Class record
Harrier
Controller
- Tier
- 2
- Difficulty
- 2 / 5
- Main role
- Controller
- Secondary role
- —
Rules reference
Class mechanics
Entry requirements and the complete level-by-level advancement path.
Entry
Requirements
Ranger mastered.
Advancement
Progression
- UnlockKey ability
- Level 2Ability 1
- Level 3SkillsYou gain 5 skill points to spend on Athletics, Stealth, Medicine, Perception, Survival, Animal Husbandry or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
- Level 4Ability 2
- Level 5HeartYou gain +1 to Fitness or Awareness.
- Level 6Ability 3
- Level 7SoulYou gain +1 to Focus.
- Level 8Ultimate ability
Identity & lore
Class overview
Eirlys Saoirsen crouched low, fingers brushing against a crushed leaf. A single discrepancy in a literal forest of leaves. A single mistake by her prey. She stood and continued following the trail, ghosting through the brush and vines without a trace or hindrance. It was an eternal job to patrol the border of the Great Forest, the boundary of Easter. Normally, the magic of the Fae prevented intruders from making it more than half a mile into the Forest before they became so confused that they wandered back out. But sometimes, poachers would hire an unscrupulous Fae (there were more of those than she liked) to guide them through the country wide bounded field.
Eirlys had been tracking this group for three days, her anger growing at each sign of a hunted glitter stag or crudely harvested glow moss. But she was close, finally, and she could put an end to this. She froze as a branch snapped in the near distance ahead of her and she could just make out brash voices and the sounds of a camp being prepared. She paused, pulling out her crossbow and silently readying it with a bolt. Then she stalked forward, silent and leaving no trail to tack her by.
The poachers were gathering fallen branches for a fire, two catfolk chimera and a human. Their guide, a stuffy looking high fae, was leaning against a tree, radiating barely disguised disgust. Eirlys stalked closer slowly as the camp came together until she was only twenty feet away from the guide. Once in position, she didn’t hesitate and the snap of her crossbow firing put everyone on alert. Well, so did the cry of agony from the guide as her bolt punched through his left calf, pinning it to the tree. She thrust out her hand, vines flying from her outstretched arm and wrapping the surprised Fae to the tree, pinning his arms. Then she sprinted from cover, to slap a piece of sticky bark over his eyes to prevent him from teleporting free of his bindings.
The poachers were scrambling for their weapons, swords and axes. They had already unstrung their bows for the night so she had the advantage in range. And her crossbow had already reset itself, waiting for a bolt, the partially living weapon her steady companion for longer than most civilizations had lasted. Her second shot of the night pinned one of the catfolk to the ground by his boot, her third knocking another head over heels as he tried to close the distance through the rough terrain of the brush.
She faded in and out of visibility, moving impossibly quickly through the surrounding forest, bolts picking away at them from safety. The sun was just setting by the time the last poacher fell still and she was finally able to relax. Well…Eirlys looked at the struggling, screaming Fae guide and walked over to him. She stuck another sticky bark over his mouth, careful to keep his nose free for breathing. With his screaming muffled, she would really be able to relax. She could turn him in to the Council in Sylvan later.
Tactical guidance
Playing Harrier
The harrier is a ranged controller class that prefers using a crossbow.
Pinning Shot will be your most powerful control option, allowing you to potentially root a target which is a powerful debuff. The target can spend 2 AP to break free, but this is still an AP win for you and you and your allies will benefit from its reduced dodge until it does.
To setup for your pinning shot, you have Knockback Shot allowing you to knock an enemy close to or into a wall.
To help with reliability, you have Rapid Correction which not only allows you to turn a miss against the base evasion into a potential hit, it can also allow you to react after a target dodges the attack to turn it into an attack that goes past their dodge.
Flushing Shot is naturally used against enemies in cover to bait them out of it. Even if they choose not to move, you just get a Sure Hit attack against them which is just good.
Finally, Discern Immunities is a simple ability that will prevent you from using abilities that won't work against an enemy. It does share the Quick keyword with Status Assessment, so be aware you can't use both in the same turn without spending an extra PA.

