This is a basic upgrade of the original Harper Scout to include a spellbook.

Changes

The casting feats will be removed and marked as disabled - the links to spells.2da lines will be removed and they'll be renamed and have the icons changed.

Feats are:

This is possibly character breaking but only really affects PWs where this can be remediated offline (else characters mess up ELC). For singleplayer it should just remove the feats if they don't exist when the BIC or save is loaded since ELC isn't used (and only affects levelups anyway).

Adding in Skill Focus to level 2, not sure why those were removed. Class is awful so some positives should be added.

Spellbook is going to be added similar to Bard, as per the rules:

Spells per Day: Beginning at 1st level, a Harper scout gains the ability to cast a small number of arcane spells. The Harper scout’s ability to cast these spells works exactly like a 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 1st-level spell list. She learns two new Harper scout spells of any spell level she can cast at each Harper scout level thereafter. There is no limit to the number of these spells the Harper scout can know from this list. She may learn more by studying arcane scrolls or spellbooks.

NB: You still need a "Spells Known" dummy 2da file even if it is all 0's for the Learn from Scrolls property to work on a Bard-like caster.

The spells list is expanded mostly using the list from this project: https://steamcommunity.com/sharedfiles/filedetails/?id=1975673785&searchtext=harper

This is both because of the lack of spells in the original 3.0E list for the class and because even if those were all there they were a paltry list making the class even worse.

Issues with Spellbook (Bard casting with Wizard scroll learning)

There are some quirks of the NWN combination of things above; primarily:

Its a bit of a mess overall. Per below I learned 2 normal spells at level 1 Harper and then learnt 4 spell scrolls and it ends up being able to choose any 6 spells.

Options:

Past Level 5 / Epic Levels?

Bioware did plan for at least 10 levels with 2 unused feats and the Epic Harper Scout feat present.

This might be worth looking at. The feats could be replicated with scripts (if we wholesale check out the crafting system, so not now!).


IDFeat NameRemains?Constant IDDescription3E DescriptionNotes
981Epic Harper Scout

Unknown - Harper isn't Epic in the 3E rules

FEAT_EPIC_HARPER_SCOUT

Presumably Harper Scouts were tested at epic levels. May be this is recoverable?

Label is: FEAT_PRESTIGE_MASTER_CRAFTER_83633_83634

83522 is a valid TLK reference for "Epic Harper Scout" but 83543 was reused for "Leather Hide" so we won't know all the bonuses the epic version of the Harper would have got. However the below feats are tied to higher-than-level-5 and gives a clue.

Seems to have been cut reasonably late in development but before icons for it were created, since it still uses IR_X1_HARPER (ife_x2epharper doesn't exist).

991Master CrafterUnknown, but might have all been scripted.FEAT_PRESTIGE_MASTER_CRAFTER

83634

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)


Label is: FEAT_PRESTIGE_MASTER_CRAFTER_83633_83634

2 valid TLK references, and is a Harper level 10 feat. Bioware may have planned this as a Harper feat for post-level 5 but not got WotC permission, or it just wasn't great.

Doubtless would have been part of the HotU crafting skills and system.

Links to icon ife_X2MstCraft which is valid too:

Suggests it can be taken from level 10 up to level 28.

Not tested but it is very unlikely the engine did anything with it, it just probably hooked into the scripted crafting system.

992ScroungerUnknown, but might have all been scripted.FEAT_PRESTIGE_SCROUNGER

83636

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)


Label is: FEAT_PRESTIGE_SCROUNGER_83635_83636

2 valid TLK references, and is a Harper level 6 feat. Bioware may have planned this as a Harper feat for post-level 5 but not got WotC permission, or it just wasn't great.

Links to icon ife_X2MstCraft which is valid too:

Doubtless would have been part of the HotU crafting skills and system.

Suggests it can be taken from level 6 up to level 28.

Not tested but unlikely to inherantly increase skills, but could be scripted in easily enough.


Patch Notes

Harper - Added a full spellbook (Arcane, Charisma, Bard-like but can learn from scrolls) as per 3.0E Prestige Class. Removed spellcasting feats. Added Skill Focus bonus feats.

NWN Description

(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.

- 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 levels)
- 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.
3: Tymora's Smile - +2 bonus on all saves, once per day. This bonus increases by +2 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.
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.
7: Skill Focus: Perform
 Skill Focus: Lore
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 continues to gain a saving throw bonus 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:

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

Spell List

Added some ideas from this project: https://steamcommunity.com/sharedfiles/filedetails/?id=1975673785&searchtext=harper

LevelSpellsNotes
1

Camouflage, Charm Person, Expeditious Retreat, Grease, Light, Sleep, Identify

Added Grease, Expeditious Retreat, Identify
2Cat's Grace, Eagle's Splendor, Knock, See invisibility, Invisibility, Ultravision, Ghostly Visage, Web, Hold PersonAdded Ultravision, Ghostly Visage, Web, Hold Person
3Clairaudience/clairvoyance, Mass Camoflage, Charm Monster, Find Traps, DisplacementAdded Mass Camoflage, Charm Monster, Find Traps, Displacement

Spell Progression

Extended to level 10 to make it a bit more nifty.

