| Enhancement | Description |
|---|---|
Agent of Good I
|
+1 to hit and damage +1 to hit versus evil +1 Universal Spell Power |
Ability Score
|
Choose an ability to improve |
Agent of Good II
|
+1 to hit and damage +2 to hit versus evil +2 damage vs. Evil +5 Universal Spell Power |
Ability Score
|
Choose an ability to improve |
Agent of Good III
|
+1 to hit and damage +3 to hit versus evil +3 damage vs. Evil +10 Universal Spell Power |
Harper's Freedom
|
Dispel most detrimental effects from you and add +10 to all saving throws for 20 seconds. Cooldown: 5 minutes. Passive: +2 to all Ability Scores +1 to hit and damage +5 to hit versus evil +5 to damage versus evil +20 Universal Spell Power |
| Enhancement | Description |
|---|---|
Harper Enchantment
|
Your main and off-hand weapons gain an additional +1 to its Enhancement bonus. This does not apply to shields. You gain +20 to your maximum Spell Points. |
Weathered Traveler
|
Rank 1 +2 Energy ResistanceRank 2 +4 Energy ResistanceRank 3 +6 Energy Resistance |
Traveler's Toughness
|
Rank 1 +5 maximum hit pointsRank 2 +10 maximum hit points.Rank 3 +15 maximum hit points |
Strategic Combat I
|
You can use your Intelligence modifier to hit with Melee and Missile weapons, as well as handwraps. Note: This ability does not apply to shields. |
Awareness
|
Rank 1 +1 to Listen, Search, and SpotRank 2 +2 to Listen, Search, and SpotRank 3 +3 to Listen, Search, and Spot. +1 save versus traps |
| Enhancement | Description |
|---|---|
Heroic Companion
|
Rank 1 Action Boost: Grants an ally +0.5\ and +2 to hit and saving throws. Usable five times per rest.Antireq: Cannot be taken with the halfling Heroic Companion racial enhancement. Rank 2 Action Boost: Grants an ally +0.75\, +4 to hit and saving throws, and +2% Dodge. Usable five times per rest.Antireq: Cannot be taken with the halfling Heroic Companion racial enhancement. Rank 3 Action Boost: Grants an ally +1\, +6 to hit and saving throws, +4% Dodge, and +10 Physical Resistance Rating. Usable five times per rest.Antireq: Cannot be taken with the halfling Heroic Companion racial enhancement. |
Magical Endurance
|
Rank 1 +30 maximum Spell PointsRank 2 +60 maximum Spell PointsRank 3 +100 maximum Spell Points |
Versatile Adept I
|
Rank 1 +1 Melee and Ranged Power, +3 Universal Spell Power.Rank 2 +2 Melee and Ranged Power, +6 Universal Spell Power.Rank 3 +3 Melee and Ranged Power, +9 Universal Spell Power. |
Know the Angles
|
Rank 1 Battle Trance: You gain an Insight bonus to damage and the DC of tactical feats equal to ½ your Intelligence Modifier for 30 seconds Antirequisite: This ability can not be trained if you have any other Battle Trance abilities. Rank 2 Battle Trance: You gain an Insight bonus to damage and the DC of tactical feats equal to ½ your Intelligence Modifier for 60 seconds Antirequisite: This ability can not be trained if you have any other Battle Trance abilities. Rank 3 Battle Trance: You gain an Insight bonus to damage and the DC of tactical feats equal to ½ your Intelligence Modifier for 120 seconds Antirequisite: This ability can not be trained if you have any other Battle Trance abilities. |
Harper Leadership
|
Rank 1 Your hirelings, summoned, and charmed creatures gain +2 to all ability scoresRank 2 Your hirelings, summoned, and charmed creatures gain +3 to all ability scoresRank 3 Your hirelings, summoned, and charmed creatures gain +4 to all ability scores |
| Enhancement | Description |
|---|---|
Highly Skilled
|
Rank 1 +1 to all skillsRank 2 +2 to all skillsRank 3 +3 to all skills |
Know Your Foe
|
Choose an enemy. You gain the Favored Enemy feat for that type of enemy, dealing +2 damage to those enemies. |
Versatile Adept II
|
Rank 1 +1 Melee and Ranged Power, +3 Universal Spell Power.Rank 2 +2 Melee and Ranged Power, +6 Universal Spell Power.Rank 3 +3 Melee and Ranged Power, +9 Universal Spell Power. |
Strategic Combat II
|
You can use your Intelligence modifier for damage with Melee and Missile weapons, as well as handwraps. Note: This ability does not apply to shields. |
Ability Score
|
Choose an ability to improve |
| Enhancement | Description |
|---|---|
Throat Dagger
|
Rank 1 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.) Rank 2 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.) Rank 3 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.) |
Vigor of Life I
|
+20 Positive Healing Amplification -10% less damage from Negative Energy. |
Versatile Adept III
|
Rank 1 +1 Melee and Ranged Power, +3 Universal Spell Power.Rank 2 +2 Melee and Ranged Power, +6 Universal Spell Power.Rank 3 +3 Melee and Ranged Power, +9 Universal Spell Power. |
Magic of Austerity
|
Like Eschew Materials, your spells no longer need common material components. This does not increase their Spell Point cost. |
Ability Score
|
Choose an ability to improve |
| Enhancement | Description |
|---|---|
Enchant your weapon
|
Choose how to enchant your weapon! |
Versatile Adept IV
|
Rank 1 +2 Melee and Ranged Power, +6 Universal Spell Power.Rank 2 +4 Melee and Ranged Power, +12 Universal Spell Power.Rank 3 +6 Melee and Ranged Power, +18 Universal Spell Power. |
Magic of Patience
|
Your spells benefit from the Extend Spell metamagic feat. This does not increase their Spell Point cost. (This does not stack with the actual Extend metamagic feat.) |
Moment of Clarity
|
Activate: For the next 10 seconds the DC of your spells and your tactical feats is increased by +10 Passive: +1 DC for your spells |