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 scout 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 scout 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.
• Hit Die: d6
• Proficiencies: simple weapons, light armor
• Skill Points: 4 + Int modifier
Requirements
To qualify to become a Harper scout, 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
Abilities
• 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, the character’s Harper scout levels and bard
levels stack for bardic knowledge.
• Favored Enemy: A Harper scout selects a favored enemy just as
a ranger does. Upon reaching 4th level as a Harper scout, the
bonus against the Harper scout’s first favored enemy increases
to +2, and she gains a new favored enemy at +1.
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• Hit Die: d10
• Proficiencies: All simple and martial weapons, all types of armor
and shields
• Skill Points: 2 + Int Modifier
Requirements
To qualify as a blackguard, a character must fulfill all of the following
criteria:
• Feats: Hide 5 ranks
• Skills: Cleave
• Alignment: Any evil
• Base Attack Bonus: +6
Abilities
• Smite Good: Beginning at 2nd level, the blackguard adds Charisma
modifier to attack roll vs. good.
• Dark Blessing: Beginning at 2nd level, the blackguard adds
Charisma modifier to saving throws.
• Turn Undead: Beginning at 3rd level, the blackguard can make
undead flee.
• Create Undead: Beginning at 3rd level, the blackguard can summon
an undead ally.
• Summon Fiend: Beginning at 5th level, the blackguard can summon
a fiendish ally.
• Sneak Attack: The blackguard gets a damage bonus that increases
with experience: +1d6 at 4th level; +2d6 at 7th level; and +3d6 at
10th level.
• Spells: At 2nd level, the blackguard gains the ability to cast Bull’s
Strength once per day. At 6th level, the blackguard gains the ability to
cast Inflict Serious Wounds once per day. At 7th level, the blackguard
gains the ability to cast Contagion once per day. At 8th level, the blackguard gains the ability to cast Inflict Critical Wounds once per day.
Harper Scout
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.
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