Harper

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Harper is a default prestige class with Arelith specific changes and new additions.


Introduction

Arelith Harpers enjoy many changes that benefit the different aspects and paths the class can take. There are five prestige classes for Harpers. Mechanical changes are included in the #Class Mechanics on this page and explained in each classes' #Aerlith Changes (scout) (mage) (priest) (paragon) (master) section. Base mechanics can be found on NWNWiki. The #Roleplay Tips section provides suggestions for character development.

Harpers have a required DM #Token Process approval and have additional #Expectations.

Token Process

In addition to the mechanical requirements listed below, players will also need DM approval, where only after will they be assimilated into the guild.

To apply for a Prestige Class token, please contact DMs on the forums, via PM to Active DM's.

Please study the #Expectations tips below. Your concept must understand secrecy and display the ability to work with a secret organization, as well as show why the Harpers would be interested at all.

Additionally, no Drow or other monster race will be considered for this PRC unless they are good-aligned via the normal reward.

Expectations

If you want to take one of the Harper prestige classes, and to be counted as a full-fledged Harper for systems purposes you need to get a token from a DM (first meeting the requirements above). You do not need to have pre-requisites for the Harper class for the token, but you *must* eventually take Harper levels after receiving it. However, the Harpers have many allies, and you can play an ally of the Harpers without having the token or taking a class.

You could play a starting character as an agent of the Harpers, although getting in contact with the existing Harpers on Arelith island might take a very long time given their secrecy.

Players on Arelith do not need to fear that their Harper class is metagamed from the playerlist, as the player's build is hidden. The class abilities are also quite subtle, so if you're careful it won't be obvious that you have the class.

WARNING: If your Harper betrays the Harper Cell or outs other Harpers, they risk character deletion should they be killed, as Harpers do not tolerate outers/betrayers in their own cell.

The Harper Code

  • Harpers work against villainy and wickedness wherever they find it, but they work ever mindful of the consequences of what they do.
  • All beings should walk free of fear, with the right to live their lives as they wish.
  • The rule of law aids peace and fosters freedom, so long as the laws are just and those who enforce them lenient and understanding.
  • No extreme is good. For freedom to flourish, all must be in balance: the powers of realms, the reaches of the cities and the wilderlands into each other, and the influence of one being over another.
  • Whatever it takes, a Harper will do. Pride never rules the deeds of a true Harper.
  • Freedom is a multiversal right, though Harpers can spare themselves less freedom than those they work to protect when the need presents itself.
  • Harpers police their own. A Harper who hears the call of personal power can no longer hear the sweet song of the harp. A Harper who seizes power, and holds it above all else, is a traitor to the harp. Traitors must die for freedom to live.
  • Without a past, no being can appreciate what they have, and where they may be going.

Note: For the token process, please do *not* break down the code line by line and say how your character fits into each line. It isn't what we are looking for. (DM Titania)

Class Mechanics

Harper Scout


Requirements

Alignment restrictions: Any non-evil

Skills: discipline 4, search 4, lore 6, bluff 6

Feats: alertness, iron will

Multi-classing: May not have any other Harper class

Class Features

Hit die: d6

Proficiencies: armor (light), weapons (simple)

Skill points: 8 + int modifier ((8 + int modifier) * 4 at 1st level)

Class Skills: appraise, bluff, craft mastery, heal, hide, listen, leadership, lore, move silently, open lock, parry, perform, ride, sail, search, sleight of hand, spot, tumble, use magic device, use traps

Primary saving throw(s): reflex, will

Base attack bonus: +3/4 level

Bonus feats: crippling strike, favored enemy, opportunist, skill mastery, slippery mind; improved evasion or defensive roll only on level 5

Unavailable feats: scribe scroll, craft wand, weapon specialization

Epic bonus feats: blinding speed, epic dodge, epic weapon focus, epic prowess, epic reputation, epic skill focus, epic toughness, favored enemy, improved sneak attack, opportunist, skill mastery, slippery mind

Unavailable epic feats: great dexterity, epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape

Lvl BAB Saves Feats HP
F R W
1st +0 +0 +2 +2

Can use the -track command.
+1 Caster Level
Bardic Knowledge
Bonus Feat

6
2nd +1 +0 +3 +3

Skill Focus: Bluff
Deneir's Eye

12
3rd +2 +0 +3 +3

+1 Caster Level
Cat's Grace

18
4th +3 +1 +4 +4

Epic Skill Focus: Bluff
Eagle's Splendor
Liira's Heart

24
5th +3 +1 +4 +4

+1 Caster Level
Create Harper Item: Crafting provides an extra potion: (Cat's Grace + Invisibility
Eagle's Splendor + Potion of Attunement)
Trackless Step
Bonus Feat (Improved Evasion or Defensive Roll)

