Core Abilities
1 AP, character level 1:
Agent of Good I: +1 to hit versus evil, +1 Universal Spell Power.
5 AP, class level 3:
Harper Training I: Int or Cha or Dex.
10 AP, character level 6:
Agent of Good II: +2 to hit and damage versus evil, +5 Universal Spell Power.
20 AP, class level 12:
Harper Training II: Int or Cha or Dex.
30 AP, class level 18:
Agent of Good III: +3 to hit and damage versus evil, +10 Universal Spell Power.
41 AP, class level 20:
Harper's Freedom: Dispel most detrimental effects from you and add +10 to all saving throws for 12 seconds. Cooldown: 5 minutes.
Tier One (0 AP Required)
Weathered Traveler: +1/2/3 Energy Resistance
Harper Enchantment I: Your weapon gains an additional +1 to its Enhancement bonus. You gain +20 to your maximum Spell Points.
Traveler's Toughness: +5/+10/+15 maximum hit points.
Awareness: +1/+2/+3 to Listen, Search, and Spot. Rank 3: +1 save versus traps.
Strategic Combat I: You can use your Intelligence modifier to hit with Melee and Missile weapons.
Tier Two (5 AP Required)
Heroic Companion:
Anti-requisite with the Halfing race version:
Action Boost: Grants an ally +0.25[W] and +2 to hit and saving throws. Usable five times per rest.
Action Boost: Grants an ally +0.5[W], +4 to hit and saving throws, and +2% Dodge. Usable five times per rest.
Action Boost: Grants an ally +1[W], +6 to hit and saving throws, +4% Dodge, and +10 Physical Resistance Rating. Usable five times per rest.
Magical Endurance: +30/+60/+100 maximum Spell Points.
Versatile Adept I: +2/+4/+6 to Melee Power, Ranged Power, and Universal Spell Power.
Know the Angles: Antirequisite: Divine Might. You gain an Insight bonus to damage and the DC of tactical feats equal to ½ your Intelligence Modifier for 30/60/120 seconds. (Activation Cost: 21/18/15 spell points. Cooldown: 20 seconds)
Strategic Combat II: You can use your Intelligence modifier for damage with Melee and Missile weapons.
Tier Three (10 AP Required)
Highly Skilled: +1/2/3 on all skills.
Know Your Foe: Multiselector: Gain a Favored Enemy. Passive: Add +1 to the DC of your spells.
Versatile Adept II: +2/+4/+6 to Melee Power, Ranged Power, and Universal Spell Power.
Harper's Leadership: Your hirelings, summoned, and charmed creatures gain +2/3/4 to all ability scores.
Int or Dex: +1 Intelligence or Dexterity
Tier Four (20 AP Required)
Throat Dagger: Damages an enemy from afar for 1d4+4 Piercing damage per character level. Damaged non-boss enemies can't cast spells for 6 seconds. (This Spell Like Ability can be Quickened or Enlarged for no extra cost, if you have those feats.)
Higher ranks reduce the small spell point cost and reduce the cooldown.
Versatile Adept III: +2/+4/+6 to Melee Power, Ranged Power, and Universal Spell Power.
Vigor of Life: +10 Positive Healing Amplification. -10% less damage from Negative Energy.
Magic of Austerity: Like Eschew Materials, your spells no longer need common material components. This does not increase their Spell Point cost.
Int or Dex: +1 Intelligence or Dexterity
Tier Five (30 AP Required)
Versatile Adept IV: +2/+4/+6 to Melee Power, Ranged Power, and Universal Spell Power.
Vigor of Life: +10 Positive Healing Amplification. -10% less damage from Negative Energy.
Moment of Clarity: For the next 12 seconds the DC of your spells and your tactical feats is increased by +10. Cooldown: 5 minutes.
Magic of Patience: Your spells benefit from the Extend Spell metamagic feat. This does not increase their Spell Point cost. Does not stack with Extend metamagic itself.
Multiselector:
Harper Enchantment of Deception: Your weapon gains an additional +1 to its Enhancement bonus and Improved Deception.
Harper Enchantment of Righteousness: Your weapon gains an additional +3 to its Enhancement bonus and Righteousness.
Harper Enchantment of Magic: Your weapon gains a +10 Harper bonus to Universal Spell Power.