Harper Agent Unchained

Source: Player’s Guide to Faerun, Derived from homebrew Vigilante archetype in Giant in the Plauground.

The semisecret organization known as the Harpers has members scattered all across Faerûn. These individuals are dedicated to battling evil, discovering and preserving forgotten lore, and maintaining the balance between nature and civilization. Harper agents are the ‘field agents’ of the Harper organization, acting directly to gather intelligence and eliminate threats to the greater good. Equally adept at operating alone or in small groups, Harper agents display a versatility that few others can match.

Bards are the most common candidates for the Harper agent prestige class, but they are by no means the only qualified characters. Rangers, rogues, sorcerers, and wizards all possess the diversity of skill and ability necessary to become Harper agents. Clerics, especially of Deneir, Lliira, and Tymora, are occasionally found in the ranks of this prestige class, as are druids and monks. Barbarians, fighters, and paladins rarely become Harper agents because they lack the subtlety for the work.

Requirements

  • Alignment: Any nonevil
  • Skills: Diplomacy 5 ranks, Knowledge (local) (any one region) 5 ranks , Perform (any) 5 ranks, Sense Motive 5 ranks
  • Feats: Negotiator
  • Special: The candidate must be sponsored by a member in good standing of the Harpers and win approval from the High Harpers.

Hit die: d8

Class Skills: The Harper agent’s class skills are Acrobatics, Appraise, Bluff, Climb, Craft (Any), Diplomacy, Disguise, Escape Artist, Knowledge (Any), Linguistics, Move Silently, Perception, Perform, Profession (Any), Sense Motive, Sleight of Hand, Survival, and Swim.

Skill points: 6 + Int

Advancement

Level BAB Fort Ref Will Special
1st +0 +0 +0 +1 Harper Blessing, Harper knowledge
2nd +1 +0 +0 +1 Bonus Feat, Career Agent
3rd +2 +1 +1 +2 Second Blessing
4th +3 +1 +1 +2 Bonus Feat
5th +3 +1 +1 +3 Abundant Blessing

Class Features

Weapon and Armor Proficiency: Harper agents are proficient with all simple weapons and with light armor.

If a character had more than one spellcasting class before she became a Harper agent, she must decide to which class she adds each level of Harper agent for the purpose of determining spells per day and spells known.

Harper Knowledge (Ex): At 1st level, the Harper agent can access knowledge in the same manner as a bard can. This ability functions like the bardic knowledge ability. If the Harper agent has this ability from another class, her Harper agent levels stack with levels of that prior class to determine the bonus. if she doesn’t have the bardic knowledge feature from another class, then the bonus to her Knowledge checks is equal to her Harper agent level This qualifies as Bardic Knowledge for the purpose of qualifications and for feats and abilities that modify this ability.

Harper Blessings (Su): Harper blessings are granted by the Gods that support the Harpers, and each deity offers their own unique blessing. These are gifted regardless of which deity is actually the agent’s patron deity is and are granted as long as the agent does not break the Harper Code. Each day the Harper agent can spend an hour of preparation and prayer to a chosen patron deity of the Harpers, gaining that blessing for the next 24 hours; unless otherwise specified in the blessing’s description, the benefits of this blessing are granted for the remainder of a 24-hour period. If the Harper agent is a prepared spellcaster, or has features with daily preparation like that of the Unchained Ranger, then this hour of prayer and preparation occupies the same time as other preparations.

The caster level for any spells or spell-like effects granted by a blessing is equal to the agent’s character level. Spell-like abilities gained by a blessing are useable a number of times per day as indicated in the entry for the blessing and are usable while an activated blessing is active. Unless otherwise noted, the saving throw DC of any spell-like ability gained from any blessing is 10 + the Harper agent’s level + her Charisma modifier, with a caster level equal to her Harper agent level (or her caster level, if she chooses spellcasting as the class feature to progress with her career agent ability). If a blessing has an activated effect, unless otherwise noted, dismissing the activated effect is a free action, and it cannot be activated again (if possible) until the beginning of the agent’s next turn.

