Harper Mage

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Magic of Faerun, pp.28–29

Wizards and sorcerers have been part of the Harpers since the organization’s inception. 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 was one of the deities who met at the Dancing Place centuries ago to inspire the founding of the organization. With such a rich magical tradition, it is inevitable that Harpers would develop some of their own magical lore and techniques to pass on to their agents.

The Harper mage has two principal responsibilities. The first of these is aiding the Harpers with spells and arcane knowledge. This aid might include anything from casting spells in a battle in which Harper agents are involved to using divination magic to find a missing Harper to examining a vanquished Red Wizard’s personal spellbooks. Of course, many Harper mages are agents themselves, using their magic to investigate the activities of any number of evil groups.

The other primary responsibility of the Harper mage is to study, record, and pass on ancient lore, particularly that dealing with arcane discoveries. Harper mages do not limit themselves to just the study of arcana, however. Many a mage becomes an expert in other fields as well. Some study nature, supplementing the knowledge and wisdom offered by druids. Others study history, synthesizing their understanding of ancient magical lore with an insight into what forces of history may have played a part in shaping a particular approach to magic. Although perhaps not the equal of some of the more distinguished sages of the Realms, these Harper scholars are nevertheless respected in their own right.

Wizards, sorcerers, and bards all make fine Harper mages. Multiclassed rogue/wizards and rogue/sorcerers are also common among their ranks.

Harper mages generally travel in the company of other Harpers or allies of similar outlooks. Even alone, the Harper mage can count on support from those friendly to the Harper cause.

Hit Die: d4.

Requirements

To qualify to become a Harper mage, a character must fulfill all the following criteria.

Alignment
Any nonevil.
Skills
Concentration 4 ranks, Knowledge (arcana) 8 ranks, Knowledge (any other) 4 ranks, Scry 4 ranks, Sense Motive 2 ranks, Spellcraft 8 ranks.
Feats
Alertness, Education, Extend Spell.
Spellcasting
Ability to cast 3rd-level arcane spells.
Special
Sponsorship by a member of the Harpers, approval of the High Harpers.

Class skills

The Harper mage’s class skills (and the key ability for each skill) are Alchemy (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Innuendo (Wis), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Scry (Int), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), and Spot (Wis).

Skill Points at Each Level: 4 + Int modifier.

The Harper Mage
Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Oghma’s insight, Harper knowledge +1 existing level
2nd +1 +0 +0 +3 Arcane theory +1 existing level
3rd +1 +1 +1 +3 Extend Spell +1 existing level
4th +2 +1 +1 +4 Eschew Materials +1 existing level
5th +2 +1 +1 +4 Mystra’s Boon +1 existing level

Class features

All the following are class features of the Harper mage prestige class.

Weapon and Armor Proficiency: Harper mages are proficient with simple weapons. They gain no proficiency in the use of any armor.

Spellcasting: A Harper mage’s training focuses on magic. Thus, when a character gains a new level of Harper mage, they gain new spells per day as if they had also gained a level in whatever arcane spellcasting class they belonged to before they added the prestige class. They do not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, for example). If a character had more than one arcane spellcasting class before they became a Harper mage, they must decide to which class they add each level of Harper mage for purposes of determining spells per day when they add the new level.

Harper Knowledge: The Harper mage can access knowledge in the same manner as a bard can. This ability functions like the bardic knowledge ability, except that the bonus for the check equals the character’s Harper mage level + their Int modifier. If the Harper mage has another such lore ability from another source (such as bard or loremaster levels), their Harper mage levels stack with levels of all other classes that grant such an ability for the purpose of Harper knowledge checks.

Oghma’s Insight: As lorekeepers, Harper mages develop a keen interest in many fields. The Harper mage gains a free Skill Focus feat in any one Knowledge skill.

Arcane Theory: At 2nd level, the Harper mage gains a free Skill Focus feat in either Spellcraft or Knowledge (arcana). This represents an introduction to theories of magic from other civilizations through study and preservation of old lore.

Extend Spell: In their studies of history and lore, Harper mages have learned something of ancient magic, including rudimentary elements of the mythal magic of the elves. These discoveries allow them to power a few of their spells each day, allowing them to last longer than normal. The Harper mage may cast a spell as if it were under the effect of the Extend Spell feat without affecting the casting time or spell slot of the spell. The Harper mage can use this ability a number of times per day equal to 1 + their Charisma bonus.

Eschew Materials: Further studies into the secrets of magic give Harper mages the ability to cast their spells without resorting to material components. This ability grants the Harper mage the Eschew Materials feat.

Mystra’s Boon: Harper mages gain a +2 sacred bonus on all saving throws against spells.