30

Arelith Changes

Change Level Description
Stealth Bonuses - Assassin, Harper Scout, Invisible Blade, Rogue, Shadowdancer and Zhentarim Operative levels stack with Rogue levels when qualifying for the in stealth rogue speed increase but only Rogue, Harper Scout, and Zhentarim Operative levels count for the +AB bonus when leaving stealth. Rogue levels are required for this bonus to trigger.
  • At combined level 16, movement speed penalty in stealth is reduced by 10%.
  • At combined level 18, gain +1 AB for 1 round after leaving stealth. +AB has a 5 round cooldown.
  • At combined level 20, movement speed penalty in stealth is reduced by 20%.
  • At combined level 24, movement speed penalty in stealth is reduced by 30% and gain +2 AB for 1 round after leaving stealth. +AB has a 5 round cooldown.
  • If the character has monk levels 10% of the bonus speed is removed.
Lightly Armored - Assassin, Harper Scout, Invisible Blade, Rogue, Shadowdancer and Zhentarim Operative levels stack with Rogue levels for the purpose of calculating how much lost DEX is regained as Dodge AC via the Lightly Armored feat. Rogue levels are required for this bonus to trigger. Light armor will receive all AC lost to the dex cap as Dodge AC, subject to a cap of AC/4 combined levels. For example, if you have 6 rogue and 3 assassin levels and 28 of dex (modifier 9), and you are using a Studded Leather Armor - which has a max dex modifier of 4 - then, you'd have 4 of normal dex AC, and 2 of extra Dodge AC, and lose 2 points of AC until combined level 15.
Specialty Weapons - Assassin, Harper Scout, Invisible Blade, Rogue, Shadowdancer and Zhentarim Operative levels stack with Rogue levels when qualifying for the +1 AB to any finessable weapon at levels 19 and 24. Rogue levels are required for this bonus to trigger. At 19 combined levels, gain +1 AB when using any finessable weapon. At 24 combined levels, gain +1 additional AB when using any finessable weapon. These bonuses add to a weapon's non-magical Attack Bonus and allow Damage Reduction penetration. For example, a +3 AB weapon will become +5, capable of bypassing Stoneskin or Premonition, with 16 rogue 5 shadowdancer and 3 assassin combined levels.
Note: The weapon must be a finesse weapon, please note that there are a number of custom weapon changes including adding finesse to weapons.
Blinding Speed -

Blinding Speed: Is now an Instant action and an extraordinary effect (not affected by antimagic). Duration increased to 3 turns. Has unlimited uses per day, but 8 turns of cooldown period. The cooldown of Blinding Speed is reduced by 1 turn every 6 combined Assassin, Harper Scout, Invisible Blade, Rogue, Shadowdancer, Swashbuckler and Zhentarim Operative levels. Rogue levels are not required for this bonus to trigger.

Removed Haste as feat effect but added all individual effects of Haste EXCEPT the spell casting effect.
Added: +1 APR (Attack per round)
Added: +50% Move Speed
Added: +4 Dodge AC
Removed: All spell casting times are cut in half
If Haste is cast on someone with Blinding Speed, Blinding Speed is cancelled and Haste is applied
Shady Deals - Harper Scout levels stack with Rogue levels when qualifying for Rogue grenades and Rogue grenade reflex DC bonuses.
Skillpoints - Skillpoints per level increased to 8.
Class skills - Harper Scouts gain access to Open Lock, Parry, Perform, Ride, Sail, Search, Spot, and Use Magic Device as class skills.
Harper Scouts lose access to Discipline as a class skill.
Voting - Harper Scout can vote in every election, even in places where they are not a citizen. The other Harper classes get this ability as well, but only with a full 5 levels in the class. However, no Harper (nobody with the Prestige Class permission token) may stand for election as a settlement leader. If the Harpers wish to rule directly, they will need an ally to stand in their place.
Harper Pin - Harpers examining characters will get feedback if the person they are looking at also carries a Harper Pin (the Prestige Class token).
Use Trap - For each 5 levels in Assassin, Harper Scout, Rogue, or Zhentarim Operative, the saving throw DC on traps they set is increased by 1.
Tymora's Smile - Removed.
Sharp Alertness 14 +2 bonus spot and listen at combined Rogue and Harper Scout or Zhentarim Operative levels.
Wary Alertness 24 +5 bonus spot and listen at combined Rogue and Harper Scout or Zhentarim Operative levels. Replaces Sharp Alertness.
Understanding language - Harper levels contribute towards understanding languages you do not speak.
Learning language 5 5 Harper levels gives you +1 more language you can learn.
Caster Level - Levels 1, 3 and 5 level of Harper Scout increases caster level. These levels add dispel resistance, DC calculations and spell penetration as caster levels would normally. The levels do not allow you to learn new spells as you level. The levels do not add known or spells per day for sorcerer. The levels do add wizard and divine spell slots. Additionally, caster levels do not count towards the epic caster requirements of epic spells. You still need 21 levels in wizard or sorcerer to become an epic caster to qualify. For example, 15 sorcerer / 5 harper mage would have the known spells and spells per day of a level 15 sorcerer (including only having up to circle 7 spells) and cast spells as a level 20.
Use Traps - For each 5 levels in Assassin, Harper Scout, Rogue, or Zhentarim Operative, the saving throw DC on traps they set is increased by 1.

