Apprenticeship

This feat/mechanic is akin to the Apprentice feat from 3.5's DMG II, but there are some changes.

First, select a mentor. You just look for (or choose) someone to apprentice with and try to convince them to mentor you. They must be five or more levels higher than you.

Upon becoming an apprentice, you immediately gain two new class skills and two bonus skill points to spend on these class skills. The skills depend on the type of mentor you select. You also gain one specific benefit (depending on the type of mentor you have chosen). These mentor types are listed in the DMG II.

Additionally, you are expected to practice your skills, study and even undertake minor tasks for your mentor. You must spend at least eight contiguous hours (or two sets of four) working for your mentor and practicing your skills every week. If you fail with requirement, you must spend an additional eight hours the next week. If you shirk your duties for an entire month, you will be expelled from the apprenticeship.

Requesting Aid from Your Mentor

"Apprentices are expected to learn and grow, and mentors are loath to step in and provide physical support or financial aid, or to pull strings for an apprentice. Convincing your mentor to aid in this way requires a successful level check (d20+ character level), the DC of which is set by the DM and varies from 15 for simple favors to as high as 25 for highly dangerous, expensive, or illegal favors. A successful check means the mentor helps in some way (lends a magic item, accompanies the character on a short mission, pulls strings to get an appointment with the mayor, and so on) but demands double the normal tithe the next time the character gains a level. Once the character asks for aid, no further requests for aid will be honored until they gains at least one experience level." -copied directly from DMG II