Master Harper

Master Harpers are elite members of the Harpers, which is a secret society that battles evil and tyranny, preserves lore, and works to balance civilization and the wild. Master Harpers study spells and develop many skills to help them in their duties of preserving lore by imparting it to others, raising morale, and aiding Harpers and others who promote similar aims.

Many master Harpers are bards, but by no means all are. Ranger, sorcerer, wizard, loremaster, and Harper scout are classes whose members often also become master Harpers. All have a love of accurate information (particularly old or secret lore) and of verifying, augmenting, and imparting it. Not all longtime Harpers are master Harpers, and rank within the Harpers doesn't depend on class or level, but many senior Harpers have at least one level in the master Harper prestige class.

Hit Die: d6.

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

Alignment: Any nonevil.

Skills: Bluff 8 ranks, Diplomacy 8 ranks, Knowledge (local) 12 ranks, Perform 12 ranks, Sense Motive 8 ranks, Spellcraft 8 ranks.

Feats: Alertness, Iron Will.

Spells: Able to cast 2nd-level arcane or divine spells.

Special: Approval of the High Harpers or majority vote of any dozen master Harpers.