Here are a few ideas for variant special abilities for the Expert class. You pick one at first level and that is your ability for the life of the character. The default ability from the rules is Like a Charm.
*Specialty- Pick one specific
non-combat skill. (Tech/Astronautics, Persuasion, etc.) The character always
receives a +1 bonus on skill rolls using this skill.
Note: I'm thinking about bumping this up to +2, but that is a bit ridiculous for SWN since the skill rolls are made on 2d6 with a default target number of 7.
*Learned- The character receives four skill points every level.
of Your Teeth- The character receives a permanent +2 bonus to one
saving throw or a +1 bonus to two saving throws. The saves must be
either Evasion, Tech, or Luck.
*Like a Charm- As written.