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Falconry
Feydark Illusionist
Harper Agent
Horizon Walker
Inquisitive
Vistani Knife Fighter
Harper Agent
Universal Enhancement Tree

Harper Agent

Harper Enchantment 0/1
Harper Enchantment
Ranks: 1 Cost: 2 AP Requires: 1 AP
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 0/3
Weathered Traveler
Ranks: 3 Cost: 1 AP Requires: 1 AP
+2 Energy Resistance
Traveler's Toughness 0/3
Traveler's Toughness
Ranks: 3 Cost: 1 AP Requires: 1 AP
+5 maximum hit points
Strategic Combat I 0/1
Strategic Combat I
Ranks: 1 Cost: 2 AP Requires: 1 AP
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 0/3
Awareness
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 to Listen, Search, and Spot
Heroic Companion 0/3
Heroic Companion
Ranks: 3 Cost: 1 AP Requires: 5 AP
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.
Magical Endurance 0/3
Magical Endurance
Ranks: 3 Cost: 1 AP Requires: 5 AP
+30 maximum Spell Points
Versatile Adept I 0/3
Versatile Adept I
Ranks: 3 Cost: 1 AP Requires: 5 AP
+1 Melee and Ranged Power, +3 Universal Spell Power.
Know the Angles 0/3
Know the Angles
Ranks: 3 Cost: 1 AP Requires: 5 AP
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.
Harper Leadership 0/3
Harper Leadership
Ranks: 3 Cost: 1 AP Requires: 5 AP
Your hirelings, summoned, and charmed creatures gain +2 to all ability scores
Highly Skilled 0/3
Highly Skilled
Ranks: 3 Cost: 1 AP Requires: 10 AP
+1 to all skills
Know Your Foe 0/1
Know Your Foe
Ranks: 1 Cost: 2 AP Requires: 10 AP
Choose an enemy. You gain the Favored Enemy feat for that type of enemy, dealing +2 damage to those enemies.
Versatile Adept II 0/3
Versatile Adept II
Ranks: 3 Cost: 1 AP Requires: 10 AP
+1 Melee and Ranged Power, +3 Universal Spell Power.
Strategic Combat II 0/1
Strategic Combat II
Ranks: 1 Cost: 2 AP Requires: 10 AP
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 0/1
Ability Score
Ranks: 1 Cost: 2 AP Requires: 10 AP
Choose an ability to improve
Throat Dagger 0/3
Throat Dagger
Ranks: 3 Cost: 1 AP Requires: 20 AP
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 0/1
Vigor of Life I
Ranks: 1 Cost: 2 AP Requires: 20 AP
+20 Positive Healing Amplification
-10% less damage from Negative Energy.
Versatile Adept III 0/3
Versatile Adept III
Ranks: 3 Cost: 1 AP Requires: 20 AP
+1 Melee and Ranged Power, +3 Universal Spell Power.
Magic of Austerity 0/1
Magic of Austerity
Ranks: 1 Cost: 2 AP Requires: 20 AP
Like Eschew Materials, your spells no longer need common material components. This does not increase their Spell Point cost.
Ability Score 0/1
Ability Score
Ranks: 1 Cost: 2 AP Requires: 20 AP
Choose an ability to improve
Enchant your weapon 0/1
Enchant your weapon
Ranks: 1 Cost: 2 AP Requires: 30 AP
Choose how to enchant your weapon!
Versatile Adept IV 0/3
Versatile Adept IV
Ranks: 3 Cost: 1 AP Requires: 30 AP
+2 Melee and Ranged Power, +6 Universal Spell Power.
Magic of Patience 0/1
Magic of Patience
Ranks: 1 Cost: 2 AP Requires: 30 AP
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 0/1
Moment of Clarity
Ranks: 1 Cost: 2 AP Requires: 30 AP
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
Core Enhancements
Agent of Good I 0/1
Agent of Good I
Ranks: 1 Cost: 1 AP
+1 to hit and damage
+1 to hit versus evil
+1 Universal Spell Power
Ability Score 0/1
Ability Score
Ranks: 1 Cost: 2 AP Requires: 5 AP
Choose an ability to improve
Agent of Good II 0/1
Agent of Good II
Ranks: 1 Cost: 1 AP Requires: 10 AP
+1 to hit and damage
+2 to hit versus evil
+2 damage vs. Evil
+5 Universal Spell Power
Ability Score 0/1
Ability Score
Ranks: 1 Cost: 2 AP Requires: 20 AP
Choose an ability to improve
Agent of Good III 0/1
Agent of Good III
Ranks: 1 Cost: 1 AP Requires: 30 AP
+1 to hit and damage
+3 to hit versus evil
+3 damage vs. Evil
+10 Universal Spell Power
Harper's Freedom 0/1
Harper's Freedom
Ranks: 1 Cost: 1 AP Requires: 40 AP
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
Core Enhancements
Enhancement Description
Agent of Good I Agent of Good I
+1 to hit and damage
+1 to hit versus evil
+1 Universal Spell Power
AP Cost
1
Ranks
1
Progression
0
Ability Score Ability Score
Choose an ability to improve
Intelligence+1 Intelligence
Charisma+1 Charisma
Dexterity+1 Dexterity
AP Cost
2
Ranks
1
Progression
5
Prereqs
Agent of Good I
Agent of Good II Agent of Good II
+1 to hit and damage
+2 to hit versus evil
+2 damage vs. Evil
+5 Universal Spell Power
AP Cost
1
Ranks
1
Progression
10
Prereqs
Ability Score
Ability Score Ability Score
Choose an ability to improve
Intelligence+1 Intelligence
Charisma+1 Charisma
Dexterity+1 Dexterity
AP Cost
2
Ranks
1
Progression
20
Prereqs
Agent of Good II
Agent of Good III Agent of Good III
+1 to hit and damage
+3 to hit versus evil
+3 damage vs. Evil
+10 Universal Spell Power
AP Cost
1
Ranks
1
Progression
30
Prereqs
Ability Score
Harper's Freedom 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
AP Cost
1
Ranks
1
Progression
40
Prereqs
Agent of Good III
Tier 1
Enhancement Description
Harper Enchantment 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.
