Harper

Ability Requirements :	Strength 12
				Dexterity 13
				Wisdom 14

Prime Requisites:	Strength
			Wisdom

Allowed Races:	Any

	A Harper may have any non-evil alignment.
	A Harper with a score of 16 or more in strength will receive a bonus of 5% to her character experience points and if the Harper has a score of 16 or more in wisdom, she will also receive a bonus of 5% to her charcter experience points.
	A Harper can use all weapons, medium to light armors and all shields.
	A Harper have a hit dice of d10, the thaco of warriors, and the saving throws of warriors.
	A Harper can use all magical items allowed to warriors.
	A Harper who is unencombred and wearing no armors receive a dexterity bonus of +2 to her armor class.
	A Harper uses the same experience table as Fighter.
	Harpers may buy the following nonweapon proficiency at half their normal cost: Hide in Shadows, Move Silently, Sign Languages, Identify Rune.
	All Harpers abide by the Code of the Harpers. While this reference is not intended to cover every aspect of Harper conduct, the central points are:
•	Harpers work against evil wherever they find it, always mindful of the consequences of their actions.
•	All beings should walk free of fear, with the right to live their lives as they wish.
•	Laws are good so long as they are just and those who enforce them are lenient and understanding.
•	No extreme is good; there must be a balance in all things.
•	Pride never rules the deeds of a true Harper-No task is too menial, no assignment too routine.
•	History provides the light by which a Harper can see the future stretched out before him.
A Harper performing an evil act will become a simple fighter of the same level until atonement is met for his evil deed.

Proficiency Group Crossovers: Warrior, Rogue, General.

	Weapon Proficiency			Nonweapon Proficiency
Initial		#Level		Penalty	Initial		#Level
4		3		-2		3		3

Harpers can use and specialize in all fighting styles.
Wealth Option: (5d4) x 10 GP

# of Attack Per Round
Harper
Level		# Att/rnd
1-6		1/1
7-12		3/2
13+		2/1

Harpers receive 35 character points to purchase class abilities.

5	Supervisor[See the Fighter section in Skills & Powers]
4	Pass Without Trace(Gain at 5th level, once per day{as the spell}, affect one other person per 3 level thereafter{+1 at level 8, +2 at level 11, and so on}
5	Hide In Shadows(See below)[See the Thief section in Skills & Powers]
5	Move Silently(See below)[See the Thief section in Skills & Powers]
10	Identify Runes(See below)[See the New General Proficiencies{Thieving Skills} for more information]
3	Sign Language(See below)(Gained at 6th level)[See the New General Proficiencies{Thieving Skills} for more information]
5+	Nonweapon Proficiency Group Crossovers(Rogue)
8/13	Followers(See below for more details, for 8 charcacter points the Harper gains her followers at 10th level, for 13 character points she gains her followers at 1st level)
15	Weapon Specialization[See the Fighter section in Skills & Powers]
5	Leadership[See See the Fighter section in Skills & Powers]
5	Hit Point Bonus(d12) [See See the Fighter section in Skills & Powers]
10	Defense Bonus[See See the Fighter section in Skills & Powers]
5	Increase Movement(+1/4 rounded up)
10	Magical Resistance[See See the Fighter section in Skills & Powers]
5 	Poison Resistance[See See the Fighter section in Skills & Powers]
5	Spell Resistance[See See the Fighter section in Skills & Powers]
5	Combat Bonus(Monster thaco)
10	Uncanny Dodge
10	Detect Illusion[See See the Thief section in Skills & Powers]
10	Detect Magic[See See the Thief section in Skills & Powers]
10+	Weapon Proficiency Group Crossovers(10 character points per new class)
3/5	Weapon Proficiency Bonus: 1/5 level for 3 points, 1/4 level for 5 points
3/5	Nonweapon Proficiency Bonus: +1 initial, +1/level after 1st level for 3 points, +2 initial, +2/even level, +1/odd level for 5 points
1	One Nonweapon Proficiency Bonus
2	One Weapon Proficiency Bonus

Restriction
5/10/15	Limited Armor(Medium/Light/None)
10/15/20	Limited Weapon Use(Thief/Wizard/None)
5+		Limited Magical Item Use[See the Fighter section in Skills & Powers]
5/10/15	Reduced Hit Points(d8/d6/d4)
10/15/20	Reduced Combat Ability(Priest/Rogue/Wizard thaco)
15/20		Lose the Warrior Ability Bonus(See below)

	Lose the Warrior Ability Bonus: For a 15-point ability, the character wont receive the extra hit point form a high constitution, the number between (), and for a 20-point ability, the character wont be able to possess a strength score higher than 18, strength between 18/01 and 18/00 are prohibited to the character.

Harper Follower Table

Roll(d100)	Followers
1-10		5th-level fighter(human)
11-17		4th-level ranger(half-elf)
18-25		4th-level bard(elf)
26-35		5th-level thief(human)
36-37		Pegasus*
38-42		4th-level illusionist(human)
43-45		4th-level illusionist/thief(gnome)
46-65		3rd-level fighter(human)
66-71		5th-level priest(any race)
72-73		Werebear/Weretiger*
74-79		5th-level wizard(human)
80-83		5th-level paladin(human)
84-85		Wood Giant*
86-90		7th-level bard(any race)
91		6th-level diviner(human)
92-94		3rd-level fighter/wizard/thief(elf)
95-96		6th-level priest(any race)
97-98		Dragon*(Juvenile metallic dragon)
99		Infiltration Attempt*
00		Spectral Harpist*
*If this result has already been generated, roll again on this table
The Harper attracts 2d6 followers.

	Thieving Skill: To determine a harper’s % chance in a thieving skill that he has bought as a class ability, see below:

Harper	Hide in	Move	Sign		Identify
Level	Shadow	Silently	Language	Runes
1	10	5	15		10
2	10	15	20		15
3	15	20	25		20
4	20	25	30		25
5	25	30	35		30
6	30	35	40		35
7	35	40	45		40
8	40	45	50		45
9	45	50	55		50
10	50	55	60		55
11	55	60	65		60
12	60	65	70		65
13	65	70	75		70
14	70	75	80		75
15	75	80	85		80
16	80	85	90		85
17	85	90	95		90
18	90	95	99		95
19	95	99	99		99
20	99	99	99		99