Wizards and sorcerers have been part of the Harpers since the
organization's inception. Many of its senior members today are powerful
mages. Among the organizations principal allies are several influential
wizards and sorcerers who have made some of their accumulated knowledge
available to the Harpers. Mystra, the deity of magic, is one of the
patron deities of the Harpers; her predecessor was one of the deities
who met at the Dancing Place centuries ago to inspire the founding of
the organization. With such a rich magical tradition, it is inevitable
that the Harpers would develop some of their own magical lore and
techniques to pass on to their agents.
- Hit Die: d4
- Proficiencies: A Harper Mage is proficient with simple weapons.
- Skill Points: 4 + Int Modifier
REQUIREMENTS:
Feats: Alertness, Extend Spell
Alignment: Any non-evil.
Skills: Concentration 4 ranks, Spellcraft 8 ranks, Lore 8 ranks, Persuade 2 ranks.
ABILITIES:
Level
1: Skill Focus: Lore - +3 bonus to all Lore skill checks.
2: Skill Focus: Spellcraft
3: Still Spell - Character can cast certain spells without
gestures, negating penalties incurred by wearing armor. Stilled spells
occupy a spell slot one level higher than normal.
4: Silent Spell - Harper Mage can cast certain spells without the
verbal component, negating the effects of Silence. Silenced spells
occupy a spell slot one level higher than normal.
5: Hardiness vs. Spells
BONUS SPELLS
Upon gaining a level in Harper Mage, the character gains new spells
per day as if he had also gained a level in his highest caster class
(bard, sorcerer, or wizard). He does not learn any new spells through
his abilities.
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