Camarath
Pale Master Tarrasque
From SRD
"Attack (ranged) [Standard][AoO: Yes]
Description: The character attacks an opponent in line of sight to the character, within range of the ranged weapon being used. A target is in line of sight if no obstructions between the character and the target grant 100% cover. The maximum range for a thrown weapon is five range increments, for projectile weapons it is ten range increments. The attack roll is:
d20 + Attack modifiers vs. AC of target
Attack modifiers consist of the character's base attack bonus, size adjustment, dexterity adjustment, and any other bonuses that apply to the attack roll. Each range increment of distance between the character and the target after the first will impose a penalty, per the weapon description."
"Damage Rolls
If the attack roll result equals or exceeds the target's AC, the attack is successful, and the attacker deals damage to the defender. Roll the appropriate damage for the attacker's weapon. The damage is deducted from the target character's current hit points."
This indcates that you roll your attack then after you know if you have succeded or not you roll you damage, thus these rolls are made at different times. Also a monk's Deflect Arrows works after a successful attack roll but before the monk is hit by the arrow.
Also From SRD
"Antimagic Field
Abjuration
Level: Clr 8, Magic 6, Protection 6, Sor/Wiz 6
Components: V, S, M/DF
Casting Time: 1 action
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on the character
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: See text
An invisible barrier surrounds the character and moves with the character. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration.
Golems and other magical constructs, elementals, outsiders, and corporeal undead, still function in an antimagic area (though the antimagic area suppresses their supernatural, spell-like, and spell abilities normally). If such creatures are summoned or conjured, however, see below.
Summoned or conjured creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that's maintaining the creature. If the character casts antimagic field in an area occupied by a conjured creature who has spell resistance, the character must make a caster level check (1d20 + caster level) against the creature's SR to make it wink out.
Normal creatures can enter the area, as can normal missiles. The spell has no effect on constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Undead and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities, however, may be temporarily nullified by the field.
Dispel magic does not remove the field. Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and creatures of demigod or higher status are unaffected.
Note: Should the character be larger than the area enclosed by the barrier, any part of the character's person that lies outside the barrier is unaffected by the field."
Things within the antimagic field are suppersed. Since the attack happens outside the antimagic field and before the arrow enters the field you gain the bonuses to attack. Since you roll damage after the arrow is suppressed within the antimagic field you gain no bonus to damage.
"Attack (ranged) [Standard][AoO: Yes]
Description: The character attacks an opponent in line of sight to the character, within range of the ranged weapon being used. A target is in line of sight if no obstructions between the character and the target grant 100% cover. The maximum range for a thrown weapon is five range increments, for projectile weapons it is ten range increments. The attack roll is:
d20 + Attack modifiers vs. AC of target
Attack modifiers consist of the character's base attack bonus, size adjustment, dexterity adjustment, and any other bonuses that apply to the attack roll. Each range increment of distance between the character and the target after the first will impose a penalty, per the weapon description."
"Damage Rolls
If the attack roll result equals or exceeds the target's AC, the attack is successful, and the attacker deals damage to the defender. Roll the appropriate damage for the attacker's weapon. The damage is deducted from the target character's current hit points."
This indcates that you roll your attack then after you know if you have succeded or not you roll you damage, thus these rolls are made at different times. Also a monk's Deflect Arrows works after a successful attack roll but before the monk is hit by the arrow.
Also From SRD
"Antimagic Field
Abjuration
Level: Clr 8, Magic 6, Protection 6, Sor/Wiz 6
Components: V, S, M/DF
Casting Time: 1 action
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on the character
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: See text
An invisible barrier surrounds the character and moves with the character. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration.
Golems and other magical constructs, elementals, outsiders, and corporeal undead, still function in an antimagic area (though the antimagic area suppresses their supernatural, spell-like, and spell abilities normally). If such creatures are summoned or conjured, however, see below.
Summoned or conjured creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that's maintaining the creature. If the character casts antimagic field in an area occupied by a conjured creature who has spell resistance, the character must make a caster level check (1d20 + caster level) against the creature's SR to make it wink out.
Normal creatures can enter the area, as can normal missiles. The spell has no effect on constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Undead and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities, however, may be temporarily nullified by the field.
Dispel magic does not remove the field. Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and creatures of demigod or higher status are unaffected.
Note: Should the character be larger than the area enclosed by the barrier, any part of the character's person that lies outside the barrier is unaffected by the field."
Things within the antimagic field are suppersed. Since the attack happens outside the antimagic field and before the arrow enters the field you gain the bonuses to attack. Since you roll damage after the arrow is suppressed within the antimagic field you gain no bonus to damage.