The Stewards are interplanetary peacekeepers who enforce
the Absalom Pact, which binds the Pact Worlds together in
a tenuous alliance. Based in Absalom Station, the Stewards police
space lines outside the territories of planetary governments, act
as advisors and mediators in disputes, and end budding military
conflicts with overwhelming force when necessary. The Stewards
are as much diplomats as they are police, though violence is
always a last resort for them. Because of the Stewards’ dual role,
their training includes conflict-resolution techniques, combat
techniques, and techniques that combine the two approaches.
The majority of Steward officers are envoys with combat training or soldiers with diplomatic training, though solarians also make terrific Steward officers.
The Steward officer archetype grants alternate class features at 2nd, 4th, and 9th levels.
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. See page 41 of the Starfinder Core Rulebook
for a list of languages spoken in the Pact Worlds and beyond.
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.
You gain one of the following feats as a bonus feat (you must meet all the prerequisites of the chosen feat): Advanced Melee Weapon Proficiency, Improved Unarmed Strike, or Longarm Proficiency. At 6th level, if you chose Improved Unarmed Strike at 4th level, you gain Improved Combat Maneuver. Otherwise, you gain the Weapon Specialization feat as a bonus feat for the same weapon type to which the bonus feat you gained at 4th level applies. If you already have all the listed feats, you can choose a bonus combat feat instead.
As a full action, you can ready an action to attack a foe if it
takes any actions other than the following: change grips (from
two-handed to one-handed), combat banter, drop an item,
drop prone, sheathe a weapon, or total defense; purely mental
actions such as a lashunta’s limited telepathy ability also do not
trigger the attack. As part of the full action, you can attempt to
demoralize that foe; if you successfully demoralize the foe, you
also gain a +1 morale bonus to your attack roll if the readied
action is triggered. If one of your allies attacks that foe before
the readied action is triggered, you lose your readied action
and your initiative count changes to the current initiative count
for the remainder of the combat, as if the readied action had
been triggered. Your allies can, however, also ready an action
to attack your target without causing you to lose your readied
action, provided that they choose the same trigger. If they do
so and you have successfully demoralized the target, they also
gain the +1 morale bonus to their attack rolls.
At 14th level, you can use this ability as a standard action. Alternatively, you can use this ability as a full action, readying a full attack and an attempt to demoralize the target as part of the action.