Master Harper
The Harper Scout is reworked into the Master Harper — a 30-level agent class that blends skill mastery, protective magic, and a kit of scaling active abilities. Almost everything a Master Harper does gets stronger with class level.
Durations
Most timed Harper abilities last 1 turn per Harper level (1 turn = 1 minute), so a level 20 Harper gets 20-minute effects. Recasting refreshes the duration.
Bonus Feats
Starting after 5th level, the Master Harper gains a bonus feat every 5 levels — at levels 10, 15, 20, 25, and 30. These are chosen from the same pools available to Rogues and Assassins, including:
- Rogue special abilities (Crippling Strike, Defensive Roll, Opportunist, Skill Mastery, Improved Evasion, Slippery Mind)
- Epic picks such as Improved Sneak Attack, Great Dexterity, Self-Concealment, Epic Reflexes, Superior Initiative, Blinding Speed, and Epic Skill Focus feats
Harper Training (passive, level 1)
The Harper's broad education grants a permanent +5 bonus to:
- Lore
- Listen
- Spot
- Move Silently
Deneir's Eye (active, level 2)
Sharpens the Harper's senses to pierce darkness and concealment. The effects stack as you level, and last 1 turn per Harper level.
| Harper Level | Grants |
|---|---|
| 2–4 | Ultravision |
| 5–9 | Ultravision + See Invisibility |
| 10+ | Ultravision + True Seeing (which already covers seeing invisible) |
Tymora's Smile (active, level 3)
Lady Luck blesses the Harper with a luck bonus to all saving throws.
- Bonus: +2 for every three Harper levels (+2 at 3rd, +4 at 6th, … up to +20 at 30th)
- Duration: 5 turns, plus 1 turn per three Harper levels
- Level 15+: The blessing extends to all allies within 10 meters when cast, instead of only yourself
Lliira's Heart (passive, level 4)
A joyful, steady heart that resists fear and domination, granting a permanent bonus to Will saving throws.
| Harper Level | Will bonus |
|---|---|
| 4–9 | +2 |
| 10+ | +5 |
Harper Potion (active, level 5)
Draw on the Harper's alchemical training to produce a draught. Activating the ability opens a radial menu — choose one of five draughts to drink.
Uses per day
Harper Potion starts at 1 use per day and gains +1 use for every three Harper levels (up to 9 uses at level 29). All draughts share this pool.
Draught of Healing
| Harper Level | Restores |
|---|---|
| 5–9 | 25% of max HP (minimum 50) |
| 10–19 | 50% of max HP (minimum 100) |
| 20+ | Full HP |
- Level 25+: Also grants +5 regeneration for 5 turns.
Draught of Speed
A pure exploration boost (not combat haste), lasting 5 turns.
| Harper Level | Movement speed |
|---|---|
| 5–9 | +10% |
| 10–14 | +15% |
| 15+ | +20% |
Draught of Clarity
Cures blindness.
Draught of Warding
A shared ward that soaks acid, cold, electrical, fire, and sonic damage from a single pool. It lasts until the pool is spent, or until you rest or die.
- Soak pool: 100 points at level 5, plus 20 per level thereafter.
Draught of Spell Warding
Grants spell resistance equal to 12 + Harper level, lasting 1 turn per Harper level.
Harper Invisibility (active, level 9)
Cloaks the Harper from sight, lasting 1 turn per Harper level.
| Harper Level | Effect |
|---|---|
| 9 | Invisibility |
| 10+ | Improved Invisibility |
Level Milestones
| Harper Level | Unlock |
|---|---|
| 1 | Harper Training (+5 skills) |
| 5 | Harper Potion |
| 10 | First bonus feat; abilities upgrade (True Seeing, +5 Will, Improved Invisibility) |
| 15 | Tymora's Smile blesses your whole party |
| 20 | Draught of Healing restores full HP |
| 30 | Master Harper — full power |