Arcane Archer PrC



ENTRY REQUIREMENTS
To qualify to become an arcane archer, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Feats: Point Blank Shot, Weapon Focus (any bow)
Spells: Ability to cast 1st-level arcane spells.

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spellcasting
1st +1 +2 +2 +0 Imbue Arrow -
2nd +2 +3 +3 +0 Seek Arrow +1 level of existing arcane spellcasting class
3rd +3 +3 +3 +1 Adapt Arrow -
4th +4 +4 +4 +1 - +1 level of existing arcane spellcasting class
5th +5 +4 +4 +1 Martial Arcanist -
6th +6 +5 +5 +2 Arrow Arcana+1 level of existing arcane spellcasting class
Hit Die: d8
Class Skills (2 + Int modifier per level): Concentration, Craft, Hide, Knowledge (arcane), Listen, Move Silently, Profession, Ride, Search, Spellcraft, Spot and Survival.

CLASS FEATURES
All the following are class features of the arcane archer prestige class.
Weapon and Armor Proficiency: Arcane archers gain proficiency with light armor.
Spellcasting: At every even level you gain as an arcane archer, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other class feature a character of that class would have gained. If you had more than one spellcasting class before becoming an arcane archer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Imbue Arrow (Sp):  An arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.
Seek Arrow (Sp): Starting at 2nd level, whenever an arrow would normally be lost or destroyed when fired in the normal fashion by an arcane archer using a bow, there is a 5% chance per class level that it survives intact. As a swift action that doesn't provoke attacks of opportunity, an arcane archer can sense the direction and distance of the nearest unattended arrow, on the same plane, befitting any bow she currently possesses. This ability does not account for terrain or obstacles, and does not function if the arcane archer does not have an appropriate and functional weapon in her possession.
Adapt Arrow (Sp): Upon reaching 3rd-level, an arcane archer can alter the magical properties of her ammunition. As a move action that does not provoke attacks of opportunity, she can instantaneously change the magical abilities of one arrow she touches, provided her base attack bonus or caster level meets the minimum caster level required to craft the new arrow. The arrow's overall market price may not increase, its abilities must remain legal, and it must retain a minimum enhancement bonus of +1. For instance, she can change a +5 arrow into a +1 keen holy shock arrow.  Temporary spells and effects laid upon such ammunition remain unaffected.
Martial Arcanist (Ex): At 5th level, you master the art of combining your militant and mystical training. From this point on, your caster level in a chosen arcane spellcasting class is equal to your base attack bonus (unless it would otherwise be higher). For example, a 7th-level fighter/1st-level wizard/6th-level arcane archer has a base attack bonus of +13 (and thus a caster level of 13th). You can  apply this benefit to only one arcane class to which you have added spell casting levels by your advancement as an arcane archer.
Arrow Arcana (Ex): Upon reaching 6th-level, an arcane archer may whisper the verbal components of the spells she casts (see PH 78 for the Listen skill). In addition she may cast any of the following spells (as an arcane spell) as if she were using a runestaff (except there is no daily use limit for each spell, and she's not limited to those that appear on her class spell list), by expending a prepared arcane spell or arcane spell slot of the same level or higher.

accelerated movement (SpC)
air walk
arrow mind (SpC)
arrow of bone (SpC)
arrow storm (SpC)
arrowsplit (CoR)
bloodfreeze arrow (CoR)
brilliant energy arrow (CoR)
camouflage (SpC)
curse of arrow attraction (PH2)
darkflame arrow (CoR)
darkvision
deeper darkvision (SpC)
dispel fog (ShS)
divine agility (SpC)
doublestrike arrow (CoR)
dragonsight (SpC)
ebon eyes (SpC)
embrace the wild (SpC)
feather fall (SpC)
faerie fire (SpC)
find the gap (SpC)
flame arrow
forestfold (SpC)
frost weapon (Fb)
ghost touch weapon (LiM)
guided shot (SpC)
haste, swift
hawkeye (SpC)
heroics (SpC)
keen edge
lightfoot (SpC)
longstrider
magic weapon
magic weapon, greater
make whole
mark of the hunter (SpC)
melf's slumber arrows (CM)
mending
primal hunter (DM)
primal instinct (DM)
primal senses (DM)
primal speed (DM)
prismatic bow (CM)
raptor's sight (RotW)
serpent arrow (CoR)
shadow arrow (CoR)
snowshoes (SpC)
snowsight (Fb)
sonic weapon (CAd)
spellslayer arrow (CoR)
superior darkvision (UE)
vanishing weapon (BoED)
water walk 
wind tunnel (SpC)
woodwisp arrow (CoR)

(fin)

Decimation Mage PrC

Decimation mages, sometimes called war wizards, prefer to leave no stone unscathed, and are highly sought after for support upon the battlefield.  They specialize in covering large areas with their spells, and delight in laying waste to large numbers of enemy forces arrayed against them.

This class replaces the War Wizard as presented in Magic of Faerûn, and the War Mage as presented the Dragonlance - Age of Mortals Campaign Setting Companion.

ENTRY REQUIREMENTS
To qualify to become an decimation mage, a character must fulfill all the following criteria.
Skills: Concentration 5 ranks, Knowledge (arcana) 5 ranks, Spellcraft 11 ranks
Feats: Widen Spell, Sculpt Spell, Skill Focus (Concentration)
Spells: Ability to cast 4th-level arcane spells.

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spellcasting
1st +0 +2 +0 +2 Spare Allies +1 level of existing arcane spellcasting class
2nd +1 +3 +0 +3 Wrath +1 level of existing arcane spellcasting class
3rd +1 +3 +1 +3 Spellsweeping +1 level of existing arcane spellcasting class
4th +2 +4 +1 +4 - +1 level of existing arcane spellcasting class
5th +2 +4 +1 +4 Spellshaping +1 level of existing arcane spellcasting class
6th +3 +5 +2 +5 Broadcast +1 level of existing arcane spellcasting class
Hit Die: d4
Class Skills (2 + Int modifier per level): Bluff, Concentration, Craft, Diplomacy, Intimidate, Knowledge (arcane), Listen, Profession, Ride, Search, Sense Motive, Spellcraft, Spot and Survival.

CLASS FEATURES
All the following are class features of the decimation mage prestige class.
Weapon and Armor Proficiency: Decimation mages gain no proficiency with any weapon, armor or shield.
Spellcasting: With each level you gain as an decimation mage, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other class feature a character of that class would have gained. If you had more than one spellcasting class before becoming an decimation mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Spare Allies (Ex): Whenever a decimation mage casts a spell that affects an area, he may designate a number of targets equal to his 4 + his class level to exclude from its effects. These targets remain unaffected by the initial instantaneous effects of the spell. Spells with an ongoing duration however, affect those targets normally as if they had entered the area just after the spell's onset.
Wrath (Ex): Starting at 2nd level, each arcane spell cast by a decimation mage gains a bonus on caster level checks to overcome spell resistance, and deals an extra amount of damage per die of damage, both equal to half his class level (rounded down).
Spellsweeping (Ex): At 3rd level, a decimation mage may reduce by one level, the cost of applying the Widen Spell feat to his spells, to a minimum cost of +0.
Spellshaping (Ex): Starting at 5th level, a decimation mage may shape the areas of the spells he casts to such a degree, that he can exclude any number of 5-ft-cubes from its area of effect.  When using the Sculpt Spell feat, a decimation mage has the option of changing the spell's area into thirty two 5-ft-cubes.
Broadcast (Ex): At 6th level, whenever a decimation mage casts a spell affected by the Widen Spell feat, the numeric measurements of that spell's area are increased by 200% instead of by 100%.