Those Who Harp, or Harpers as they are better known, are a loose-knit band of brave souls who oppose the forces of evil at every opportunity. Whether their actions center on the dark plots of the Zhentarim or on the expansionist plans of a power-hungry king, the Harpers risk their lives (and ofttimes sacrifice them) for the greater good of the people. Despite their activities, however, the life of a Harper is not always played out on the stage of battle.

Base Class Statistics:

  • Ability Requirements: Muscle 12, Balance 13, Willpower 14
  • Alignments: Non-Evil (LG, LN, NG, TN, CG, CN)
  • Experience Chart: Warrior
  • Hit Dice: d10
    • Maximum Hit Dice: 9d10
    • Additional Hit Points: +3 per level beyond 9th
  • Attack: Warrior
  • Saves:
    • Paralyzation/Poison/Death: as Warrior
    • Rods/Staves/Wands: as Warrior
    • Petrification/Polymorph: as Warrior
    • Breath Weapon: as Warrior
    • Spell: as Warrior
  • Proficiencies:
    • Weapons, Initial: 4
    • Weapons, Advancement: +1 per 3 levels
    • Non-Weapon, Initial: 4
    • Weapons, Advancement: +1 per 3 levels
    • Non-weapon Proficiency Groups: Martial, Academic, and Larceny
    • Bonus Proficiencies: Ancient History, Hiding, Runecraft, Sign Language (harpspeak)
  • Allowed Weapons: Any
  • Allowed Armor: Any

Class Features:

All warriors gain the ability to make more than one melee attack per round as they rise in level. At 7th level, they can make 3 attacks every 2 rounds. At 13th level and up, they can make 2 attacks per round.

When engaged with large numbers of weak enemies (less than 1 HD each), the warrior gains double his normal number of attacks per round (including doubling attacks with off-hand weapons). Starting at 11th level, this applies to any foe with 10 fewer HD than the warrior’s levels (so a 12th level warrior can do this against 2HD creatures).

Those who have made the decision to commit their lives to Those Who Harp must agree to 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.
  • Harpers police their own; traitors to the harp must die.
  • History provides the light by which a Harper can see the future stretched out before him.

At 1st level, a Harper does not have her Harpers’ pin. In fact, many initiates to the organization begin by undertaking a quest or journey for Those Who Harp. She may be followed by a veteran Harper who watches her, observing how she handles the tasks before her and coming to her aid if she gets in over her head. There is no set level at which a pin is given to an initiate; once a newcomer has proven her worth and good intentions to her companion Harper, she may be rewarded by receiving the pin at a special ceremony attended by other Harpers, usually at 2nd or 3rd level.

At 5th level, the Harper gains the ability to Pass without Trace (as the spell) once per day. Many consider this gift to be a blessing from one of the many powers who sanction the actions of Those Who Harp. For every three levels attained thereafter, the Harper can affect one additional creature (two creatures at levels 8-10, three at levels 11-13, etc.).

There are two means by which a Harper attracts followers. The first is by the construction of a stronghold, while the second deals with a more active role in the Harper organization.

A Harper of 10th level who constructs a stronghold has decided to maintain a base of operations. While many Harpers applaud such a move, many others quickly point out the dangers of setting up a permanent camp. Zhentarim and Red Wizard forces have been quick to attack any Harper strongholds ever erected. By knowing the location of a permanent Harper base, agents of these dark forces can watch the activities of anyone that has contact with the ruler of this stronghold. Still, there are those who, for one reason or another, advertise their presence to the various dark forces they have opposed over the years. Once a stronghold has been built, the Harper attracts followers as a Fighter of her level would.

In addition to those, she also receives an extra unit of elite troops. All of these followers may see a lot of action if the Harpers’ enemies attempt to destroy the stronghold. Harpers who do not build a stronghold still attract other creatures with goals similar to their own. These followers are aware of the Harper’s status, and they form an elite core of bodyguards and operatives from which the Harper can draw. At 10th level, the Harper attracts 2d6 followers. Roll percentile dice and consult the table below.

Roll (d100) Elite Follower
1-10 5th-level harper (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†
99 Infiltration Attempt†
00 Spectral Harpist†

† If this result has already been generated, roll again on this table.

Dragons: This is always a metallic dragon of juvenile age (26-50 years old) that has heard of the Harper’s deeds and is intrigued enough to want to associate with the Harper on a limited basis. This dragon is not at the Harper’s beck and call, but comes and goes as it pleases. In any event, the dragon departs when it becomes an adult (101 years). Regardless of any friendship with the Harpers, few dragons ever leave their lairs once they are established or place them where others, including friendly Harpers, could easily get to them.

Infiltration Attempt: Sometimes tales of a Harper’s exploits spread farther than expected. In this instance, enemies of the Harpers (the Red Wizards, Zhentarim, etc.) attempt to plant a spy into the PC’s camp. Such traitorous “followers” are extraordinarily difficult to uncover and could be the driving force behind many adventures.

Spectral Harpist: The spectral harpist is an undead creature-—formerly a Master Harper—-who was killed while serving the Harpers. His duty unfulfilled, the harpist roams the land trying to complete its mission. Through fate or other powers, his path crosses with that of the PC. In order to complete its mission, the harpist needs the assistance of the PC. If the Harper aids the harpist, the undead spirit agrees to stay and aid the Harper for a set period of time, generally no more than a year or two. Once this time has expired, the spectral harpist finally finds peace. These creatures are detailed in The Code of the Harpers.


Ruins of Adventure Brand_Darklight SirKnightly