  • Azuth’s Magic (Sp or Ex): Beseeching the blessing of Azuth grants the Harper agent the ability to cast a limited number of divine spells, choosing three Orisons from the inquisitor’s spell list that the agent can cast at will as divine spells. At third level, the Harper agent also chooses a first-level divine spell from the inquisitor spell list which she can cast as a spell-like ability once during the day, and at 5th level she chooses a 2nd level divine spell from the inquisitor spell list in a similar fashion. This blessing does not grant the agent the ability to qualify for feats, classes or other abilities that require the spellcasting ability if she did not already possess it. Selecting this blessing also grants the benefits of her Harper knowlege ability to Spellcraft checks. Only a non spellcaster may select this blessing in her daily preparation.
  • Deneir’s Eye (Su): Praying for the Eyes of Deneir grants the Harper agent powers over many forms of magical writing and runes. The agent gains the benefit of Trapfinding and Danger Sense as a rogue of the Harper agent’s level, as well as a +1 sacred bonus per Harper agent level to all Disable Device and Perception checks against glyphs, runes, and symbols, and she can understand any written or magical language as if she were affected by Comprehend Languages and Read Magic.
  • Eldath’s Peace (Sp): With a prayer for the love and peace of Eldath, the agent gains the benefit of a Sanctuary spell as a spell-like ability, for a number of rounds per day equal to her Harper agent level. If the agent attempts a hostile action against any creature while under the effect of this blessing, it ends immediately and cannot be activated again for the rest of the day. In addition, once per instance of this sanctuary, as a standard action, the agent can heal herself or a touched creature a number of hit points equal to 1d8 + her Harper Agent level; this healing touch does not affect undead creatures. She call upon this sanctuary a number of times per day equal to her Harper agent level -1 (minimum 1).
  • Lliira’s Heart (Su): By beckoning Lliira for unbounding joy in prayer, the agent is granted a +2 sacred bonus to saving throws against all fear and compulsion effects; this bonus also applies to the DC of intimidation checks of others against her. This benefit increases by +1 at 5th level. While this blessing is chosen, if she fails a saving throw against a fear or compulsion effect, she can make an additional saving throw the following round to prematurely end the effect; she can only benefit from this once per individual effect, including multiple instances of the same effect from the same source. For example, if the Harper agent is subject to a dragon’s fear aura and fails her saving throw, she can reroll her save the following round. If the Harper Agent again later fails her save against the same dragon’s fear aura in the same encounter, she cannot again reroll her save.
  • Lurue’s Voice (Su or Sp): Beseeching Lurue’s voice as a daily blessing grants the Harper agent the ability to Speak with Animals as per the spell, as well as a +1 sacred bonus per level to all Bluff, Diplomacy, Handle Animal, Intimidate, and Ride checks to influence animals and magical beasts; she may use these skills untrained for this purpose. At 5th level, once per day as a spell-like ability, the agent can target an individual creature (subject to a Will saving throw) to influence as if casting charm animal, using her character level as her caster level. The sacred bonus granted by this blessing is added to the Charisma checks needed to convince such a charmed creature to do her bidding.
  • Mielikki’s Stride (Ex or Sp): By spending her time in prayer to the Forest Queen to meditate and take in her surroundings, the Harper agent finds a oneness with nature that allows her to swiftly move through the brush. While in a wilderness setting, she is treated as having the favored terrain ability of the Unchained ranger, with a fixed +2 bonus, and she gains the benefits of nature’s stride. At 5th level, she gains the ability cast tree stride once per day as a spell-like ability.
  • Milil’s Song (Su): By beseeching the blessings of Milil in her hour of preparation, the Harper can use the countersong or fascinate bard songs as a bard of the agent’s level. At fourth level, she also gains the ability to inspire courage and inspire competence. She may use this performance ability up to four rounds plus her Charisma modifier (if any), plus an additional two rounds per Harper agent level after 1st. While performing Milil’s song, the Harper agent gains a +1 sacred bonus per level to her Perform checks. Only a Harper agent without the bardic performance ability from another class can beseech this blessing.
  • Mystra’s Boon (Su or Sp): Praying for the guidance of Mystra grants the Harper agent intuitive knowledge of magic. For the duration of this blessing, she can cast detect magic at will as a spell-like ability, and she gains a sacred bonus of +1 to all saving throws against spells and spell-like abilities equal to her class level; this bonus increases to +2 at 3rd level, and +3 at 5th level. Furthermore, she applies this sacred bonus to all Spellcraft and Use Magic Device checks, and she can use these skills untrained while this blessing is chosen.
  • Oghma’s Knowledge (Ex): A Harper agent who selects Oghma’s blessing gains divine inspiration as the Inspiration ability of an Investigator. She gains a daily inspiration pool equal to her investigator level + her Intelligence modifier (if any). Only a Harper agent without the inspiration ability from another class may beseech this blessing.
  • Selûne’s Light (Su or Sp): When the Harper agent prays to Selune, the goddess shows the light to find the way. While the blessing is active, the Harper agent gains a sacred bonus to will saves equal to her Harper agent level against illusions, and gains darkvision — if she didn’t already possess darkvision. The Harper Agent also gains the ability to cast Know Direction and Light as a spell-like ability at-will, and to cast Faerie Fire and Detect the Faithful as spell-like abilities once per day. Detect the Faithful detects other Harpers specifically rather than worshipers of any particular deity. At 5th level, the Harper Agent can cast Locate Object as a spell-like ability once per day.
  • Shaundakul’s Cloak (Ex and Sp): The Harper agent gains the benefits of the Endurance feat. In addition, with a prayer and a long, deep breath as a standard action, the agent gains the benefits of Longstrider for up to one hour per level, usable in one-hour increments.
  • Shiallia’s Embrace (Su): Once the Harper agent prays to Shiallia, she is warmed with the energy of life. She gains a sacred bonus of +1 to all saving throws against negative energy and death effects; increasing to +2 at 3rd level, and +3 at 5th level. In addition, any time during the blessing that the Harper agent suffers ability damage or drain to her constitution score, she takes one less than what she would otherwise take (to a minimum of 0).
  • Silvanus’ Sheltering Oak (Su and Sp): After silent prayer and beseeching Silvanus’ blessings, the Harper agent is warded against the harsh elements 0f the outdoors. For the duration of this blessing, she the benefits of endure elements, as well as a sacred bonus of +1 to her saving throws against any environmental hazards she may face, increasing to +2 at 3rd level, and +3 at 5th level. At 5th level, she can cast protection from energy against either cold, fire or electricity, once per day as a spell-like ability.
  • The Grace of the Seldarine (Ex or Sp): Only an elf or halfelf can beseech this blessing. Once the Harper agent has petitioned to the elven gods, they bless her with their gifts. For the duration of the 24-hour period this blessing is chosen, she gains a +1 competence bonus to all attack rolls and a +2 bonus to all damage rolls with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), as well as any weapon with the word “elven” in its name. At 5th level, these bonuses increase to +2 and +4, respectively. The Harper agent can also cast true strike as a spell-like ability once per day.
  • Tymora’s Smile (Su): By beseeching upon herself the Luck of Tymora, the Harper agent gains a +1 luck bonus to an attack roll, saving throw, initiative roll, or combat maneuver check. This bonus increases to +2 at 3rd level. This blessing is activated as an immediate action and applies to the singular die roll for which it was activated. The Harper agent can use this blessing a number of times per day equal to her Harper agent level. At 5th level, as an additional benefit, upon completion of her daily prayer and preparation, the Harper agent rolls a single d20; and once during that same day, as an immediate action, she may substitute this roll for another d20 roll, be it her own, or someone else’s.

