(PRESTIGE CLASS)
Wizards and sorcerers have been an integral part of the Harpers since the organization's inception. Indeed, many of its senior members today are powerful mages.
Among the organization's 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 being one of the deities who met at the Dancing Place centuries ago to inspire the founding of the Harpers organization. With such a rich magical tradition, it was 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).
Spells: Able to cast 3rd level arcane spells.
ABILITIES:
Level
1: Feat - Skill Focus: Lore - Provides a +3 bonus to all Lore skill checks.
2: Feat - Skill Focus: Spellcraft - Provides a +3 bonus to all Spellcraft skill checks.
3: Feat - Still Spell.
4: Feat - Silent Spell.
5: Hardiness vs. Spells - The Harper Mage gains a +2 bonus to saving throws vs spells.
BONUS SPELLS
Upon gaining a level in Harper Mage, the character gains new spells per day as if they had also gained a level in their highest Arcane spellcasting class. No new spells are learned through this ability, however.