AP Cost
2
Ranks
1
Progression
1
Weathered Traveler Weathered Traveler
Rank 1
+2 Energy Resistance
Rank 2
+4 Energy Resistance
Rank 3
+6 Energy Resistance
AP Cost
1
Ranks
3
Progression
1
Traveler's Toughness Traveler's Toughness
Rank 1
+5 maximum hit points
Rank 2
+10 maximum hit points.
Rank 3
+15 maximum hit points
AP Cost
1
Ranks
3
Progression
1
Strategic Combat I 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.
AP Cost
2
Ranks
1
Progression
1
Awareness Awareness
Rank 1
+1 to Listen, Search, and Spot
Rank 2
+2 to Listen, Search, and Spot
Rank 3
+3 to Listen, Search, and Spot. +1 save versus traps
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Heroic Companion 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.
AP Cost
1
Ranks
3
Progression
5
Magical Endurance Magical Endurance
Rank 1
+30 maximum Spell Points
Rank 2
+60 maximum Spell Points
Rank 3
+100 maximum Spell Points
AP Cost
1
Ranks
3
Progression
5
Versatile Adept I 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.
AP Cost
1
Ranks
3
Progression
5
Know the Angles 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.
AP Cost
1
Ranks
3
Progression
5
Harper Leadership Harper Leadership
Rank 1
Your hirelings, summoned, and charmed creatures gain +2 to all ability scores
Rank 2
Your hirelings, summoned, and charmed creatures gain +3 to all ability scores
Rank 3
Your hirelings, summoned, and charmed creatures gain +4 to all ability scores
AP Cost
1
Ranks
3
Progression
5
Tier 3
Enhancement Description
Highly Skilled Highly Skilled
Rank 1
+1 to all skills
Rank 2
+2 to all skills
Rank 3
+3 to all skills
AP Cost
1
Ranks
3
Progression
10
Know Your Foe Know Your Foe
Choose an enemy. You gain the Favored Enemy feat for that type of enemy, dealing +2 damage to those enemies.
Favored Enemy: AberrationYou gain a new Favored Enemy feat, dealing extra damage against those enemies.
Favored Enemy: Monstrous HumanoidYou gain a new Favored Enemy feat, dealing extra damage against those enemies.
Favored Enemy: Evil OutsiderYou gain a new Favored Enemy feat, dealing extra damage against those enemies.
Favored Enemy: DragonYou gain a new Favored Enemy feat, dealing extra damage against those enemies.
Favored Enemy: UndeadYou gain a new Favored Enemy feat, dealing extra damage against those enemies.
Favored Enemy: GiantYou gain a new Favored Enemy feat, dealing extra damage against those enemies.
Favored Enemy: ConstructYou gain a new Favored Enemy feat, dealing extra damage against those enemies.
AP Cost
2
Ranks
1
Progression
10
Versatile Adept II 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.
AP Cost
1
Ranks
3
Progression
10
Strategic Combat II 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.
AP Cost
2
Ranks
1
Progression
10
Ability Score Ability Score
Choose an ability to improve
Intelligence+1 Intelligence
Dexterity+1 Dexterity
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Throat Dagger 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.)
AP Cost
1
Ranks
3
Progression
20
Vigor of Life I Vigor of Life I
+20 Positive Healing Amplification
-10% less damage from Negative Energy.
AP Cost
2
Ranks
1
Progression
20
Versatile Adept III 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.
AP Cost
1
Ranks
3
Progression
20
Magic of Austerity Magic of Austerity
Like Eschew Materials, your spells no longer need common material components. This does not increase their Spell Point cost.
AP Cost
2
Ranks
1
Progression
20
Ability Score Ability Score
Choose an ability to improve
Intelligence+1 Intelligence
Dexterity+1 Dexterity
AP Cost
2
Ranks
1
Progression
20
Tier 5
Enhancement Description
Enchant your weapon Enchant your weapon
Choose how to enchant your weapon!
Enchantment of DeceptionYour weapon gains an additional +1 to its Enhancement bonus and Improved Deception.
Enchantment of RighteousnessYour weapon gains stacking +3 Enhancement bonus to attack and damage, additional +2 to attack bonus and damage against any evil creature, and is considered Good-aligned.
Enchantment of MagicYour weapon gives +10 Harper bonus to Universal Spell Power.
AP Cost
2
Ranks
1
Progression
30
Versatile Adept IV 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.
AP Cost
1
Ranks
3
Progression
30
Magic of Patience 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.)
AP Cost
2
Ranks
1
Progression
30
Moment of Clarity 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
AP Cost
2
Ranks
1
Progression
30