All
the following are class features of the master Harper prestige class.
Weapon
and Armor Proficiency: A master Harper gains no proficiency with
any armor or weapons.
Spells
per Day: A master Harper continues training in magic as well as
Harper lore. Thus, when a new master Harper level is gained, the character
gains new spells per day as if she had also gained a level in a spellcasting
class she belonged to before she added the prestige class. If the master
Harper adds a spellcasting level to a class that keeps a personal spell
list, such as bard or sorcerer, she add spells to her list as though
adding a level of that class. If she adds spellcasting levels to a class
that keeps spellbooks, such as wizards, she gains two new spells for
her spellbooks, just as if she had gained a level in that class. She
does not, however, gain any other benefit a character of that class
would have gained (improved chance of controlling or rebuking undead,
metamagic or item creation feats, and so on). This essentially means
that she adds the level of master Harper to the level of some other
spellcasting class the character has, then determines spells per day
and caster level accordingly. For example, Lirela is a 9th-level bard/4th-level
master Harper; she has the spells of a 13th-level bard, but uses the
other master Harper aspects of level progression such as attack bonus
and save bonus. If she next gains a level of bard, making her a 10th-level
bard/4th-level master Harper, she gains and casts spells as if she had
risen to 14th-level as a bard.
If
a character had more than one spellcasting class before she became a
master Harper, she must decide to which class she adds each level of
master Harper for purposes of determining spells when she adds the new
level.
Harper
Knowledge (Ex): Like a bard, a master Harper has a knack for acquiring
oddments of lore. This ability works exactly like the bardic knowledge
ability of the bard class. If a master Harper has bard levels, they
stack with her master Harper (and, if she possesses any, her Harper
scout) levels for the purpose of using Harper knowledge.
Harper
Secret (Ex): The master Harper leans secret Harper lore that improves
her abilities. This secret can come in the form of a bonus feat, an
extra daily use of bardic music (this secret is only available to master
Harpers with bard levels), or a bonus 1st-level spell. The master Harper
can choose one secret at 1st, 5th, and 10th level. She can choose the
same secret more than once.
When
choosing a bonus feat, the master Harper can choose any general feat;
if she chooses a regional feat, she must meet the feat's regional requirement.
Craft
Harper Item (Ex): The master Harper gains a limited ability to create
magic items. The ability works like the Craft Wondrous Item feat, except
that it allows a master Harper to create magic musical instruments,
Harper pins, and certain potions (Charisma,cure light wounds,
delay poison, detect thoughts, gaseous form, glibness, neutralize poison,
nondetection, speak with animals, tongues, truth, vision, and water
breathing). This ability replaces the need for any other item creation
feat for the item, but all other normal requirements and rules apply.
The master Harper's casting level for such items is her spellcaster
level at the time she crafts the item.
Mielikki's
Truth (Su): The master Harper can correctly identify trees, shrubs,
and herbs by their leaves, and she can identify forest creatures by
sight or by their spoor (tracks, and so on). If the creature, leaf,
or plant is or was magically disguised, altered, summoned or created,
this is revealed -- together with some impression of when and where
this was done. This ability has a range of 60 feet, or the limit of
the master Harper's sight (whichever is less). The master Harper must
use a standard action to study her subject.
Eldath's
Landtouch (Su): A master Harper can sense the direction and approximate
distance of the nearest drinking water, cave connected to the surface
world, or Harper refuge. She can seek each of these three things once
per day. The master Harper feels if anything is amiss (the water is
tainted, the cave is unsafe or occupied, and the refuge is damaged,
occupied, trapped, or watched over by hostile beings).
Lycanbane
(Ex): A master Harper is made immune to affliction by lycanthropy,
and her blood (by ingestion) or her bite (if she draws blood) becomes
a cure for others afflicted by lycanthropy (equal to belladonna and
offering a second chance for those for whom belladonna hasn't worked).
This ability is not granted to master Harpers who are natural lycanthropes.
Milil's
Ear (Su): A master Harper can identify (with 100% accuracy and certainty)
the origin of a sound she hears. For example, did a brief, cut-off scream
heard from ahead come from a human throat? Male? Female? Was the screamer
afraid? In pain? Faking? Was magic involved in producing the sound?
Milil's blessing allows the user to know all the details. The power
works three times a day. Upon hearing the sound, the master Harper must
use a standard action to identify it. She must do so within 5 minutes,
or her opportunity to identify the sound is lost.
Lliiras'
Hand (Su): A master Harper gains a +4 holy bonus on saving throws
against compulsion and fear effects, and she may extend this immunity
to a single other touched being (for only as long as contact is maintained).
Deneir's
Orel (Su): A master Harper can try to determine information about
any glyph, heraldic device, rune, symbol, or inscription. She must view
the image and concentrate for 2 unbroken minutes. If a Harper knowledge
check succeeds, the Harper identifies the general purpose of the symbol
(warning, way-marker, information about food, shelter, water, or magic,
and so on), though the precise message remains unknown. If she spends
another 2 minutes and succeeds in Harper knowledge on another check,
she can determine the rune's approximate age in minutes, hours, days,
months, years, or centuries as appropriate for the subject.
If
a master Harper attempts to use this ability on magic runes of any sort,
she becomes instantly aware of their magic power. She must succeed in
two Knowledge checks before learning anything else about the runes.
If either fail, the magic is triggered (if the master Harper has met
the usual triggering conditions of the rune). If both succeed, the master
Harper can pass by or withdraw from the rune without triggering it.
Note that the orel ability applies only to magic images the master Harper
is reading or looking at -- it does not function automatically if a
Harper touches or passes a rune of which she is unaware.
Tymora's
Smile (Su): Twice per day, a master Harper can add a +2 luck bonus
on a single saving throw. This bonus can be added after the die is rolled
and success or failure of the unmodified roll is determined.
Oghma's
Echo (Su): Once a day, a master Harper can flawlessly memorize long
and exacting inscriptions, poems, instructions, contracts, and other
writings -- including magical passwords or words and phrases of activation,
but not entire, functional written spells. Corrections, annotations,
and (if the Harper hears a performance or spoken utterance) voice pitch
and inflections are reproduced. She can remember up to 2 minutes of
material per character level. This ability enables the master Harper
to recall material for recitation or writing down, but other beings
that use magic to contact the Harper's mind experience the original
exactly as the master Harper remembers it.
The
master Harper, or others who have shared her memory, may then later
reproduce the original exactly as the Harper experienced it.
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