Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

Code Block
(PRESTIGE CLASS)
The Harpers are a secret society. Members are dedicated to holding back evil, preserving knowledge and maintaining the balance between civilization and the wild. The Harper Scout performs many duties including espionage, stealth and reporting information.

WARNING: To cast a spell, a harper must have a Charisma score of 10 + the spell's level. For example, to cast a 2nd-level spell, a harper must have a Charisma of 12.

- Hit Die: d6.
- Proficiencies: Simple weapons and light armor.
- Skill Points: 4 + Int Modifier.
- Primary saving throw(s): Reflex, Will
- Base attack bonus: Medium (+3/4 per level)
- Spellcasting: Arcane (Charisma-based, no spell preparation, spell failure from armor is a factor, you learn spells on level up like a Bard)

REQUIREMENTS:

Alignment: Any non-evil.
Skills: Discipline 4 ranks, Search 4 ranks, Lore 6 ranks, Persuade 8 ranks.
Feats: Alertness, Iron Will.

ABILITIES:

Level
1: Bardic Knowledge: Bonus to identifying items with a lore skill bonus equal to your Harper level.
 1st Favored Enemy. As the Ranger ability, you gain increased bonuses as the number of enemies selected increases.
2: Deneir's Eye - +2 bonus to saving throws vs. traps.
 Skill Focus: Perform
 Skill Focus: Lore
3: Tymora's Smile - +2 bonus on all saves, once per day. This bonus increases by +21 every 3 additional levels.
4: Lliira's Heart - +2 bonus to saving throws vs. mind affecting spells.
 2nd Favored Enemy
5: Craft Harper Item - Create magical potions and some wondrous magical items without the need for crafting feats.
6: Scrounger - The harper scout's crafting skills continue to improve, he/she gets a +2 bonus on all Craft (armor, weapon, trap) checks. This improves by an additional +2 for every 2 levels past 6th.
8: 3rd Favored Enemy
10: Master Crafter: At 10th level, the Harper Scout becomes a master of crafting. His indepth knowledge of the crafting skills and secret harper lore allows the character to craft powerful weapons and armor no other class has access to.

EPIC LEVELS:

You have become an expert in espionage and crafting, honing your skills against specific enemies and providing intelligence to your allies.

Hit Die: d8
Skill Points at Each Additional Level: 4+ Int Modifier
Bonus Feats: The epic Harper gains a bonus feat every five levels after 20th
Special:
 Tymora's smile saving throw bonus continues to gainincrease a saving throw bonusby 1 every 3 levels.
 New Favoured Enemies may be chosen every 4th level (12, 16, 20, etc.)

Epic Harper Scout Bonus Feats List:
Arcane Defense, Curse Song, Epic Skill Focus (all but animal empathy, perform, use magic device), Epic Spell Focus, Epic Will, Extra Music, Great Charisma, Great Dexterity, Greater Spell Focus, Greater Spell Penetration, Improved Combat Casting, Lasting Inspiration, Lingering Song

Extra info:

Code Blocknoformat
Spells available:

1st: Camouflage, Charm Person, Light, Ultravision, Sleep, Expeditious Retreat, Grease, Identify, Resistance
2nd: Cat's Grace, Eagle's Splendor, Invisibility, Knock, See Invisibility, Ghostly Visage, Web, Hold Person
3rd: Clairaudience/Clairvoyance, Mass Camouflage, Charm Monster, Find Traps, Displacement

...

Level123
1

2



23

331
432
5321
6322
7332
8432
9442
10443

Class Feats and Abilities

Feat NameLevel GrantedDescriptionNotes
Bardic Knowledge1


No Format
Type of Feat: Class
Prerequisite: Bard level 1, Harper Scout level 1.
Specifics: This feat allows the character to identify items more easily than others. It grants the character a bonus equal to their level to any Lore checks.
Use: Automatic.


Feat is purely informational, the effects are hardcoded. No change needed.
Deneir's Eye2


No Format
Type of Feat: Class
Prerequisite: Harper Scout level 2.
Specifics: The harper receives a +2 saving throw bonus vs. traps.
Use: Automatic.


No change needed.
Tymora's Smile


No Format
Type of Feat: Class
Prerequisite: Harper Scout level 3.
Specifics: Once per day, the harper or a target receives a +2 saving throw bonus on all saving throws for 5 turns. The bonus increases by 1 every 3 additional Harper Scout levels.
Use: Selected.


Changed to add in the bonus 1 every 3 levels.

Previously suggested using +2 every 3 levels but that'd be +20 saving throws for 5 rounds with 30 class levels invested which is...crazy high.




No Format
Type of Feat: Class
Prerequisite: Harper Scout level 4.
Specifics: The harper receives a +2 saving throw bonus against mind-affecting spells.
Use: Automatic.







Scrounger6

Type of Feat: Class

Prerequisite: Harper Scout level 6.

Specifics: The harper scout's crafting skills continue to improve, he/she gets a +2 bonus on all Craft (armor, weapon, trap) checks. This improves by an additional +2 for every 2 levels past 6th.

Use: Automatic (When using the craft skills)

Could just implement this by adding some effect before a skill roll is made, or adding it manually to the skill roll / decreasing the skill difficulty.
Master Crafter10

Type of Feat: Class

Prerequisite: Harper Scout level 10.

Specifics: At 10th level, the Harper Scout becomes a master of crafting. His indepth knowledge of the crafting skills and secret harper lore allows the character to craft powerful weapons and armor no other class has access to.

Use: Automatic (When using the craft skills)

This would also be crafting menu specific changes.

NWN: Further Feats and Epic Harper

...