Spells Per Day

Level123
1

0



21

310
411
5110
6211
7221
8321
9322
10332

Spells Known

Level123
1

2



23

331
432
5321
6322
7332
8432
9442
10443

NWN: Further Feats and Epic Harper

2 further feats and Epic Harper were considered by Bioware. Certainly at least level 10 harper would have been considered.

The feats are detailed in Cut Feats although the engine doesn't do anything with them:

Feat NameDescriptionNotes
Scrounger

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 Crafter

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.
Favoured Enemy

as game

The engine correctly will add Favoured Enemy Bonus every 4 levels of Harper (in fact this is hardcoded so it's actually better than the rangers once per 5 levels!).
Harper: Sleep

as game

Redundant now since we're adding a spellbook but will add uses past level 6 at a rate of:

if(nClassLevel >= 6) nNumUses += (1 + (nClassLevel-6)/3);

Harper: Cats Grace

as game

As above but: if(nClassLevel >= 7) nNumUses += (1 + (nClassLevel-7)/3);

Harper: Eagles Splendor

as game

As above but: if(nClassLevel >= 8) nNumUses += (1 + (nClassLevel-8)/3);
Harper: Invisibility

as game

As above but: if(nClassLevel >= 9) nNumUses += (1 + (nClassLevel-9)/3);

So progression past level 5 would probably include in Overhaul:

3.0 Source

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.


Description:

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.

Requirements

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

Alignment: Any nonevil.
Special: Sponsorship by a member of the Harpers, approval of the High Harpers.

Hit die

d6

Skill points

4 + Int

Class Features

All the following are class features of the Harper scout prestige class.

Weapon and Armor Proficiency: A Harper scout is proficient with all simple weapons and light armor.

Spells per Day: Beginning at 1st level, a Harper scout gains the ability to cast a small number of arcane spells. The Harper scout's ability to cast these spells works exactly like a 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 1st-level spell list. She learns two new Harper scout spells of any spell level she can cast at each Harper scout level thereafter. There is no limit to the number of these spells the Harper scout can know from this list. She may learn more by studying arcane scrolls or spellbooks.

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. The ability works exactly like the favored enemy ability of the ranger class. If a Harper scout with ranger levels chooses a favored enemy that she already has chosen as a ranger, the bonuses stack.

When the Harper scout reaches 4th level, the bonus against her first favored enemy increases to +2, and she gains a new favored enemy at +1.

Deneir's Eye (Su): A Harper scout gains a +2 holy bonus on saving throws against glyphs, runs, 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.

Lliirra's Heart (Su):* A Harper scout gains a +2 holy bonus on saving throws against compulsion and fear effects.

Craft Harper Item: A specialized form of the Craft Wondrous Item feat, this allows a Harper scout to create magic 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 the item. The Harper scout's casting level for these items is her Harper scout level plus all other caster levels from her other spellcasting classes. All the normal requirements for an item (such as race or spells) remain the same. All other rules for creating wondrous items or potions apply.

Ex-Harper Scouts

It is possible for a character to violate the code of conduct of the Harpers, endanger other Harpers through negligence or deliberate action, or intentionally turn away from the Harpers. Such an individual quickly gains a reputation among the other Harpers and can no longer progress in the Harper scout prestige class. Furthermore, the former Harper scout can no longer use the Deneir's eye, Lliira's hear, or Tymora's smile abilities. A petition to the High Harpers, a suitable quest decided upon by that group, and an atonement spell from a deity chosen by the High Harpers brings the former Harper scout back into good standing, and she can thereafter gain levels in the prestige class.

Advancement

LevelBABFortRefWillSpecialSpells per Day
1st2nd3rd
1st+0+0+2+2Harper knowledge, 1st favored enemy0
2nd+1+0+3+3Deneir's eye, Skill focus1
3rd+2+1+3+3Tymora's smile10
4th+3+1+4+4Lliira's heart, 2nd favored enemy11
5th+3+1+4+4Craft Harper Item110

Class skills

Skill nameKey abilityTrained onlyArmor check penalty
AppraiseINT
no
no
BluffCHA
no
no
ClimbSTR
no
yes
CraftINT
no
no
DiplomacyCHA
no
no
DisguiseCHA
no
no
Escape ArtistDEX
no
yes
Gather InformationCHA
no
no
HideDEX
no
yes
Intuit DirectionWis
yes
no
JumpSTR
no
yes
KnowledgeInt
yes
no
ListenWIS
no
no
Move SilentlyDEX
no
yes
PerformCHA
no
no
Pick PocketDex
yes
yes
ProfessionWIS
yes
no
Sense MotiveWIS
no
no
Speak LanguageNone
yes
no
SwimSTR
no
yes
TumbleDEX
yes

yes