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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 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 [[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. | |||
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. | |||
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. | |||
[[File:HarperScout.jpg|thumb]] | [[File:HarperScout.jpg|thumb]] | ||
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|proficiencies=None | |proficiencies=None | ||
|skill pts=6 | |skill pts=6 | ||
|class skills=[[Appraise]], [[Bluff]], [[Diplomacy]], [[Disguise]], [[Escape Artist]], [[Hide]], | |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 | |BAB=Medium | ||
|high save=[[Reflex]], [[Will]] | |high save=[[Reflex]], [[Will]] | ||
|low save=[[Fortitude]] | |low save=[[Fortitude]] | ||
}} | |||
- Other progression: | - Other progression: | ||
* <span style="color: yellow">Full Animal companion progression</span> | * <span style="color: yellow">Full Animal companion progression</span> | ||
== Class Abilities == | == Class Abilities == | ||
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=== Lliira's Heart === | === Lliira's Heart === | ||
At 4th level, the Harper | 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 === | === Azuth's Touch === | ||
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.
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.