Arcane Skirmisher (Homebrew Prestige Class)

The Arcane Skirmisher is an expert at combining archery and magic. He has learned how to imbue his shots with raw magical energy. Combining this with a very mobile combat style, the Arcane Skirmisher becomes a force to behold on the battlefield.

#### Requirements

* **Base Attack Bonus**: +2.
* **Feats**: Rapid Shot, Weapon Specialization

#### Class Skill

The Arcane Skirmisher's class skills are Acrobatics (Dex), Climb (Str), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex) and Stealth (Dex)

Skill Points at Each Level: 4 + Int modifier.

#### Class Features

**Weapon and Armor Proficiency**: Arcane Skirmishers do not gain any weapon or armor proficiencies.

**Spellcasting**: At each level, 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 a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming an arcane skirmisher, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

**Arcane Shot (Su)**: As a swift action, you can imbue your weapons with a fraction of your power. He may choose to sacrifice a spell slot to gain a bonus to his damage equal to twice the level of the spell slot sacrificed for 1 round. If using spell points each "spell level" costs 2 points (to a maximum of twice his Arcane Skirmisher level). If using power points each "spell level" costs 4 power points.

**Skirmish (Ex):** An arcane skirmisher relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn. The extra damage applies only to attacks made after the arcane skirmisher has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during the arcane skirmisher's turn. This extra damage increases by 1d6 for every additional level gained.

The extra damage only applies against creatures that have a discernible anatomy. Creatures immune to extra damage from critical hits are not vulnerable to this additional damage. (This is precision damage.)

An arcane skirmisher loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

In addition, your fighter level for selecting feats is equal to your hit dice.

**Evasion (Ex):** Beginning at 1st level, an arcane skirmisher can avoid damage from certain attacks with a successful Reflex save.

**Close Combat Shot (Ex):** At 1st level, an arcane skirmisher can attack with a ranged weapon while in a threatened square and not provoke an attack of opportunity.

**Fast Movement (Ex):** Starting at 2nd level, an arcane skirmisher gains a +10 foot enhancement bonus to her base land speed. At 4th level, this bonus increases to +20 feet.

**Improved Rapid Shot (Ex):** When using the Rapid Shot feat, an arcane skirmisher may ignore the -2 penalty on all his ranged attack rolls.

**Arcane Shot Expert (Su)**: The arcane skirmisher may now activate his arcane shot as a free action.

**Camouflage (Ex):** Beginning at 3rd level, an arcane skirmisher can use the Stealth skill in any sort of natural terrain. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

**Support Sniper**: Once per round, whenever an ally within line of sight gains an attack of opportunity upon a foe, the arcane skirmisher can make one ranged attack against the same foe (within the first range increment of his weapon), at his highest attack bonus as a free action.

**Superior Weapon Specialization**: This stacks with any existing weapon specialization bonus, and adds an additional +2 to all damage rolls made with any weapon that the arcane skirmisher has Greater Weapon Specialization for.

**Arcane Shot Savant (Su)**: The arcane skirmisher now increases the critical damage multiplier of his weapon by two when using Arcane Shot.

**Extreme Precision (Su):** A 5th-level arcane skirmisher's senses and feel for "the shot" become so attuned that he may make ranged precision attacks (and sneak attacks, if he has the ability) at any distance within the first ranged increment of his weapons.