Harper Paragon

Core (PG)Forgotten Realms (3.5)

Requirements

Favored Enemy: The character must have one of the following monstrous kinds or evil organizations as a favored enemy: humanoid (goblinoid), humanoid (gnoll), humanoid (orc), humanoid (reptilian), outsider (evil), undead, the Church of Bane, the Cult of the Dragon, the Iron Throne, the malaugryms, the Red Wizards, or the Zhentarim.

Hit Die
d10
Skill Points
4+ Int

Class Skills

Advancement

Level BAB Fort Ref Will Special Spells Per Day/Spells Known
1st +0 +0 +2 +0 Aura of good, detect evil, Harper knowledge +1 level of existing spellcasting class
2nd +1 +0 +3 +0 Favored enemy (evil) +1 level of existing spellcasting class
3rd +2 +1 +3 +1 Celestial spells +1 level of existing spellcasting class
4th +3 + 1 +4 +1 Exalted Companion +1 level of existing spellcasting class
5th +3 +1 +4 +1 Favored enemy +1 level of existing spellcasting class
6th +4 +2 +5 +2 Smite evil 1/day +1 level of existing spellcasting class
7th +5 +2 +5 +2 +1 level of existing spellcasting class
8th +6 +2 +6 +2 Smite evil 2/day +1 level of existing spellcasting class
9th +6 +3 +6 +3 +1 level of existing spellcasting class
10th +7 +3 +7 +3 Favored enemy, smite evil 3/day +1 level of existing spellcasting class

Weapon and Armor Proficiency: Harper paragons gain no proficiency with any weapon, armor, or shield. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.

Spells per Day/Spells Known: When a new Harper paragon level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, improved chance of turning or rebuking undead, and so on), except for an increased effective level of spellcasting. This essentially means that she adds the level of Harper paragon to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.

If a character had more than one spellcasting class before she became a Harper agent, she must decide to which class she adds each level of Harper paragon for the purpose of determining spells per day and spells know.

Aura of good (Ex): The power of the character’s aura of good is equal to her Harper paragon level. If she has the aura of good ability from another class, levels of that class stack with her Harper paragon levels for the purpose of this ability.

Detect Evil (Sp): At will, a Harper paragon can use Exalted Companion as a bonus feat if she does not already have it. If she does not already have an animal companion, she gains one now, as though she were a druid of a level equal to her Harper paragon level. If she has the ability to summon an animal companion from another class (such as druid or ranger), her Harper paragon levels stack with levels of any classes that grant this benefit for the purpose of determining the kind of exalted companion she qualifies for and its abilities.

Favored Enemy (Ex): At 5th level and again at 10th level, the Harper paragon may select one additional favored enemy from the following list: the Church of Bane, the Cult of the Dragon, the Iron Throne, the malaugryms, the Red Wizards, or the Zhentarium. The Harper paragon gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of its type. Likewise, she gets a +2 bonus against any one favored enemy of her choice (regardless of the class i which she chose it) increases by 2.

Smite Evil (Su): Once per day, a Harper paragon of at least 6th level may attempt to smite an evil creature with one normal melee attack. She adds her Charisma bonus (if any) to the attack roll and deals 1 extra point of damage per Harper paragon level. For example, a 6th-level Harper paragon armed with a longsword would deal 1d8+6 points of damage, plus any additional bonuses from high strength or magical effects that would normally apply. If a Harper paragon accidentally smites a creature that is not evil, the smite has no effect but is still used up for that day.

The Harper paragon can use this ability twice per day at 8th level and three times per day at 10th level.