Expert Attack
[Level: 8]
As a move action, you can spend 2 Resolve Points to add your bonus from expertise to your next attack roll before the end of your turn.
Hidden Agenda
[Level: 8]
You’re an expert at veiling your true thoughts and goals. Whenever a creature attempts a Sense Motive check to detect a deception of yours, the creature must roll twice and take the worse of the two results. When you attempt a saving throw against an effect or ability that would read your thoughts or reveal your motives, you can roll twice and take the better of the two results.
Improved Hurry
[Level: 8]
You can use the hurry envoy improvisation as a move action instead of a standard action. You must have the hurry envoy improvisation to choose this improvisation.
At 12th level, you can use hurry as a standard action and spend 1 Resolve Point to grant a standard action instead of a move action.
Situational Awareness
[Level: 8]
If you ready an action, once before the trigger you selected occurs, you can spend 1 Resolve Point to change both the trigger and the action you have ready. You must ready an action that takes the same kind of action as your originally readied action, or you must ready a lesser action. (For example, if you readied a standard action, you could switch to another standard action, a move action, or a swift action, and if you readied a move action, you could switch to another move action or a swift action.)
Sustained Determination
[Level: 8]
As a move action, you can spend 2 Resolve Points to grant an ally within 60 feet 1 Resolve Point that he can spend to empower one of his abilities, even if he has spent all of his own Resolve Points. The ally must spend the Resolve Point before the start of your next turn; if he does not do so, he loses the Resolve Point and you still lose the Resolve Points you spent. You can’t grant the same ally the benefits of this ability again until both you and your ally have recovered your Resolve Points after an 8-hour rest or its equivalent.
Expertise
[Level: 1]
You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise. At 1st level, when attempting a Sense Motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 Resolve Point remaining. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6.
Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the Skill Focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results.
Skill Expertise
[Level: 1]
At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int).
Expertise Talent
[Level: 3]
At 3rd level and every 4 levels thereafter, you choose an expertise talent, which gives you an extra option when using a skill with which you have expertise. The list of expertise talents appears on pages 269–270.
Additional Skill Expertise
Choose another skill in which you have at least 1 rank from the list of skills you can choose with the expertise class feature; you can use expertise with that skill. You can choose this talent up to three times, choosing a different skill each time.
Altered Bearing
You can quickly adjust your posture, your stride, your demeanor, and the way your clothes and gear fit, causing casual observers to fail to recognize your true appearance. When you attempt a Disguise check to alter minor details of your appearance, you can forgo your expertise die to attempt the check as a move action. You don’t reduce the DC by 5 for attempting to alter only minor details, and if an observer succeeds at an opposed Perception check that pierces your disguise, he also realizes your true race and what features you have disguised. You can’t use this ability for more complex disguises.