Harper Agent
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Harper Agent | ||||||||||
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Hit Die | d6 | |||||||||
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 | |||||||||
Requirements | ||||||||||
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. | |||||||||
Alignment |
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Source: Player's Guide to Faerun |
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- "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
Class Features
Level | BAB | Fortitude | Reflex | Will | Special |
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1 | +0 | +0 | +2 | +0 | Death Attack +1d6, Use Poison |
2 | +1 | +0 | +3 | +0 | Poison Resistance I, Uncanny Dodge, Ghostly Visage x1 |
3 | +2 | +1 | +3 | +1 | Death Attack +2d6 |
4 | +3 | +1 | +4 | +1 | Poison Resistance II |
5 | +3 | +1 | +4 | +1 | Death Attack +3d6, Improved Uncanny Dodge, Darkness x1 |
6 | +4 | +2 | +5 | +2 | Poison Resistance III |
7 | +5 | +2 | +5 | +2 | Death Attack +4d6, Invisibility x1 |
8 | +6/+1 | +2 | +6 | +2 | Poison Resistance IV, Hide in Plain Sight |
9 | +6/+1 | +3 | +6 | +3 | Death Attack +5d6, Greater Invisibility x1 |
10 | +7/+2 | +3 | +7 | +3 | Poison Resistance V |
Death Attack: At 1st level, the Assassin can make a special sneak attack called a Death Attack. This ability adds to the Rogue's Sneak Attack ability, adding an extra 1d6 points of damage, if you already have levels of Rogue. This bonus rises to +2d6 at 3rd level, +3d6 at 5th level, +4d6 at 7th level, and +5d6 at 9th level. If used against an opponent not already in combat, a successful death attack forces the victim to make a fortitude save or become paralyzed.
The DC for a target to become paralyzed is equal to; Base 10 + Assassin Level + Intelligence bonus modifier. A level 20 character with 10 Assassin levels and a Intelligence score of 16 for a bonus of +3 will have DC of 10 (Base) + 10 (Levels) + 3 (bonus) for 23. Opponent must be out of combat.
Note: Death Attack dice do -not- count towards Prestige Class requirements, such as the 2d6 sneak dice requirement for the Arcane Trickster.
Use Poison: The character is trained in the use of poison and is never at risk of poisoning himself when applying poison to a weapon.
Poison Resistance: The Assassin's expertise with deadly toxins gives them an unnatural resistance to poisons of all types. The Assassin gains a +1 bonus on fortitude saves against poison at 2nd level. This bonus increases to +2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level. (NWN2 Description - Poison Save: Starting at 2nd level, an Assassin gains a natural saving throw bonus to all poisons of +1 for every two levels.)
Uncanny Dodge: At 2nd level, the Assassin retains their dexterity bonus to AC even when caught flat-footed.
Improved Uncanny Dodge: At 5th level, the Assassin can no longer be sneak attacked except by a character with 4 or more total levels in classes that grant sneak attack than the character levels of the Assassin.
Hide in Plain Sight: At 8th level, the Assassin may enter stealth mode even while being observed.
Spells: At 2nd level, the Assassin gains the ability to cast Ghostly Visage once per day. At 5th level, the Assassin gains the ability to cast Darkness once per day. At 7th level, the Assassin gains the ability to cast Invisibility once per day. At 9th level, the Assassin gains the ability to cast Improved Invisibility once per day, this is the same spell as Greater Invisibility but it lasts one turn per class level, instead of one round per caster level like the arcane spell.