Harper Agent

Description
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.

A character can achieve a maximum of 5 levels in the Harper agent prestige class.

Requirements
Alignment: Any non-evil

Skills: Diplomacy 8 ranks, Lore: Local 4 ranks, Survival 2 ranks

Feats: Alertness, Iron Will

Class: One level in a spell-casting class is required to become a Harper agent.

Class Features

 * 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.

Harper Knowledge
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.

Deneir's Eye
At 2nd level, the Harper agent gains a +3 sacred bonus to saving throws against traps. This is a supernatural ability.

Lliira's Heart
At 2nd level, the Harper agent gains a +2 sacred bonus to saving throws against mind-affecting spells. This is a supernatural ability.

Tymora's Smile
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.

Lurue's Voice
At 4th level, the Harper agent may use this ability to cast Dominate Animal as per the spell, three times a day.

Mystra's Boon
At 5th level, the Harper agent gains a +2 sacred bonus on all saves against spells.