Harper Priest
Nearly every Harper recognizes the importance of the deities who inspired the creation of the Harpers: Deneir, Eldath, Lliira, Mielikki, Milil, Mystra, Oghma, Selûne, Silvanus, and Tymora; and the elven deities Aerdrie Faenya, Angharradh, Corellon Larethian, Erevan Ilesere, Fenmarel Mestarine, Hanali Celanil, Labelas Enoreth, Rillifane Rallathil, Sehanine Moonbow, and Solonor Thelandira. Some, however, choose to pursue a closer relationship with these deities who came together at the Dancing Place.
Although most Harper priests are human, half-elven, or elven clerics who have selected one of the deities listed above as their patron, the Harpers recruit their members from many backgrounds, cultures, and religious affiliations, as long as those deities do not promote evil ends or wanton destruction. Human druids, dwarven clerics, gnome rangers, halfling rogue/clerics of Brandobaris, and many others are all welcome. Deities whose portfolios and interests particularly parallel those of the Harper patron deities include Akadi, Azuth, Chauntea, Gwaeron Windstrom, Lathander, Lurue, Red Knight, Savras, Shaundakul, Shiallia, Valkur, and many of the neutral- or good-aligned deities of the various racial pantheons.
Harper priests can be found on their own or in the company of other Harpers or allies of similar outlooks. Even alone, the Harper priest can count on support from those friendly to the Harper cause.
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: Diplomacy 4 ranks, Lore: Arcana 4 ranks, Lore: Religion 8 ranks, Spellcraft 8 ranks.
Spellcasting: Able to cast 3rd-level divine spells (except Ranger and Paladin, see Harper Scout).
Class Features
Hit Die: d8
Base Attack Bonus: Medium
Weapon Proficiencies: Simple
Armor Proficiencies: Light, Medium, Heavy, Shields (not including Tower Shields)
Skill Points: 4 + Int modifier
Class Skills: Acrobatics, Concentration, Diplomacy, Heal, Lore (all), Listen, Perform, Sense Motive, Spellcraft, Spot, Survival
Class Abilities
|
Level |
Features Gained |
|---|---|
| 1 | Spellcasting Progression, Blessing, Harper's Knowledge |
| 2 | Blessing |
| 3 | Blessing |
| 4 | Greater Blessing |
| 5 | Greater Blessing |
Spellcasting Progression
A Harper priest's training focuses on magic. Thus, when a character gains a new level of Harper priest, 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 (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on).
Harper's Knowledge
Like a bard, a Harper Priest 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 Priest has bard levels, her Harper Priest levels and bard levels stack for the purpose of using bardic knowledge.
Blessing
At level 1,2 and 3, a Harper priest may choose one blessing from the list of blessings below.
- Deneir's Eye: the Harper Priest gains a +3 sacred bonus to saving throws against traps. This is a supernatural ability.
- Lliira's Heart: the Harper Priest gains a +2 sacred bonus to saving throws against mind-affecting spells. This is a supernatural ability.
- Tymora's Smile: once per day, the Harper Priest or a target receives a +2 sacred bonus on all saving throws for 5 turns. This is a supernatural ability.
- Mystra's Boon: the Harper Priest gains a +2 sacred bonus on all saves against spells.
- Silvanus's Calm: the Harper Priest gets the Combat Focus feat.
- Mielikki's Forest Hunter: Swift Tracker (requires Track)
- Oghma's Greatest Book, Volume III: +10 on knowledge checks for 5 minutes, 1/day, Reqs: Intelligence 13
- Selûne's Radiance: Turn Undead Progression (requires Turn Undead to be useful)
- Lurue's voice: Animal Companion Progression (requires an Animal Companion to be useful)
Greater Blessing
At level 4 and 5 a Harper Priest may choose one greater blessing from the list of Greater blessings below. Instead of a Greater blessing he may pick a Lesser blessing.
- Eldath's Soothing Pool: This spell conjures a magical pool of water. All friendly creatures staying near the fountain gain fast healing 5, are cured from any disease and are immune to all mind affecting spells.
Duration : 1 round /caster level.
- Lliira's candle of calm (1/day):
- Level : 6
- School : Evocation
- Target: all creatures in a 70 feet radius.
- Saving Throw: Will negates
- Spell Resistance: Yes
This spell conjures a lit magical candle, all creatures in a 70 feet radius must make a will saving throw. If they fail they are blind for 1d4 rounds and take a -5 AB penalty for 1 round/CL, if not they take a -5 AB for 2 rounds, then -4 AB for 2 rounds, -3 AB for 2 rounds, -2 AB for 2 rounds, -1 AB for 2 rounds.
- Milil's Forgotten Melody (1/day):
- Level : 5
- School : Enchantment
- Target: 1 to 4 creatures in a Colossal area.
- Saving Throw: Will negates
- Spell Resistance: Yes
To set this spell in motion, the caster sings the first phrase or the chorus of a tuneful, catchy song. Those potentially affected by the forgotten melody must each make a successful will saving throw at a -4 penalty or become obsessed with that song. Those affected cannot get the song out of their beads until they finish it, and they worry the lyrics around in their minds over and over, trying to remember them and complete the song. While trying to finish the song, those affected cannot cast spells or use psionic abilities since they cannot focus on any other intense mental activity other than finishing the song. This spell is especially devastating to very intelligent beings, since it subverts their ability to concentrate intensely. The duration is determined by the intelligence of the individual affected: beings who fail their saving throws are affected for a number of rounds equal to their intelligence modifier minus their wisdom modifier (a negative wisdom modifier will make the spell last longer).
- Mystra's Secret Spell Stash: Magic Missile, cast at your CL (infinite times/day).
Reqs: Intelligence 13 -> apparently these Magic Missiles are not stopped by the Shield spell; tough they are stopped by a failed check against Spell Resistance.
- Shaundakul's binding:
- Level : 6
- Target: One Creature
- Duration : 1 round/level
- Saving Throw: Reflex negates
- Spell Resistance: Yes
Calling upon the power of elemental air, you encircle the target in whipping winds. The subject can act normally, but it cannot move from its current location. The winds carry its voice away, so it can speak but cannot be heard, and it cannot hear anything but the roar of the winds. Furthermore, no sonic or language dependent spells or effects can be cast into or out of the winds though spells cast by you upon yourself function normally).
Specifics : Your movespeed is reduced to 0, you are silenced and incur a concentration penalty equal to the caster's caster level.
- Tymora's Luck Rabbit
- spell level : 5
- Target : 1 creature
- Duration : 10 min/level
- The spell target gains a bonus to natural armor equal to the caster level /5, capped at 4, +1 to all saving throws, +2 at CL 20 and +1 to all skills.
- Reqs: Dexterity 13
- Seldarine's Gift: You can summon forth a +5 magic longbow, mighty 5, the bow cannot be given and dissapears at the end of the day. You also gain the elven weapon proficiency for the duration of the spell.
Class courtesy of Valefort, thorough testing by the Quality Control Team. Implementation by Endelyon and AoS.