Inaccurate?

Arcane Hierophant

(Races of the Wild variant, p. 108)

Arcane hierophants wield a blending of arcane magic and divine magic with a heavy emphasis on nature and the elements.

Requirements

Base Attack Bonus: +4

Alignment: Any nonlawful

Skills: Knowledge (arcana) 8 ranks , Knowledge (nature) 8 ranks

Spells: Ability to cast 2nd-level arcane spells and 2nd-level divine spells.

Special: Trackless step class feature.


Hit die

d6

Skill points

4 + Int

Class Features

Weapon and Armor Proficiency: You gain no proficiency in any weapons or armor. You abide by the same armor restrictions that druids do, and you lose your divine spellcasting ability and supernatural or spell-like class abilities if you wear prohibited armor or carry a prohibited shield.

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 an arcane spellcasting class and a level in a divine 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 arcane spellcasting class or more than one divine spellcasting class before becoming an arcane hierophant, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Ignore Arcane Spell Failure: When casting an arcane spell, you ignore the arcane spell failure chance for any nonmetallic light or medium armor (padded, leather, or hide armor). You learn to cast arcane spells while wearing the types of armor that druids favor.

Wild Shape (Su): If you do not already possess the ability, you gain no new ability to wild shape. However, you add your arcane hierophant level to your druid level and gain the wild shape ability of a druid of the resulting level. For example, a character who is a 3rd-level wizard/3rd-level druid/4th-level arcane hierophant has the wild shape ability of a 7th-level druid. If you are not a druid, (for example, if you entered the class as a wizard/ranger), you do not gain the ability to wild shape.

Companion Familiar: Upon becoming an arcane hierophant, you must dismiss your familiar, if you have one (You do not risk losing XP for doing so.) You may retain any one animal companion you already possess. You add your arcane hierophant class level to your druid or ranger level for purposes of determining your animal companion's bonus Hit Dice, natural armor adjustment, and Strength/Dexterity adjustment (see the sidebar The Druid's Animal Companion, page 36 of the Player's Handbook). For example, a character who is a 4th-level druid/3rd-level wizard/4th-level arcane hierophant has the animal companion of an 8th-level druid (+4 bonus HD, +4 natural armor, and +2 Strength/Dexterity adjustment, or an animal companion chosen from the 4th-level or 7th-level lists). In addition, your animal companion (if any) gains many of the abilities that a familiar would normally possess. You add your arcane hierophant class level to your arcane spellcasting class level, and determine the Intelligence bonus and special abilities of your animal companion accordingly (see the sidebar Familiars, page 53 of the Player's Handbook). For example, a 4th-level druid/3rd-level wizard/4th-level arcane hierophant has a familiar companion equal to that of a 7th-level wizard and 8th-level druid (Intelligence 9, alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, devotion). The Hit Dice, hit points, attack bonus, saving throws, feats, and skills of the familiar companion are determined as normal for an animal companion. Due to the familiar companion's unusual Intelligence score, it may very well have more skill points than other animals of its kind. The familiar companion is a magical beast (augmented animal), but you can bestow harmless spells on your familiar companion as if it were an animal instead of a magical beast. If your familiar companion is killed or dismissed, you do not lose XP. You can summon a new familiar companion by performing a ceremony requiring 24 hours of uninterrupted prayer.

Channel Animal (Sp): Starting at 4th level, you gain the ability twice per day to establish a magical conduit between yourself and a single animal that you touch (including your familiar companion). For each use of this class feature, a spell you cast whose range is touch or greater can originate from the animal instead of from you, provided that you have line of sight and line of effect to the animal. The spell's line of effect then extends from the animal to the target based on the senses of the animal, not you. You can also use this power to deliver touch spells through the animal. Once you cast the spell, the animal is considered to be holding the charge for the spell (see page 176 of the Player's Handbook). Starting at 8th level, you gain two additional uses of this ability each day.

Channel Plant (Sp): Starting at 6th level, you gain the ability to establish a magical conduit between yourself and a natural, nonanimated plant (but not creatures of the plant type) once per day. This ability functions like the channel animal class feature, except that the line of effect from the plant to the target is based on your senses. You can use this power to deliver touch spells through the plant. Once you cast the spell, the plant is considered to be holding the charge for the spell (see page 176 of the Player's Handbook), except that the spell is delivered to the first creature or object that can receive the spell when the subject touches the plant. At 10th level, you gain a second daily use of your channel plant ability.

Advancement

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Companion familiar, ignore arcane spell failure, wild shape +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class
2nd +1 +0 +0 +3 +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class
3rd +2 +1 +1 +3 +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class
4th +3 +1 +1 +4 Channel animal 2/day +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class
5th +3 +1 +1 +4 +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class
6th +4 +2 +2 +5 Channel plant 1/day +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class
7th +5 +2 +2 +5 +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class
8th +6 +2 +2 +6 Channel animal 4/day +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class
9th +6 +3 +3 +6 +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class
10th +7 +3 +3 +7 Channel plant 2/day +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class

Class skills

Skill name Key ability Trained only Armor check penalty
Concentration CON no no
Craft INT no no
Diplomacy CHA no no
Handle Animal CHA yes no
Knowledge (arcana) INT yes no
Knowledge (nature) INT yes no
Listen WIS no no
Profession WIS yes no
Ride DEX no no
Spellcraft INT yes no
Spot WIS no no
Survival WIS no no
Swim STR no yes

Spells for Arcane Hierophant