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(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. - Class Skills: Skills: Appraise, Bluff, Craft Armor, Craft Trap, Craft Weapon, Discipline, Heal, Hide, Listen, Lore, Move Silently, Persuade, Pick Pocket, Tumble - 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 - The harper gains a +1 bonus to any damage delivered to their favored enemy. They also receives a +1 bonus on listen, spot, and taunt checks against the favored enemy. Every new favored enemy choice improves these bonuses by +1 but do not stack with ranger levels (whichever class chose the feat determines the bonus provided) 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 1 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 +1 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 increase by 1 every 3 levels. Scrounger bonus to crafting continues to increase by 1 every 2 levels. New Favoured Enemies may be chosen every 4th level (12, 16, 20, etc.) Note the Harper Scout does not automatically get Bard Song nor count as a Epic Bard for consideration of certain Epic feats. 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 on spells:
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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 |
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