Bonus Feat: The Harper agent can choose a bonus feat from among the following list of select feats: AlertnessBetrayerBrilliant PlannerCat’s FallDeceitfulDeft HandsFeign CurseFool MagicIntimidating Performance, Introspective Performance, Intoxicating FlatteryNerve-Racking Negotiator, Nimble Moves, Persuasive, Persuasive Bribery, Quick Favor, Sabotage SpecialistThreatening NegotiatorTrue DeceptionWalking SleightWilling Accomplice. Alternately in place of a bonus feat, the Harper agent can select a rogue talent, ninja trick, slayer or vigilante talent. If she has the talent feature in another class, and her combined levels of that class plus her Harper agent level are 11 or higher, this selection may be an advanced talent. Her Harper agent level stacks with any other class granting these talents for the purpose of determining their level-dependent effects.

Career Agent: The Harper agent continues to develop in one of her prior class’ features, adding her Harper agent level -1 to this base class to derermine progression in one of the following class abilities of her choice. Once decided this choice cannot be changed: Animal Companion, Arcane Pool, Arcane Reservoir, Arcane School, Bardic Performance (or similar), Bloodline Powers, Channel Energy, Domains, Familiar, Fervor, Ki Pool, Smite Evil, Sneak Attack or Spellcasting.

Second Blessing: At 3rd level, the Harper agent may beseech a second blessing during his prayer and preparation, in addition to the blessing chosen at 1st level.

Abundant Blessing: At 5th level, the Harper may beseech a third blessing during his prayer and preparation. In addition, during this hour of preparation, the agent can choose leave one or more of her daily blessings unchosen, though she must beseech at least one blessing at the beginning of the day as normal. She may then at any point during the day spend 15 minutes of prayer to beseech one of her unchosen blessings for the remainder of the 24-hour period. Each unchosen blessing must be beseeched separately in its own 15 minutes of prayer.

Ex-Harper Agents: Any Harper agent who violates the code of the Harpers, endangers other Harpers through negligence or deliberate action, or intentionally turns away from the Harpers quickly gains a reputation in the organization. Such an individual can no longer progress in the Harper agent prestige class. Furthermore, she can no longer use her activated or spell-like blessings. A petition to the High Harpers, fulfillment of a suitable quest set by that group, and an atonement spell from a deity chosen by the High Harpers brings the former Harper agent back into good standing. Thereafter, she regains the use of all class abilities and may once again gain levels in the prestige class.