This is what I posted on the Monte Cook boards regarding Arcana Unearthed:
It's been days since you last saw the sun. You and your group of stalwart heroes have fought your way through the dungeon's nastiest residents. Wounded, bleeding, and tired, you know the end is near. Just one room remains, its massive double doors guarding the entrance to the dark temple, and the evil that lurks within. Fear is thick in the air, as the smell of sweat mingles with the tang of blood.
The party's Giant Warmain knocks open the doors with one massive strike of his metallic boot, and the party charges in to slay the last evil resident of these foul depths.
You stride in, almost casual in your swagger, as you tap the palm of your hand lightly.
Inside the others are fighting for their lives. The dark lord of this realm flays incendiary bursts that rip through the ranks of your friends, and the scene appears grim.
You stop, feet planted firmly on the damp stone floor. With confidence rarely seen outside the ranks of royalty, you raise your hand with keen resolve towards the Dark One, and speak. "Parlay! I demand a truce!"
Your words rebound against the walls of the temple, echoing in the sudden silence.
To the utter shock of your fellow adventurers, the Dark One complies. "Agreed. Truce. We must speak, not fight."
You wait, letting the Dark One come to you. Quiet words are exchanged, as the remainder of the party looks on dubiously, weapons still held at the ready.
After a few moments of negotiation, you announce loudly "It is agreed. He shall release the King's daughter to our care, unharmed, and trouble not the land evermore."
You've won the day, without spilling a drop of blood, against a far superior foe, to the stunned disbelief of those you travel with. But not stunned for long. As they shall surely see this happen again and again as they get to know you better. For you are the voice of the Akashic, the collective mind of all those who came before you and who live now in the world.
How?
All you need to be is a 6th level Akashic.
Charisma 16, for +3 to Charisma skill checks. 9 ranks in Diplomacy. 5 ranks in Bluff, for a +2 synergy bonus to Diplomacy checks. 5 Ranks in Sense Motive, for a +2 synergy bonus to Diplomacy check. Feats: Affinity with Skill: Diplomacy (+4 Diplomacy checks), Skill focus: Diplomacy (+3 Diplomacy), Skill Application: Diplomacy and Bluff (+2 Diplomacy), Tattoo Spell: Heightened Canny Effort (+10 to next skill check once a day), Skill Mastery: Diplomacy + several other skills (allows you to take 10 when otherwise could not). Akashic Abilities used: Skill memory (+2 to skill check), and Skill Focus Ability: Diplomacy ability (+4 to skill check).
You could also sawp out one of those for Born Leader, which is also a +4 to Diplomacy and breaks ties in your favor in a negotiation with a third party that is regarded as the same attitude as you by the target.
So, you trigger your Skill Memory, seeking words of advice from the most charismatic people of the ages. You tap your tattoo. You take 10 on a Diplomacy check, using Skill Mastery. And there you go...you have a 51 for your Diplomacy check, 1 more than necessary to change any hostile opponent to both friendly and helpful.