You are probably correct... but, yeah, the concern is that we don't actually have any clear mechanics defined for a ranged trip attack - and, honestly, I'm not sure why the size of the thing doing the tripping should have any effect at all at range...
-Stuart
The language there is pretty clearly explicating a melee trip attempt. As far as I know we don't have language describing a ranged one... we can extrapolate and assume they use the same mechanics, but...
-Stuart
The other option...
make the NPC a warlock. His eldritch blast just looks a whole lot like Magic Missile (which makes sense given his background). There's no reason for him to realize that he isn't a sorcerer at first.
Warlocks make great crafters.
-Stuart
Why would small size give them -4 on both of these? The net description in the SRD doesn't say anything about it.
Also, it isn't clear from the rules whether size modifiers apply to ranged trip attempts.
-Stuart
Soulknife is generally weak, but it does gestalt really well with full BAB classes since the benefits of the class are fairly unique and don't overlap much with those of other melee-based classes.
-Stuart
I think the Hexblade suggestion was dead-on. Full BAB. Good HD. No need for a good Int. Your arcane abilities start out subtle - your enemies just aren't as good when they fight you... but you pick up actual spells later on...
To be fair, it isn't a particularly great class by most accounts...
Actually, as written, for a PC it has:
Dex +6, Con +2, Wis +4, Cha +2
Really good flight. Rather good natural AC. Excellent natural attacks. Scent.
There's no way that should be had for +2 LA.
-Stuart
Your ability score bonuses are confused.
17 Dex gives you a +3 to things like Initiative, Reflex Save, and AC.
Otherwise, I'd mark this at about a +3 LA - so ECL 5... and probably CR 2.
-Stuart
Yeah, actually... area control is great for archers. If you can slow down or trap melee opponents, you can pick them off.
Soften Earth and Stone, Plant Growth, Spike Growth, and similar spells can serve this sort of purpose as well...
-Stuart
Many Druid spells are good for archers. Some require creativity.
For example, Druid 1:
Updraft: Get needed distance so as not to provoke AoOs. See/shoot over obstacles.
Animate Wood: Animate an arrow. Shoot it at your enemy - or into your enemy's area.
Hawkeye: Increase range.
-Stuart
Swashbuckler 3 / Beguiler X would be a lot of fun. Good synergy with:
Intellingence
Beguiler's feinting
Beguiler's spell list (causing disorientation, misdirection, and buffing movement capabilities)
-Stuart
A ranger is fine for a new player.
Thoughts:
Wisdom doesn't need to be particularly high - just enough to cast the spells. He won't be using spells with DCs anyway (hopefully).
You might consider swapping out the animal companion for the PHBII variant.
As DM, give some guidance with favored...