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HAND OF THE<br />
WINGED MASTERS<br />
“By the order of the Council of Wyrms, and for their greater glory,<br />
you must die!”<br />
—Myrmith Drakeblade<br />
Dragons often need expert servants to be their eyes, ears, and<br />
hands in humanoid society. A hand of the winged masters<br />
has dedicated his life to the service of a single <strong>dragon</strong> or to a<br />
group of <strong>dragon</strong>s united in a common cause. A <strong>dragon</strong> master<br />
becomes the political and spiritual leader for the hands, gaining<br />
their total loyalty. This service rises above obedience to<br />
country, church, family, or friend. Usually, the hands act as<br />
spies and informants, but when needed, they can also be<br />
saboteurs and killers.<br />
Entry Requirements<br />
Base Attack Bonus: +4.<br />
Skills: Bluff 4 ranks, Hide 4 ranks, Move Silently 4 ranks,<br />
Knowledge (arcana) 4 ranks, Sense Motive 4 ranks.<br />
Languages: Draconic.<br />
Feats: Dragontouched.<br />
Special: Sneak attack, sudden strike, or skirmish +2d6.<br />
Table 2–6:<br />
The Hand of the Winged Masters Hit Die: d8<br />
Base<br />
Attack Fort Ref Will<br />
Level Bonus Save Save Save Special<br />
1st +0 +0 +2 +2 Draconic Senses<br />
2nd +1 +0 +3 +3 Special attack +1d6<br />
3rd +2 +1 +3 +3 Dragonfire Strike<br />
4th +3 +1 +4 +4 —<br />
5th +3 +1 +4 +4 Special attack +2d6<br />
6th +4 +2 +5 +5 —<br />
7th +5 +2 +5 +5 Master’s gift<br />
8th +6 +2 +6 +6 Special attack +3d6<br />
9th +6 +3 +6 +6 Improved <strong>dragon</strong>fire<br />
strike<br />
10th +7 +3 +7 +7 True stealth<br />
Class Skills (6 + Int modifier per level): Appraise,<br />
Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy,<br />
Disable Device, Disguise, Escape Artist, Forgery, Gather<br />
Information, Hide, Intimidate, Jump, Knowledge (arcana),<br />
Knowledge (local), Listen, Move Silently, Open Lock,<br />
Profession, Search, Sense Motive, Sleight of Hand, Spot,<br />
Survival, Swim, Tumble, Use Rope.<br />
BECOMING A<br />
HAND OF THE WINGED MASTERS<br />
Since hands of the winged masters primarily serve as spies<br />
and informants, this prestige class is most applicable to rogues<br />
and multiclass rogues (such as rogue/rangers and rogue/<br />
fighters). In campaigns using the ninja, scout, and spellthief<br />
classes (see Complete Adventurer), ninjas and scouts are equally<br />
common members of this prestige class. Spellthieves are<br />
less likely to enter this class, since it offers no arcane spell<br />
progression, but a spellthief who is willing to sacrifice future<br />
spellcasting ability can easily qualify.<br />
CLASS FEATURES<br />
As agents of great <strong>dragon</strong>s, hands of the winged masters<br />
constantly strive to accomplish their assigned missions and<br />
train to be more effective tools. They learn to move about<br />
unnoticed, strike from the shadows, and work with other<br />
servants of their masters.<br />
Draconic Senses: At 1st level, you gain Draconic Senses<br />
(see page 17) as a bonus feat, even if you don’t meet its<br />
prerequisite. If you already have Draconic Senses, you can<br />
instead take any other draconic feat for which you meet the<br />
prerequisite.<br />
Special Attack (Ex): At 2nd level, 5th level, and 8th level,<br />
your sneak attack, skirmish, or sudden strike ability deals<br />
an extra 1d6 points of damage. If you have more than one<br />
of these abilities, you can improve any one ability of your<br />
choice (choose each time you gain this benefit).<br />
Dragonfire Strike: At 3rd level, you gain Dragonfire<br />
Strike (see page 18) as a bonus feat, even if you don’t meet its<br />
prerequisite. If you already have Dragonfire Strike, you can<br />
instead take any other draconic feat for which you do meet<br />
the prerequisite.<br />
Master’s Gift (Su): Starting at 7th level, you are so attuned<br />
to the arcane powers of your <strong>dragon</strong> master that beneficial<br />
arcane spells have an improved effect on you. Any arcane<br />
spell that is harmless (those that include the word “harmless”<br />
in their saving throw entry) has twice the standard duration<br />
when cast on you. If the spell is cast on multiple targets, the<br />
duration is doubled only for you.<br />
Improved Dragonfire Strike (Su): At 9th level, you gain<br />
the ability to deal extra damage when using your Dragonfire<br />
Strike feat. Whenever you choose to convert your sneak<br />
attack, skirmish, or sudden strike damage to energy damage<br />
by using this feat, you can add an extra 1 point of damage per<br />
die rolled. For example, if you have sneak attack +6d6, you<br />
would deal 6d6+6 points of fire damage with your Dragonfire<br />
Strike feat.<br />
True Stealth (Ex): At 10th level, you gain a heightened<br />
awareness of the difficulties involved with concealing your<br />
presence from advanced senses. This ability helps you learn<br />
to avoid even the keenest senses. If you take a –10 penalty<br />
on Hide or Move Silently checks (as appropriate), you can<br />
use these skills to conceal yourself from scent, tremorsense,<br />
blindsense, and blindsight. Creatures using those sensory<br />
abilities must make an opposed Listen or Spot check to<br />
notice you.<br />
PLAYING A<br />
HAND OF THE WINGED MASTERS<br />
You are a humanoid servant for one or more <strong>dragon</strong> masters<br />
that desire to influence the world indirectly. As courier, spy,<br />
guardian, warrior, and (if need be) assassin, you further the<br />
cause of your overlords. Since your missions often require<br />
CHAPTER 2<br />
DRAGON<br />
ASPIRANTS<br />
43