There is a Legacy version
here.
InterrogationSource Player Core 2 pg. 104People can’t help but trust you, whether through your inherent likableness or your firm insistence on sticking to the truth. You have a way about you that gets others talking, and you’ve developed interrogative techniques to help you get to the truth of your investigations.
You are trained in
Diplomacy. You gain the
No Cause for Alarm skill feat. You can also Pursue a Lead at the same time you
Make an Impression, as long as you ask a question related to the creature with which you’re conversing or a topic of your conversation. You also gain the Pointed Question action.
Auditory Concentrate Investigator Linguistic Mental Source Player Core 2 pg. 104
You ask a question that charms or needles someone in just the right way. Ask a question of a non-allied creature that you can see. Attempt a Diplomacy check against the creature’s Will DC. The creature is then temporarily immune for 1 hour.
Critical Success The target must directly answer your question. It doesn't have to answer truthfully, but you gain a +4 circumstance bonus to your Perception DC if the creature attempts to
Lie to you. Whether it answers truthfully or not, you glean something from its body language, and it is
off-guard to the Strike you make using Devise a Stratagem against it before the end of your turn.
Success As critical success, but the circumstance bonus to your Perception DC is +2.
Failure The target can refuse to answer you as normal.
Critical Failure The target can refuse to answer you as normal, and its attitude toward you decreases by one step due to your aggravating attention.