Harper Misfit Prestige Class


“What does not kill me makes me stranger.”

—Root of Negative One, Harper Misfit Leader

Even for the regularly irregular harpers, there are some who are simply too strange to fit in easily. For these individuals, a place can be found among the Harper Misfits, where achieving supreme competence and complete mastery, and sharing them with others, are what matter most of all. Harper Misfits seek not only to excel in their particular interests, but to teach others how to do so as well, regardless of race, species, or origin. As they progress in their original classes, they benefit from their exposure to other Harper Misfits, including those of the branch organization’s founder and director, known only as the Portaliste.


No class is noticeably faster or better suited for becoming a Harper Misfit. Rogues and Bards gain slightly better benefits due to their higher skill points and how the Harper Misfit class abilities can enhance and improve their respective core classes, but since there are no significant core class advancement penalties for Harper Misfits, these advantages are relatively trivial; multiclass characters can best exploit this aspect of the class.

Hit Die: As per selected existing core class.


To qualify to become a Harper Misfit, a character must fulfill all the following criteria.

Skills: Perform 1 rank, Profession (teacher) 1 rank, maximum ranks in a skill with a minimum of 8 ranks.

Feats: Skill Focus with maximized skill.

Special: By sponsorship, after completing an assigned task, and with the approval of the High Harpers; Harper Misfits are also expected to contribute at least 25% of their income to the branch.

Class Skills As per selected existing core class, plus Appraise (Int). Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Swim (Str), Survival (Wis), and Tumble (Dex). Skill Points at Each Level: As per selected existing core class.

The Harper Misfit

Base Attack Bonus and Saves as per selected existing core class

Level Special
1. Standard Abilities, Guardian Friendship, Harper Knowledge, Misfit Pin
2. Standard Abilities, Misfit Library Basic
3. Standard Abilities, Misfit Training
4. Standard Abilities, Misfit Library Enhanced
5. Standard Abilities, Misfit Training
6. Standard Abilities, Misfit Library Elite
7. Standard Abilities, Misfit Training
8. Standard Abilities, Misfit Movement, Greater Misfit Pin
9. Standard Abilities, Misfit Training
10. Standard Abilities, Misfit Leader, Misfit Training, High Harper

Class Features All of the following are Class Features of the Harper Misfit prestige class. Weapon and Armor Proficiency: Harper Misfits gain no proficiency with any weapon or armor.

Standard Abilities: When a new Harper Misfit level is gained, the character increases in level in a core class in which he already has one or more levels, as with racial and other substitution levels. BAB, saves, skills, class abilities including bonus feats, spells, powers, and so on all increase as per the next level of that class. On sheets, list the level as Harper Misfit X (YZ), where X is the Harper Misfit level and Y and Z are selected existing core class and level; short form Mft.

Guardian Friendship: Through training and association, Harper Misfits are particularly knowledgeable about and friendly with crossroads guardians. The base attitude of crossroads guardians towards a Harper Misfit is improved by one level, and Harper Misfits receive a +2 circumstance bonus on skill and ability checks related to crossroads guardians.

Harper Knowledge: Like a bard, a Harper has a knack for picking up odds and ends of knowledge. This ability works exactly like the bardic knowledge ability of the bard class. If a Harper Misfit has bard levels, Harper Misfit levels and Bard levels stack for bardic knowledge.

Misfit Pin: Similar to the more common Harper Pin (see ring of mind shielding), the Misfit Pin also allows the wearer to use analyze portal at will and is available in forms suitable to all equipment slots, including uncommon ones such as tattoos.

Misfit Library: Harper Misfits have access to a common pool of equipment, including rare, exotic and magical items. Exact records of donations are kept, and Harper Misfits may requisition specific pieces of equipment up to the value of 75% of the amount donated. At the Basic level, Harper Misfits must visit the Library in person to make exchanges, but their requisitions may be superseded by those with Enhanced and Elite access. At the Enhanced level, Harper Misfits may also make appointments for pickup and delivery service, which usually require some travel and a week’s time, but their requisitions may be superseded by those with Elite access. At the Elite level, near-Instantaneous service is also possible 1/day.

Misfit Training: The Harper Misfits organization makes a particular point of education and training, to the benefit of its members. At 3rd level and every two levels higher (5th, 7th, and 9th), plus 10th, the Harper Misfit chooses one form of training from the table below. His level plus the number of skills in which he has the maximum ranks possible determines the total number of secrets from which he can choose.

Misfit Movement: The Harper Misfit acquires plane shift or teleport as a spell-like ability usable 1/day, with caster level equal to character level.

Greater Misfit Pin: Similar to the Greater Harper Pin, but with resist energy (electricity) and immunity to magic missile replaced by rope trick and unseen servant (caster level 6, duration 12 hours), only one casting of each of which may be active at any time; second castings before their durations end dispel the previous iterations and replace them with the new ones.

Misfit Leader: The Harper Misfit acquires whichever of plane shift or teleport that was not chosen previously, and the uses of both increase to 2/day.

High Harper: 10th-level Harper Misfits are usually expected to join the ranks of the High Harpers.

Harper Misfit Training
Level + # of maximized skills Training—Effect
1. Guardian Friendship—Base guardian attitude +1, +2 circumstance bonus to skill and ability checks related to guardians, may be taken multiple times, stacks
2. Endless Tales—+1 bonus to Harper Knowledge checks, may be taken multiple times, stacks
3. Proficient Training—Chosen skill becomes a permanent class skill, retroactively
4. Improved Skill Focus—+3 bonus to maximized skill benefiting from Skill Focus, may only be taken once per skill, stacks
5. Focused Training—+2 bonus on Fortitude, Reflex, or Will saves, may be taken multiple times, stacks
6. Greater Skill Focus—+3 bonus to maximized skill benefiting from Improved Skill Focus, may only be taken once per skill, stacks
7. Knack For It—Bonus feat
8. Singular Mastery—Roguelike Skill Mastery with maximized skill benefiting from Greater Skill Focus
9. Exotic Training—Acquire any 1st-level core class ability, subject to DM approval
10. Extraordinary Training—+2 bonus to any ability score, only once per ability

Harper Misfit Prestige Class

Misfits of Faerun Acksiom