Harper Mage


Requirements

Alignment restrictions: Any non-evil

Skills: lore 10, leadership 4

Feats: alertness, iron will

Class: Must have an arcane caster class

Multi-classing: May not have any other Harper class

Class Features

Hit die: d6

Proficiencies: armor (light), weapons (simple)

Skill points: 4 + int modifier

Class Skills: bluff, concentration, craft mastery, heal, hide, leadership, lore, move silently, ride, sail, spellcraft, use trap

Primary saving throw(s): reflex, will

Base attack bonus: +3/4 level

Bonus feats: arcane defense, brew potion, combat casting, craft wand, empower spell, extend spell, greater spell focus, maximize spell, silent spell, spell focus, still spell, scribe scroll

Unavailable feats: weapon specialization

Epic bonus feats: arcane defense, brew potion, craft wand, empower spell, extend spell, epic energy resistance, epic spell focus, epic spell penetration, epic spells, great charisma, great intellegence, greater spell focus, maximize spell, silent spell, spell focus, still spell

Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape

Lvl BAB Saves Feats HP
F R W
1st +0 +0 +2 +2

+1 Arcane Caster Level
Bonus Feat
Harper Knowledge
Spell Penetration

6
2nd +1 +0 +3 +3

+1 Arcane Caster Level
Skill Focus: Spellcraft

12
3rd +2 +0 +3 +3

+1 Arcane Caster Level
Epic Skill Focus: Concentration
Greater Spell Penetration

18
4th +3 +1 +4 +4 +1 Arcane Caster Level 24
5th +3 +1 +4 +4

+1 Arcane Caster Level
Eschew Material feat: Does not need to use Spell Components
Bonus Feat
Epic Skill Focus: Spellcraft

30

Arelith Changes

Change Level Description
Class skills - Harper Mages gain access to concentration, ride, sail, and spellcraft.
Harper Mages lose access to appraise, discipline, listen, sleight of hand, tumble.
Voting 5 Can vote in every election (even if not a member of the settlement) with a full 5 levels in the class. However, no Harper (nobody with the Prestige Class permission token) may stand for election as a settlement leader. If the Harpers wish to rule directly, they will need an ally to stand in their place. Harper Scouts do not need all 5 levels in the class.
Harper Pin - Harpers examining characters will get feedback if the person they are looking at also carries a Harper Pin (the Prestige Class token).
Understanding language - Harper levels contribute towards understanding languages you do not speak.
Learning language 5 5 Harper levels gives you +1 more language you can learn.
Bonus Language - Draconic.
Arcane Caster Level - Each level of Harper Mage increases arcane caster level. These levels add dispel resistance, DC calculations and spell penetration as caster levels would normally. The levels do not allow you to learn new spells as you level. The levels do not add known or spells per day for sorcerer. The levels do add wizard spell slots. Additionally, caster levels do not count towards the epic caster requirements of epic spells. You still need 21 levels in wizard or sorcerer to become an epic caster to qualify. For example, 15 sorcerer / 5 harper mage would have the known spells and spells per day of a level 15 sorcerer (including only having up to circle 7 spells) and cast spells as a level 20.

