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Old 11th April 2003, 01:13 PM   #1 (permalink)


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Default I don't want to Harp on too much but...

One of the other released information about prestige classes is on the Harper Prestige class, and here is a run down on it...

Shadows of Undrentide will introduce five new prestige classes to Neverwinter Nights. This profile highlights the requirements and abilites of the dedicated Harper Scout prestige class. More on prestige classes.

Note: Details may change based on the results of playtesting and game balancing.

This image may not conform to Wizards of the Coast source material.
Background

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.
Requirements

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

* Feats: Alertness, Iron Will
* Skills: Search 4 ranks, Persuade 8 ranks, Lore 6 ranks, Discipline 4 ranks
* Alignment: Any non-evil


Harper Special Abilities

Each class has a range of abilities that make it substantially different from the other classes. These abilities are an integral part of your character’s class, and mastering them will aid you. The following are class features of the Harper prestige class:

Hit Die: d6

Skill Points at Each Level: 4 + Int modifier

This image may not conform to Wizards of the Coast source material.

Harper Knowledge: Like a bard, a Harper 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 has bard levels, her Harper levels and bard levels stack for bardic knowledge.

Favored Enemy: A Harper selects a favored enemy just as a ranger does. If a Harper with ranger levels chooses a favored enemy which she already has chosen as a ranger, the bonuses stack. Upon reaching 4th level as a Harper, the bonus against her first favored enemy increases to +2, and she gains a new favored enemy at +1.

Deneir’s Eye: At 2nd level, the Harper gains a +2 holy bonus to saving throws against traps. This is a supernatural ability.

Tymora’s Smile: At 3rd level, once per day, the Harper or a target receives a +2 saving throw bonus on all saving throws for 5 turns. This is a supernatural ability.

Lliira’s Heart: At 4th level, the Harper gains a +2 holy bonus to saving throws against mind-affecting spells. This is a supernatural ability.

This image may not conform to Wizards of the Coast source material.

Spells: These spells are cast as arcane spells, so they are subject to arcane spell failure if the Harper is wearing armor:

* At 2nd level, the Harper gains the ability to cast the spell Sleep once per day.
* At 3rd level, the Harper gains the ability to cast the spell Cat’s Grace once per day.
* At 4th level, the Harper gains the ability to cast Eagle’s Splendor once per day.
* At 5th level, the Harper gains the ability to cast the spell Invisibility once per day.

Craft Harper Item: At 5th level, the Harper gains the ability to create two types of potions. The Harper can create one potion per day, either a Cat’s Grace potion or Eagle’s Splendor. To create either potion the Harper must spend 60 gold and 5 experience points. These potions allow a Harper to better support her agents and allies.

Class Skills (skill descriptions):

* Appraise
* Hide
* Listen
* Lore*
* Move Silently
* Diplomacy: Persuade
* Pick Pocket
* Tumble
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