WARRIOR-RANGER KIT Harper Description: Spread across the face of the Realms is an organization dedicated to the protection of good folk from rapacious humanoids and vile slave-traders and bandits and also to the preservation of the balance of power, preventing any individual group from rising too high and attempting to exercise domination over others. This organization, known as the Harpers (or Those Who Harp), has many allies and friends (mostly secret) scattered throughout the Realms. They also have many enemies, since they have overtly or (more often) covertly disrupted or ruined the schemes of villainous humanoid chieftains and their equally villainous human counterparts, especially the Zhentarim, the Cult of the Dragon, the Kraken Society, the Red Wizards of Thay, and an innumerable array of lesser villains. The Harpers are dedicated to protecting good folk wherever danger presents itself, but its members have no pretensions to fame and fortune and are happiest when they are able to foil some evil scheme and shield the innocent from harm and then melt back into the shadows to move on to help resolve a new crisis. Many Harpers are bards, wizards, priests, or other types of characters, but a select few have the necessary dedication and talent to become a special type of ranger that shares the title of their entire organization: the Harper. Harper rangers must be of good alignment and may be aasimar, tiefling, human, elven, or half-elven. They must have scores of at least 14 in Wisdom and Constitution and at least 13 in Strength, Intelligence, Dexterity, and Charisma. Weapons & Armor: Harpers can wear any armor and use any kind of shield they wish. They share a similar initial weapon selection as for standard Rangers, but in addition to learning the use of a bow or crossbow and a sword of some type, they must choose a spear or lance and an axe or knife of any type. Special Benefits: Harpers can gain specialization in any of their initial weapons of proficiency without penalty, rather than suffering the usual penalty for specializing in a weapon other than a bow or crossbow. Harpers also gain an array of other special abilities: Animal Empathy: As a standard Ranger. Followers: As a standard Ranger. Harper Affiliation: All Harpers are members of the greater Harper organization, and as such they have access to many contacts and sources of information, as well as potential hiding places in dangerous areas (such as with a Harper agent in Zhentil Keep) and even including temporary loans of non-magical equipment. They are also entitled to training by other Harpers, who will generally charge only half the normal amount for all training services, including learning magical spells (see Magical Talent below). Harper Lore: Harpers study a great deal and are knowledgeable in the areas of language and history, gaining the Read Languages ability in addition to their other thieving abilities. In addition, if a Harper succeeds in a Local History proficiency check, he or she is able to mimic local customs and observe regional traditions in such a way that he or she will appear as a native in terms of behavior (though his or her appearance does not change and may give the Harper away without the use of a magical or mundane disguise). Even if not using this ability to 'blend in', a Harper who makes a Local History check gains a +2 bonus to reaction rolls with people in the area where she made the successful check for as long as he or she remains there. If the Harper leaves and then returns, a new check must be made. Magical Talent: Harpers are skilled in the use of wizardly magic in addition to their priestly powers. They gain this ability at 9th level, at which time they receive a traveling spellbook containing 1d4 spells. They do not automatically gain more spells as they advance in level, but must find or purchase them through interactions with others. A Harper's spell progression is as follows, reaching its maximum at 16th level: Harper Casting Spell Level Level Level 1 2 9 1 1 - 10 2 1 - 11 3 2 - 12 4 2 - 13 5 2 1 14 6 2 1 15 7 2 2 16 8 2 2 Note that Harpers are dabblers in magic, not masters of it, and should be treated as if their Intelligence was 2 points lower than normal for determining their ability to learn new spells (save for spells from the schools of Divination, Song, and Universal Magic, which suffer no penalty). Only in very special cases can Harpers create magical items or research spells, and they can never manufacture potions or scrolls. However, at 10th level a Harper learns how to use any non-written magical item that grants divinatory or telepathic powers. Harpers can tutor others in the use of specific magical spells, as a Harper's spellbook is equivalent to that of a wizard in every way, but a Harper cannot otherwise train bards, wizards, or other classes that use wizard spells. Harpers may cast spells if they are wearing leather armor, elven chain, or magical metal armor, but not when wearing non-magical metallic armor. Musical Talent: As their name suggests, Harpers are all trained in music (usually, though not always, the harp), and their exposure to many forms of music, including many not commonly known in the Realms today, gaining free proficiency in a Musical Instrument with a +1 bonus. When using magical musical instruments, a Harper gains enhanced benefits as if he or she was a Bard. Harpers are able to use their music to charm and soothe others. Thus, if they can play a musical instrument when using Animal Empathy, Harpers apply an additional -4 penalty to the animal's saving throw if he or she succeeds in a Musical Instrument proficiency check; even if the check fails, hostile animals still suffer a -2 penalty to their saving throw. A Harper can also use his or her instrument to adjust the reactions of sentient creatures in a manner identical to the use of Animal Empathy (i.e., improving reactions by one category if a save vs. paralyzation with a -1 penalty per three levels of the Harper is failed). This activity need not be obvious; the Harper could seem to be simply idly strumming his or her instrument, plucking out a soft, calming melody, while the party spokesman negotiated with a gate guard (or a dragon, for that matter). Pathfinding: As a standard Ranger. Priestly Powers: As a standard Ranger, but Harpers also gain access to the Music sphere. Roguish Repertoire: As a standard Ranger, but Harpers also gain access to the Read Languages ability, as noted under Harper Lore. In addition, a Harper's thieving abilities are not penalized when attempted indoors, underground, or urban settings. Species Enemy: Though Harpers do not relish combat, they are dangerous opponents once battle has been joined, especially versus their most common foes, the goblin races and their allies. Harpers gain a +2 Species Enemy bonus versus all members of the goblin races, from kobolds and goblins to bugbears and gnolls. They gain a +1 Species Enemy bonus versus all giants, giant-kin, ogres, and trolls. In addition, they may select a single Species Enemy at each level, as normal for Rangers, but they are limited in their selection and must choose either a single goblin race, a single religious faith (usually the Cult of the Dragon or one of the evil faiths), the servants of a single political power (most often the Zhentarim or the Red Wizards of Thay), or certain other unusual creatures that tend to work to undermine peace and political stability in the Realms (e.g., drow, mind flayers, liches, wererats). The player of the Harper should consult with the DM when selecting a Species Enemy. Note that the maximum Species Enemy bonus still cannot exceed +4. Tracking: As a standard Ranger. Special Hindrances: Harpers do not study the arts of war (and archery in particular) to the same extent as other Rangers and do not gain the Missile Mastery ability of standard Rangers, although as noted they can specialize in any of their four initial weapons at the normal cost. They also are required to be very flexible in their assignment by the Harper organization and learn a great variety of things; as a result, they do not gain any benefit for Primary Terrain (including the free Survival proficiency normally gained as part of this skill). Finally, their focus on knowledge, lore, and musical ability detract from their raw physical survival skills, resulting in the loss of the Superior Conditioning of a standard Ranger. Harpers are by nature secretive loners, constantly on the move. They can never build or own castles, forts, or strongholds, though the Harper organization does maintain several fortified hideouts as bases of operation. Like other Rangers, they cannot hire henchmen, hirelings, mercenaries, or even servants until they reach 8th level, and they will never have more than one henchman or hireling at a time (not including followers gained at 10th level). As with other Rangers, Harpers may not retain more than they can carry, and excess treasure must be converted to a more portable form or donated to a worthy institution. Though Harpers are not required to donate any set amount to the Harper organization, they are encouraged to be forthcoming with gifts and assistance to the organization to help promote the furtherance of good and the relief of oppression across the face of the Realms. Finally, as members of the Harper organization, they are occasionally called upon to perform some special mission on behalf of the Harpers. The chance for this is 5% per level of the Harper and it is checked each time he or she advances a level. If they refuse the mission, they will be cast out of the organization except in the most dire of extenuating circumstances. Bonus Proficiencies: Tracking Required Proficiencies: Local History, Musical Instrument, Reading/Writing Preferred Proficiencies: Acute Hearing, Ancient History, Artistic Ability, Cartography, Chanting, Craft Instrument, Dancing, Etiquette, Healing, Heraldry, Herbalism, Language (Ancient), Language (Modern), Observation, Poetry, Rune Lore, Signaling, Singing, Spellcraft, Teaching, Trailing, Tumbling, Whistling/Humming Forbidden Proficiencies: Torture, Venom Handling