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Harper Scout

(Forgotten Realms Campaign Setting variant, p. 46)

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

Level BAB Fort Ref Will Special Spells per Day
1st 2nd 3rd
1st +0 +0 +2 +2 Harper knowledge, 1st favored enemy 0
2nd +1 +0 +3 +3 Deneir's eye, Skill focus 1
3rd +2 +1 +3 +3 Tymora's smile 1 0
4th +3 +1 +4 +4 Lliira's heart, 2nd favored enemy 1 1
5th +3 +1 +4 +4 Craft Harper Item 1 1 0

Class skills

Skill name Key ability Trained only Armor check penalty
Appraise INT no no
Bluff CHA no no
Climb STR no yes
Craft INT no no
Diplomacy CHA no no
Disguise CHA no no
Escape Artist DEX no yes
Gather Information CHA no no
Hide DEX no yes
Intuit Direction Wis yes no
Jump STR no yes
Knowledge Int yes no
Listen WIS no no
Move Silently DEX no yes
Perform CHA no no
Pick Pocket Dex yes yes
Profession WIS yes no
Sense Motive WIS no no
Speak Language None yes no
Swim STR no yes
Tumble DEX yes yes

Spells for Harper Scout

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