Possible Careers and Professions:
Beggar, bum, gang member, pickpocket, slave, smuggler, thief.
Initial Hit Points: 6.
Additional Hit Points: 2.
The lurker’s class skills (and the key ability for each skill)
are Appraise (Int), Athletics (Str), Bluff (Cha), Drive
(Dex), Intimidate (Cha), Intrigue (Cha), Investigate (Int),
Knowledge (specific local) (Int), Notice (Wis), Stealth (Dex)
and Subterfuge (Dex).
Skill Points At 1st Level: (6 + Int modifier) x 4.
Skill Points At Each Additional Level: 6 + Int modifier.
Initial Influence: 1d4 Local Influence.
Additional Influence: A lurker’s Local Influence increases by
+2 each level. He may also increase one other Influence by
+1.
Class Features
+2 Fortitude Save
Downbelow Feat: Lurkers are extremely capable individuals,
forced top learn many new skills and abilities just to survive
day-to-day life in the depths of Downbelow (or wherever their
underclass is relegated to). At 1st, 3rd, 6th and 9th level, the
lurker gains a bonus feat chosen from the following list. The
lurker must meet any prerequisites for the feat as normal..
Alertness, Blind-Fight, Brawler, Die Hard, Endurance,
Great Fortitude, Improved Initiative, Iron Will, Lightning
Reflexes, Run, Skill Focus (Knowledge (specific local), Notice,
Subterfuge or Stealth), Toughness.
Lurker’s Knowledge: Though disaffected by the rest of
society, lurkers are skilled at keeping their eyes and ears open
and so can prove to be a superb source of information for
those who know how to find it. A lurker gains a competence
bonus equal to their class level on Intrigue checks made to
gather information and all Knowledge (local) checks.
Lurker's Knowledge : Un Lurker gagne un bonus égal à son niveau de classe dans ses jets d'Intrigue pour rechercher une onformation et tout ses jets de Knowledge (local).