The semisecret organization known as the Harpers has members scattered all across Faerûn. These individuals are dedicated to battling evil, discovering and preserving forgotten lore, and maintaining the balance between nature and civilization. Harper agents are the "field agents" of the Harper organization, acting directly to gather intelligence and eliminate threats to the greater good. Equally adept at operating alone or in small groups, Harper agents display a versatility that few others can match.
Bards are the most common candidates for the Harper agent prestige class, but they are by no means the only qualified characters. Rangers, rogues, sorcerers, and wizards all possess the diversity of skill and ability necessary to become Harper agents. Clerics, especially of Deneir, Lliira, and Tymora, are occasionally found in the ranks of this prestige class, as are druids and monks. Barbarians, fighters, and paladins rarely become Harper agents because they lack the subtlety for the work.
Hit Die: d6.
To qualify to become a Harper agent, a character must fulfill all the following criteria.
Alignment: Any nonevil.
Skills: Diplomacy 8 ranks, Knowledge (local -- any one region) 4 ranks, Sense Motive 2 ranks, Survival 2 ranks.
Special: The candidate must be sponsored by a member in good standing of the Harpers and win approval from the High Harpers.
The Harper agent's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Survival (Wis), Swim (Str), and Tumble (Dex). See Chapter 4 of the Player's Handbook for skill descriptions.
Skill Points at Each Level: 6 + Int modifier.
All the following are class features of the Harper agent prestige class.
Weapon and Armor Proficiency: Harper agents are proficient with all simple weapons and with light armor. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.
Spells per Day/Spells Known: Beginning at 2nd level, when a new Harper agent level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, improved chance of turning or rebuking undead, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the level of Harper agent to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
If a character had more than one spellcasting class before he became a Harper agent, he must decide to which class he adds each level of Harper agent for the purpose of determining spells per day and spells known.
Harper Knowledge: At 1st level, the Harper agent can access knowledge in the same manner as a bard can. This ability functions like the bardic knowledge ability, except that the bonus for the check equals the character's Harper agent level + his Intelligence modifier. If the Harper agent has another such lore ability from another source (such as bard or loremaster levels), his Harper agent levels stack with levels of all other classes that grant such an ability for the purpose of Harper knowledge checks.
Deneir's Eye (Su): At 2nd level, the Harper agent gains a +3 sacred bonus on saving throws against glyphs, runes, and symbols.
Lliira's Heart (Su): At 2nd level, the Harper agent gains a +2 sacred bonus on saving throws against compulsion and fear effects.
Tymora's Smile (Su): Beginning at 3rd level, a Harper agent gains a +2 luck bonus on any single saving throw of his choice once per day. This bonus can be added after the die is rolled and the success or failure of the save has been determined.
Lurue's Voice (Sp): At 4th level, the Harper agent may use speak with animals (caster level equals Harper agent level) three times per day.
Mystra's Boon (Su): At 5th level, the Harper agent gains a +2 sacred bonus on all saving throws against spells.