The Harper

   Harpers are members of a secret society dedicated to holding back evil, preserving knowledge, and maintaining the balance between civilization and the wild. Harpers learn arcane spells and many skills to help them in their duties of espionage, stealth, and reporting information.

   Many Harpers are bards, but by no means all. Ranger, rogue, sorcerer, and wizard are common vocations for Harpers, as 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.

   Not all Harpers are members of the Harper prestige class, and rank within the organization does not depend upon a character’s level in this or any other class. However, most of the higher-ranked Harpers have at least one level in the Harper prestige class.

   The highest-ranked Harpers are called the High Harpers, and they are responsible for most of the long-term planning for the organization. The High Harpers are voted into their position by a secret ballot among the other High Harpers, with the criteria being experience, exceptional service, and discretion in implementing the Harpers’ plans. Some of the High Harpers gain the favor of deities that support the Harpers, achieving power and status much like a Chosen (see the sidebar on The Chosen in the Deities chapter).

Hit Die: d6

Requirements

To qualify to become a Harper (Hrp), a character must fulfill all of the following criteria:

Class Skills

The Harper's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Sense Motive (Wis), Speak Language (Int), Swim (Str), and Tumble (Dex).

Skill Points at Each Level: 4 + Int modifier.

Class Features

All the following are class features of the Harper prestige class:

Ex-Harpers

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 prestige class. Furthermore, the former Harper can no longer use the Deneir’s Eye, Lliira’s Heart, 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 back into good standing, and she can thereafter gain levels in the prestige class.

The Harper

Class

Base

Fort

Ref

Will

Spells/Day

Level

Attack

Save

Save

Save 

Special

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