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== Description ==
Harper scouts are friends of the Harpers or 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 receive divine blessings and many skills to help them in their duties of espionage, stealth, and reporting information.
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 ==
Harper scouts are primarily [[ranger]]s or multiclass ranger characters with levels in [[bard]], [[rogue]], [[sorcerer]], and [[wizard]], since these classes tend to have versatility and mobility. All have some skill at manipulating others, a resistance to outside mental influences, acute abilities of perception, and a talent for solving problems.
Alignment: Any non-evil.


Skills: Lore: Bluff 3 ranks , Diplomacy 5 ranks , Lore local 4 ranks , Perform 3 ranks , Sense Motive 2 ranks , Lore Nature 2 ranks
Extremely rare are Harper scouts who are [[paladin]]s of a few select deities related to the Harpers (such as [[Azuth]], [[Corellon Larethian]], [[Deneir]], [[Mystra]]). Unable to participate in some of the activities Harpers are known for (those that would contravene being a paladin), these paladin Harper scouts tend to be close friends to the Harpers, serving to work with them and other allies on missions. Even rarer, but not impossible, are paladins who are formally part of the Harpers.


Feats: Alertness, Iron will
Taking levels in this class represents being a close friend to the Harpers or being a Harper. Please note that being formally part of the Harpers Faction has separate requirements.


Spellcasting: Able to cast divine spells of 1st level (Ranger or Paladin only).
[[File:HarperScout.jpg|thumb]]


== Requirements ==
'''[[Alignment]]''': Any non-evil.


'''[[Skills]]''': [[Bluff]] 3 ranks, [[Diplomacy]] 5 ranks, [[Lore: Local]] 4 ranks, [[Perform]] 3 ranks, [[Sense motive]] 2 ranks, [[Lore: Nature]] 2 ranks.


== Class Features ==
'''[[:Category:Feats|Feats]]''': [[Alertness]], [[Iron Will]]
- Hit Die: d6


- Base Attack Bonus: Medium
'''Spellcasting''': Able to cast divine spells of 1st level (Ranger or Paladin only).


- High Saves: Reflex, Will
== Class Features ==
 
- Weapon Proficiencies: None.
 
- Armor Proficiencies: None.
 
- Skill Points: 6 + Int Modifier.


- Class Skills: Appraise, Bluff, Diplomacy, Disguise, Escape Artist, Hide, all lore skills, Listen, Move Silently, Perform, Sleight of Hand, Sense Motive, Survival, Tumble.
{{Class base features|hit die=6
|proficiencies=None
|skill pts=6
|class skills=[[Acrobatics]], [[Appraise]], [[Athletics]], [[Bluff]], [[Diplomacy]], [[Disguise]], [[Escape Artist]], [[Gather Information]], [[Hide]], [[Linguistics]], [[Listen]], [[Lore]] (all), [[Move Silently]], [[Perform]], [[Sleight of Hand]], [[Sense motive]], [[Survival]].
|BAB=Medium
|high save=[[Reflex]], [[Will]]
|low save=[[Fortitude]]
}}
- Other progression: 
* <span style="color: yellow">Full Animal companion progression</span>


== Class Abilities ==
== Class Abilities ==


{| class="article-table"
{| class="wikitable"
!
!
Level
Level
Line 37: Line 40:
|-
|-
|1
|1
|Spellcasting progression, Harper's knowledge
|[[#Spellcasting|Spellcasting]], [[#Harper's knowledge|Harper's Knowledge]]
|-
|-
|2
|2
|1st favored enemy, Deneir's eye, Skill focus
|1st [[#Favored Enemy|Favored Enemy]], [[#Deneir's Eye|Deneir's Eye]], [[#Skill Focus|Skill Focus]]
|-
|-
|3
|3
|Tymora's smile
|[[#Tymora's Smile|Tymora's Smile]]
|-
|-
|4
|4
|Lliira's heart, 2nd favored enemy
|[[#Lliira's Heart|Lliira's Heart]], 2nd [[#Favored Enemy|Favored Enemy]]
|-
|-
|5
|5
|Azuth's Touch
|[[#Azuth's Touch|Azuth's Touch]]
|}
|}
=== Spellcasting ===
When a character gains a new level of Harper Scout, she gains new spells per day as if she had also gained a level in whatever divine spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, for example).
If a character had more than one divine spellcasting class before she became a Harper scout, she must decide to which class she adds each level of Harper scout for purposes of determining spells per day when she adds the new level.


== Abilities ==
=== Harper Knowledge ===
<span style="color: rgb(255, 128, 0);">Harper Knowledge</span><br />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.
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.
 
<span style="color: rgb(255, 128, 0);">Favored Enemy
</span><br />A Harper scout selects a favored enemy when he reaches 2nd level and 4th level.


<span style="color: rgb(255, 128, 0);">Deneir's Eye
=== Favored Enemy ===
</span><br />At 2nd level, the Harper Scout gains a +3 sacred bonus to saving throws against traps. This is a supernatural ability.  
A Harper scout selects a favored enemy when he reaches 2nd level and 4th level.


