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Harper Scout
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.
Hit Die: d6

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.
 

Class
Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
2nd
3rd
1st
+0
+0
+2
+2
Harper knowledge, 1st favored enemy
0
-
-
2nd
+1
+0
+3
+3
Deneir's eye, Skill Focus
1
-
-
3rd
+2
+1
+3
+3
Tymora's smile
1
0
-
4th
+3
+1
+4
+4
Lliira's heart, 2nd favored enemy
1
1
-
5th
+4
+1
+4
+4
Craft Harper Item
1
1
0
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