Noble Scion (Feat)

===Noble Scion Options===
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Choose two Artistry and/or Perform subskills. You get a +1 bonus to checks made with the chosen skills. If you have Bardic Performance or a similar ability, you may use that ability for an additional three rounds each day.
You get a +2 bonus to Wisdom-based skill checks while you take 10 on them.
Choose a Bloodline associated with your family. You get a +1 bonus to checks made with the skill associated with that Bloodline, and this feat counts as Skill Focus in that skill for the purposes of qualifying for Eldritch Heritage with that bloodline.
You get a +1 bonus to Appraise skill checks, and to Bluff and Diplomacy checks made to haggle or generate capital.
You get a +1 bonus to your leadership score, and may aid your cohort or a follower as a swift action.
You get a +1 bonus to CLE for the purposes of using any effect which creates Undead.
Once per day, you may roll a single saving throw with Advantage.
Choose a deity associated with your family. You are treated as a divine caster of that deity for the purposes of calculating piety even if they aren’t your patron.
Choose two Craft subskills. You get a +1 bonus to checks made with the chosen skills. Items crafted by you (with a visible maker's mark, authenticity papers, or some other proof) sell for an additional 5% of their listed price.
You get a +1 bonus to Handle Animal and Knowledge (Nature) skill checks. You may use Knowledge (Nature) as though it were a Craft subskill for the purposes of the Master Craftsman feat, and when cultivating magical plants, you can complete an additional 500 gp worth of work on the plant each week.
You get a +1 bonus to attack rolls made as part of a duel, and against the target of your Challenge, Smite, or similar ability. If you lack such an ability, you may call out an intelligent opponent who can see and hear you once per day as a swift action to receive this bonus against them until the encounter ends or you attack another creature.
You get a +2 bonus to Bluff and Sense Motive checks made against other nobles, members of a noble court, or other people of high social standing.
You get a +1 bonus to Linguistics checks and two bonus Language Points.
Choose three Knowledge and/or Lore subskills. You get a +1 bonus to each of the chosen skills. You may make Knowledge checks untrained at Disadvantage.
You get a +1 bonus to Spellcraft and your choice of Knowledge (Arcana) or (Religion) checks. You may use read magic once per day as a spell-like ability.
You get a +1 bonus to Knowledge (Psionics) and Spellcraft checks. Once per day, you may use empathy as a psi-like ability.
You get a +1 bonus to Survival skill checks made in cold terrain, and have energy resistance 2 against nonlethal cold damage.
You get a +1 bonus to Diplomacy checks made against intelligent creatures of lower social standing than you. This bonus increases to +2 if they are under your family's authority.
You get a +1 bonus to Knowledge (Planes) skill checks, and to CLE when summoning and/or binding Fiends.
You get a +1 bonus to Ride checks. Once per day, you may roll a single Ride check with advantage.
You get a +1 bonus to Survival skill checks made in desert terrain and have DR 2 against nonlethal damage caused by heat exposure.
You get a +1 bonus to Profession (Sailor) and Swim checks. While captaining a ship owned by you or your family, this bonus applies to all of your crew.
You gain the ability to use a single Occult Skill Unlock of your choice once per day or week (depending on the skill unlock). This stacks with any uses of that skill unlock you may posses from other sources.
You get a +1 bonus to attack rolls against and skill checks relating to technological items and Automatons.
You get a +1 bonus to Knowledge (Planes) and Trave skill checks.
You get a +1 bonus to Knolwedge (Arcana) and Spellcraft checks. Once per day as part of reassigning essence, you may gain 1 temporary point of essence that lasts for 1 minute.
You use your Charisma modifier to adjust initiative checks instead of your Dexterity modifier.