture to make others feel that you belong. When you attempt a Culture check to recall knowledge about a specific place, society, or group, you can forego rolling your expertise die. If you do so and your skill check result lets you learn at least one piece of information, you also gain 2 bonus expertise dice, plus an additional expertise die for every 4 envoy levels you have. Whenever you attempt a Diplomacy check to change another’s attitude, a Disguise check to alter your appearance, or a Stealth check to hide by blending into a crowd, you can expend one of these bonus expertise dice to apply your expertise class feature to the check—though only if the check involves the place, society, or group about which you recalled knowledge. For example, you could better Disguise yourself as a member of a cult, blend in among a corporation’s workers, or make friends with a neighborhood’s inhabitants. When you rest for 8 hours to regain Resolve Points, any remaining bonus expertise dice are lost.
You can use this expertise talent once per day without spending Resolve Points, and you must spend 1 Resolve Point each subsequent time you use the ability that day. If you use the expertise talent again, you lose any previously gained bonus expertise dice.