|Skills||6 + INT|
|Proficiencies||Simple Weapons, Light Armor|
|Class Skills||Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (All), Listen, Move Silently, Parry, Perform (All), Profession, Sense Motive, Sleight of Hand, Speak Language, Survival, Swim, Tumble|
|Skills||Diplomacy 8, Knowlege (Local) 4, Sense Motive 2, Survival 2|
|Other||Alignment: Any Non-Evil. One level in a spell-casting class is required to become a Harper agent. Special: The candidate must be sponsored by a member in good standing of the Harpers and win approval from the High Harpers.|
Source: Player's Guide to Faerun
- "The semi-secret organization known as the Harpers has members scattered all across the region. 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. 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. Barbarians, fighters, and paladins rarely become Harper agents because they lack the subtlety for the work." -- Player's Guide to Faerun
|2||+1||+0||+0||+3||Deneir's eye, Lliira's heart, +1 spellcasting level|
|3||+2||+1||+1||+3||Tymora's smile x1, +1 spellcasting level|
|4||+3||+1||+1||+4||Lurue's voice x3, +1 spellcasting level|
|5||+3||+1||+1||+4||Mystra's boon, +1 spellcasting level|
While Perform is listed as a class skill, a glitch prevents one from adding skill points into perform on level ups.
Spells per Day / Spells Known
Starting at second level and each level after that, the Harper agent progresses in a selected spellcasting class. When the player first chooses this prestige class, if they have multiple spellcasting classes, they choose which one they advance in.
Like a bard, a Harper agent has a knack for picking up odds and ends of knowledge. This ability works exactly like the bardic knowledge ability of the bard class. If a Harper agent has bard levels, the character's Harper agent levels and bard levels stack for bardic knowledge.
At 2nd level, the Harper agent gains a +3 sacred bonus to saving throws against traps. This is a supernatural ability.
At 2nd level, the Harper agent gains a +2 sacred bonus to saving throws against mind-affecting spells. This is a supernatural ability.
At 3rd level, once per day, the Harper agent receives a +2 sacred bonus on all saving throws for 5 turns. This is a supernatural ability.
At 4th level, the Harper agent may use this ability to cast Dominate Animal as per the spell, three times a day.
At 5th level, the Harper agent gains a +2 sacred bonus on all saves against spells.
Any Harper agent who violates the code of the Harpers, endangers other Harpers through negligence or deliberate action, or intentionally turns away from the Harpers quickly gains a reputation in the organization. Such an individual can no longer progress in the Harper agent prestige class. Furthermore, he can no longer use the Deneir's eye, Lliira's heart, Lurue's voice, Mystra's boon, or Tymora's smile abilities. A petition to the High Harpers, fulfillment of a suitable quest set by that group, and an atonement spell from a deity chosen by the High Harpers brings the former Harper agent back into good standing. Thereafter, he regains the use of all class abilities and may once again gain levels in the prestige class.