Hand of the Winged Masters

(Dragon Magic variant, p. 43)

Dragons often need expert servants to be their eyes, ears, and hands in humanoid society.


Base Attack Bonus: +4

Skills: Bluff 4 ranks , Hide 4 ranks , Move Silently 4 ranks , Knowledge (arcana) 4 ranks , Sense Motive 4 ranks

Feats: Dragontouched

Language: Draconic.
Special: Sneak attack, sudden strike, or skirmish +2d6.

Hit die


Skill points

6 + Int

Class Features

Draconic Senses: At 1st level, you gain Draconic Senses (see page 17) as a bonus feat, even if you don't meet its prerequisite. If you already have Draconic Senses, you can instead take any other draconic feat for which you meet the prerequisite.

Special Attack (Ex): At 2nd level, 5th level, and 8th level, your sneak attack, skirmish, or sudden strike ability deals an extra 1d6 points of damage. If you have more than one of these abilities, you can improve any one ability of your choice (choose each time you gain this benefit).

Dragonfire Strike: At 3rd level, you gain Dragonfire Strike (see page 18) as a bonus feat, even if you don't meet its prerequisite. If you already have Dragonfire Strike, you can instead take any other draconic feat for which you do meet the prerequisite.

Master's Gift (Su): Starting at 7th level, you are so attuned to the arcane powers of your dragon master that beneficial arcane spells have an improved effect on you. Any arcane spell that is harmless (those that include the word "harmless" in their saving throw entry) has twice the standard duration when cast on you. If the spell is cast on multiple targets, the duration is doubled only for you.

Improved Dragonfire Strike (Su): At 9th level, you gain the ability to deal extra damage when using your Dragonfire Strike feat. Whenever you choose to convert your sneak attack, skirmish, or sudden strike damage to energy damage by using this feat, you can add an extra 1 point of damage per die rolled. For example, if you have sneak attack +6d6, you would deal 6d6+6 points of fire damage with your Dragonfire Strike feat.

True Stealth (Ex): At 10th level, you gain a heightened awareness of the difficulties involved with concealing your presence from advanced senses. This ability helps you learn to avoid even the keenest senses. If you take a —10 penalty on Hide or Move Silently checks (as appropriate), you can use these skills to conceal yourself from scent, tremorsense, blindsense, and blindsight. Creatures using those sensory abilities must make an opposed Listen or Spot check to notice you.


Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Draconic Senses
2nd +1 +0 +3 +3 Special attack +1d6
3rd +2 +1 +3 +3 Dragonfire Strike
4th +3 +1 +4 +4
5th +3 +1 +4 +4 Special attack +2d6
6th +4 +2 +5 +5
7th +5 +2 +5 +5 Master's gift
8th +6 +2 +6 +6 Special attack +3d6
9th +6 +3 +6 +6 Improved dragonfire strike
10th +7 +3 +7 +7 True stealth

Class skills

Skill name Key ability Trained only Armor check penalty
Appraise INT no no
Balance DEX no yes
Bluff CHA no no
Climb STR no yes
Craft INT no no
Decipher Script INT yes no
Diplomacy CHA no no
Disable Device INT yes no
Disguise CHA no no
Escape Artist DEX no yes
Forgery INT no no
Gather Information CHA no no
Hide DEX no yes
Intimidate CHA no no
Jump STR no yes
Knowledge (arcana) INT yes no
Knowledge (local) INT yes no
Listen WIS no no
Move Silently DEX no yes
Open Lock DEX yes no
Profession WIS yes no
Search INT no no
Sense Motive WIS no no
Sleight of Hand DEX yes yes
Spot WIS no no
Survival WIS no no
Swim STR no yes
Tumble DEX yes yes
Use Rope DEX no no

Spells for Hand of the Winged Masters