Harper scouts are members of the Harpers, a secret society dedicated to
holding back evil, preserving knowledge, and maintaining the balance between
civilization and the wild. Harper scouts learn arcane spells and
many skills to help them in their duties of espionage, stealth and reporting
information.
Requirements
Alignment: Any
nonevil.
Skills: Bluff 4
ranks, Diplomacy 8 ranks, Knowledge (local) 4 ranks, Perform 5 ranks, Sense
Motive 2 ranks, Wilderness Lore 2 ranks.
Feats: Alertness,
Iron Will.
Special: Sponsorship
by a member of the Harpers, approval of the High Harpers.
Class Skills
Appraise
(Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise
(Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intuit
Direction (Wis), Jump (Str), Knowledge (all skills, taken individually)
(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick Pocket (Dex),
Profession (Wis), Sense Motive (Wis), Speak Language (Int), Swim (Str),
and Tumble (Dex).
Skill
Points at Each Level: 4+ Int modifier
Class Features
Weapon & Armor
Proficiencies: Harper scouts are proficient in all simple weapons and
light armor.
Spells per Day:
Beginning at 1st level, a Harper gains the ability to cast a small number
of aarcane spells. The Harper scout's ability to cast spells works
exactly like the bard's ability to cast spells. (They are Charisma
based and do not need to be prepared). A 1st-level Harper scout learns
two spells from the Harper scout spell list. She learns two new Harper
scout spells of any level she can cast at each Harper scout level thereafter.
There is no limit to the number of Harper scout spells she can know from
this list. She may learn more by studying arcane scrolls or spellbooks.
Harper Spell List
1st level - change
self, charm person, comprehend languages, erase, feather fall, jump, light,
message, mount, read magic, scatterspray, sleep, spider climb.
2nd level - cat's
grace, darkvision, detect thoughts, eagle's splendor, invisibility, knock,
locate object, magic mouth, misdirection, see invisibility, shadow mask.
3rd level - clairaudience/clairvoyance,
nondetection, suggestion, tongues, undetectable alignment.
Harper Knowledge: Like
a bard, a Harper scout has a knack for picking up odds and ends of knowledge.
This ability works exactly like the bardic knowledge ability of the bard
class. If a Harper scout has bard levels, her Harper scout levels
and bard levels stack for the purpose of using bardic knowledge.
Favored enemy:
A Harper scout selects a favored enemy from the following list of evil
organizations that oppose the Harpers' goals: the Church of Bane, the Cult
of the Dragon, the Iron Throne, the malaugryms, the Red Wizards, or the
Zhentarim. This ability works exactly like the favored enemy ability
of the ranger class.
Deneir's Eye (Su):
A Harper scout gains a +2 holy bonus on saving throws against glyphs, runes,
and symbols.
Skill Focus: A
Harper scout gains the Skill Focus feat for her Perform skill and any one
other Harper scout class skill.
Tymora's Smile (Su):
Once per
day, a Harper scout can add a +2 luck bonus on a single saving throw.
This bonus can be added after the die is rolled and after success or failure
of the unmodified roll is determined.
Lliira's Heart (Su):
A Harper
scout gains a +2 holy bonus on saving throws against compulsion and fear
effects.
Craft Harper Items:
A specialized
form of the Craft Wondrous Item feat, this allows the Harper scout to create
magical musical instruments, Harper pins, and certain potions (Charisma,
detect thoughts, glibness, tongues and truth).
This ability replaces the need for any other item creation feat for these
items.
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Level |
Attack Bonus |
Save |
Save |
Save |
Special |
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Harper knowledge, 1st favored enemy |
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Deneir's eye, Skill Focus |
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Tymora's smile |
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Lliira's heart, 2nd favored enemy |
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Craft Harper Item |
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