Harper Priest


Requirements

Alignment restrictions: Any non-evil

Skills: concentration 8, lore 6, leadership 8

Feats: alertness, iron will

Multi-classing: May not have any other Harper class

Class Features

Hit die: d8

Proficiencies: armor (light), weapons (simple)

Skill points: 4 + int modifier

Class Skills: bluff, concentration, craft mastery, heal, hide, leadership, lore, move silently, ride, sail, spellcraft, tumble

Primary saving throw(s): reflex, will

Base attack bonus: +3/4 level

Bonus feats: divine might, divine shield, extra turning, favored enemy, greater spell focus, turn undead

Unavailable feats: weapon specialization

Epic bonus feats: divine might, divine shield, extra turning, epic spell focus, favored enemy, great wisdom, greater spell focus, turn undead, Great Charisma

Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape

Lvl BAB Saves Feats HP
F R W
1st +0 +0 +2 +2

+1 Divine Caster Level (Also applies to Turn Undead DC)
Harper Knowledge
Bonus Feat
Extend Spell

8
2nd +1 +0 +3 +3

+1 Divine Caster Level
+3 DC on Turning

16
3rd +2 +0 +3 +3

+1 Divine Caster Level
Planar Turning

24
4th +3 +1 +4 +4

+1 Divine Caster Level

32
5th +3 +1 +4 +4

+1 Divine Caster Level
The Harper Priest raises piety as if having all 6 Aspects
Bonus Feat
Armor Skin

40

Arelith Changes

Change Level Description
Class skills - Harper Priests gain access to concentrate, ride, sail and spellcraft.
Harper Priests lose access to appraise, discipline, listen, sleight of hand, tumble.
Voting 5 Can vote in every election (even if not a member of the settlement) with a full 5 levels in the class. However, no Harper (nobody with the Prestige Class permission token) may stand for election as a settlement leader. If the Harpers wish to rule directly, they will need an ally to stand in their place. Harper Scouts do not need all 5 levels in the class.
Harper Pin - Harpers examining characters will get feedback if the person they are looking at also carries a Harper Pin (the Prestige Class token).
Understanding language - Harper levels contribute towards understanding languages you do not speak.
Learning language 5 5 Harper levels gives you +1 more language you can learn.
Bonus Language - Celestial.
Divine Caster Level - Each level of Harper Priest increases divine caster level. These levels add dispel resistance, DC calculations and spell penetration as caster levels would normally. The levels do not allow you to learn new spells as you level. The levels do not add known or spells per day for spontaneous casters: shaman and favored soul. The levels do add to divine preparation casting spell slots. Additionally, caster levels do not count towards the epic caster requirements of epic spells. You still need 21 levels in a primary casting class to become an epic caster to qualify. For example, 15 shaman / 5 harper priest would have the known spells and spells per day of a level 15 sorcerer (including only having up to circle 7 spells) and cast spells as a level 20.

Harper Paragon


Requirements

Alignment restrictions: Any non-evil

Skills: discipline 4, search 4, lore 6, leadership 8

Feats: alertness, iron will

Multi-classing: May not have any other Harper class

Class Features

Hit die: d10

Proficiencies: armor (light, heavy, medium), shields, weapons (martial, simple)

Skill points: 4 + int modifier

Class Skills: bluff, craft mastery, discipline, heal, hide, intimidate, listen, leadership, lore, move silently, parry, ride, sail, spot, taunt

Primary saving throw(s): reflex, will

Base attack bonus: +1/level

Bonus feats: ambidexterity, blind fight, called shot, cleave, deflect arrows, divine might, divine shield, disarm, dodge, expertise, great cleave, improved critical, improved disarm, improved expertise, improved knockdown, improved parry, improved power attack, improved two-weapon fighting, improved unarmed strike, knockdown, mobility, mounted archery, mounted combat, point blank shot, power attack, rapid shot, spring attack, stunning fist, two-weapon fighting, weapon finesse, weapon focus, weapon proficiency (exotic), whirlwind attack

Unavailable feats: weapon specialization

Epic bonus feats: armor skin, epic damage reduction, epic prowess, epic toughness, epic weapon focus, improved stunning fist, improved whirlwind attack, overwhelming critical, superior initiative, epic reputation, epic spell focus, great smiting, greater spell focus, improved combat casting, improved critical (whip only), perfect health, planar turning

Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape

Lvl BAB Saves Feats HP
F R W
1st +1 +0 +2 +2

Can use the -detectevil command
Bonus Feat
+2 Universal Saves

10
2nd +2 +0 +3 +3 20
3rd +3 +0 +3 +3

+2 Universal Saves (stacks)
Turn Undead
Bonus Feat

30
4th +4 +1 +4 +4 40
5th +5 +1 +4 +4

+2 Universal Saves (stacks)
Bonus Feat
(For Non-Paladins, as long as your charisma score is above a base 11,
the save progression will be replaced with Divine Grace)

50

Arelith Changes

Change Level Description
Class skills - Harper Paragons gain access to Intimidate, Parry, Ride, Sail, Spot and Taunt.
Harper Paragons lose access to Appraise, Sleight of Hand, Tumble.
Voting 5 Can vote in every election (even if not a member of the settlement) with a full 5 levels in the class. However, no Harper (nobody with the Prestige Class permission token) may stand for election as a settlement leader. If the Harpers wish to rule directly, they will need an ally to stand in their place. Harper Scouts do not need all 5 levels in the class.
Harper Pin - Harpers examining characters will get feedback if the person they are looking at also carries a Harper Pin (the Prestige Class token).
Understanding language - Harper levels contribute towards understanding languages you do not speak.
Learning language 5 5 Harper levels gives you +1 more language you can learn.
Bonus Language - Celestial.

Master Harper


Requirements

Alignment restrictions: Any non-evil

Skills: discipline 4, lore 6, leadership 8

Feats: alertness, iron will

Multi-classing: May not have any other Harper class

Class Features

Hit die: d8

Proficiencies: armor (light), weapons (simple)

Skill points: 6 + int modifier

Class Skills: appraise, bluff, concentration, craft mastery, heal, hide, listen, leadership, lore, move silently, perform, ride, sleight of hand, sail, spellcraft, tumble, use magic device

Primary saving throw(s): reflex, will

Base attack bonus: +3/4 level

Bonus feats: arcane defense, brew potion, craft wand, curse song, extra music, favored enemy, greater spell focus, lingersing song, scribe scroll; craft harper item on level 5 only

Unavailable feats: weapon specialization

Epic bonus feats: as bard

Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape

Lvl BAB Saves Feats HP
F R W
1th +0 +0 +2 +2

+1 Song and Arcane Caster Level (as if bard was one level higher *
Harper Knowledge
Bonus Feat
Skill Focus: Perform

8
2nd +1 +0 +3 +3

+1 Song and Arcane Caster Level *

16
3rd +2 +0 +3 +3

+1 Song and Arcane Caster Level *
Skill Focus: Lore

24
4th +3 +1 +4 +4

+1 Song and Arcane Caster Level *
Epic Sklll Focus: Lore

32
5th +3 +1 +4 +4

+1 Song and Arcane Caster Level *
Can use all Songs infinite times per day
Bonus Feat
Epic Skill Focus: Perform

40

* Note: This does not add an actual bard level, things predicated on bard levels like Lasting Inspiration, still require actual bard levels.

Arelith Changes

Change Level Description
Class skills - Master Harpers gain access to concentration, perform, ride, sail, spellcraft, and use magic device.
Master Harpers lose access to discipline.
Voting 5 Can vote in every election (even if not a member of the settlement) with a full 5 levels in the class. However, no Harper (nobody with the Prestige Class permission token) may stand for election as a settlement leader. If the Harpers wish to rule directly, they will need an ally to stand in their place. Harper Scouts do not need all 5 levels in the class.
Harper Pin - Harpers examining characters will get feedback if the person they are looking at also carries a Harper Pin (the Prestige Class token).
Understanding language - Harper levels contribute towards understanding languages you do not speak.
Learning language 5 5 Harper levels gives you +1 more language you can learn.
Arcane Caster Level - Each level of Master Harper increases caster level. These levels add dispel resistance, DC calculations and spell penetration as caster levels would normally. The levels do not allow you to learn new spells as you level. The levels do not add known or spells per day for spontaneous casters. The levels do add arcane spell slots for prepared spellbook casting, but do not count towards the epic caster requirements of epic spells. You still need 21 levels in a primary casting class to become an epic caster to qualify. For example, 10 bard / 5 master harper would have the known spells and spells per day of a level 10 bard (including only having up to circle 4 spells) and cast spells as a level 15.

Roleplay Tips

See the #Expectations and #The Harper Code. Roleplay details are front-loaded due to the requirements for these classes.

External Links

Harpers on FR wiki
Favored enemy on NWNWiki
Information about default NWN class are available on NWNWiki.