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Master Harpers are elite members of the Harpers, which is a
secret society that battles evil and tyranny, preserves lore, and works
to balance civilization and the wild. Master Harpers study spells and
develop many skills to help them in their duties of preserving lore by
imparting it to others, raising morale, and aiding Harpers and others
who promote similar aims.
- Hit Die: d6.
- Proficiencies: A Master Harper gains no proficiency with any armor or weapons.
- Skill Points: 4 + Int Modifier.
REQUIREMENTS:
Alignment: Any non evil.
Spells: Able to cast 2nd-level spells of the appropriate type.
Skills: Bluff 8 ranks, Persuade 8 ranks, Lore 12 ranks, Perform 12 ranks, Spellcraft 8 ranks.
Feats: Alertness, Iron Will.
ABILITIES:
Level
1: Harper Knowledge- Bonus for item identification
Harper Secret - 1 bonus feat: favored enemy, metamagic or bard feats
2: Craft Master Harper Item - May create potions
3: Mielikki's Truth - Once per day, can remove effect on an animal
5: Lycanbane - +5 bonus to the AC vs. Shapechanger, and you may transmit this bonus
Harper Secret
Musical Instrument Craft - Can use Craft Master Harper Item to create Musical Instrument
6: Milil's Ear - +4 bonus to the Listen Skill.
7: Lliira's Aura - Create an aura that gives allies a +4 bonus to saving throws against Mind Affecting spell..
8: Deneir's Orel - +4 bonus to the Spellcraft Skill.
9: Tymora's Smile - +2 bonus on all saves, twice per day.
10: Harper Secret
BONUS SPELLS
Upon gaining a level in Master Harper, the character gains new
spells per day as if he had also gained a level in his highest caster
class. He does not learn any new spells through this ability.
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