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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 LevelGrants
2–4Ultravision
5–9Ultravision + 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 LevelWill 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 LevelRestores
5–925% of max HP (minimum 50)
10–1950% 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 LevelMovement 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 LevelEffect
9Invisibility
10+Improved Invisibility

Level Milestones

Harper LevelUnlock
1Harper Training (+5 skills)
5Harper Potion
10First bonus feat; abilities upgrade (True Seeing, +5 Will, Improved Invisibility)
15Tymora's Smile blesses your whole party
20Draught of Healing restores full HP
30Master Harper — full power

Wyrdwood player reference.