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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, Epic Dodge (requires Dex 25, Improved Evasion, and Defensive Roll), 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 Spell-likes (active)

As the Harper grows, they gain a set of innate spell-like abilities:

Harper LevelAbility
6Sleep
7Cat's Grace
8Eagle's Splendor
9Invisibility (see below)

Each of these is usable 3 times per day.


Harper Invisibility (active, level 9)

Cloaks the Harper from sight, lasting 1 turn per Harper level.

Harper LevelEffect
9Invisibility
10+Improved Invisibility

Usable 3 times per day (shares the count listed above).


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.