<span style="color: rgb(255, 128, 0);">Skill Focus
=== Deneir's Eye ===
</span><br />A Harper scout gains the Skill Focus feat for her Perform skill and any one other Harper scout class skill.
At 2nd level, the Harper Scout gains a +3 sacred bonus to saving throws against traps. This is a supernatural ability.  


<span style="color: rgb(255, 128, 0);">Tymora's Smile
=== Skill Focus ===
</span><br />At 3rd level, once per day, the Harper agent receives a +2 sacred bonus on all saving throws for 5 turns. This is a supernatural ability.
A Harper scout gains the Skill Focus feat for her Perform skill and any one other Harper scout class skill.


<span style="color: rgb(255, 128, 0);">Lliirra's Heart<br /></span>At 4th level, the Harper agent gains a +2 sacred bonus to saving throws against mind-affecting spells. This is a supernatural ability.
=== Tymora's Smile ===
At 3rd level, once per day, the Harper agent receives a +2 sacred bonus on all saving throws for 5 turns. This is a supernatural ability.


<span style="color: rgb(255, 128, 0);">Azuth's Touch<br /></span>Type of Feat: Class<br />Prerequisites: Battlerager 5<br />Specifics: At 5th level a battlerager's natural AC increases by +2.<br />Use: Automatic
=== Lliira's Heart ===
'' ''
At 4th level, the Harper Scout gains a +2 sacred bonus to saving throws against mind-affecting spells. This is a supernatural ability.


<span style="color: rgb(255, 128, 0);">Extended Rage<br /></span>Once per day, a Harper scout can cast the spell heroism as an arcane spellcaster of his caster level.
=== Azuth's Touch ===
Once per day, a Harper scout can cast the spell heroism as an arcane spellcaster of his caster level.


''Class courtesy of Valefort, thorough testing by the Quality Control Team. Implementation by Endelyon and AoS.''
''Class courtesy of Valefort, thorough testing by the Quality Control Team. Implementation by Endelyon and AoS.''

Latest revision as of 14:18, 5 April 2025

Harper scouts are friends of the Harpers or 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 receive divine blessings and many skills to help them in their duties of espionage, stealth, and reporting information.

Harper scouts are primarily rangers or multiclass ranger characters with levels in bard, rogue, sorcerer, and wizard, since these classes tend to have versatility and mobility. All have some skill at manipulating others, a resistance to outside mental influences, acute abilities of perception, and a talent for solving problems.

Extremely rare are Harper scouts who are paladins of a few select deities related to the Harpers (such as Azuth, Corellon Larethian, Deneir, Mystra). Unable to participate in some of the activities Harpers are known for (those that would contravene being a paladin), these paladin Harper scouts tend to be close friends to the Harpers, serving to work with them and other allies on missions. Even rarer, but not impossible, are paladins who are formally part of the Harpers.

Taking levels in this class represents being a close friend to the Harpers or being a Harper. Please note that being formally part of the Harpers Faction has separate requirements.

Requirements

Alignment: Any non-evil.

Skills: Bluff 3 ranks, Diplomacy 5 ranks, Lore: Local 4 ranks, Perform 3 ranks, Sense motive 2 ranks, Lore: Nature 2 ranks.

Feats: Alertness, Iron Will

Spellcasting: Able to cast divine spells of 1st level (Ranger or Paladin only).

Class Features

Hit die: 6
Proficiencies: None
Skill points: 6 + Int modifier
Class skills: Acrobatics, Appraise, Athletics, Bluff, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Linguistics, Listen, Lore (all), Move Silently, Perform, Sleight of Hand, Sense motive, Survival.
Base attack bonus progression: Medium
Saving throws high: Reflex, Will
low: Fortitude

- Other progression:

  • Full Animal companion progression

Class Abilities

Level

Features Gained

1 Spellcasting, Harper's Knowledge
2 1st Favored Enemy, Deneir's Eye, Skill Focus
3 Tymora's Smile
4 Lliira's Heart, 2nd Favored Enemy
5 Azuth's Touch

Spellcasting

When a character gains a new level of Harper Scout, she gains new spells per day as if she had also gained a level in whatever divine spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, for example). If a character had more than one divine spellcasting class before she became a Harper scout, she must decide to which class she adds each level of Harper scout for purposes of determining spells per day when she adds the new level.

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 when he reaches 2nd level and 4th level.

Deneir's Eye

At 2nd level, the Harper Scout gains a +3 sacred bonus to saving throws against traps. This is a supernatural ability.

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

At 3rd level, once per day, the Harper agent receives a +2 sacred bonus on all saving throws for 5 turns. This is a supernatural ability.

Lliira's Heart

At 4th level, the Harper Scout gains a +2 sacred bonus to saving throws against mind-affecting spells. This is a supernatural ability.

Azuth's Touch

Once per day, a Harper scout can cast the spell heroism as an arcane spellcaster of his caster level.

Class courtesy of Valefort, thorough testing by the Quality Control Team. Implementation by Endelyon and AoS.