Ranged Magus Archetype; "Spell Sniper"


Homebrew and House Rules


Hello fellow board members! *wavewave* This is my first ever post here on the paizo messageboards. Don't mean to be a shy wallflower or some such but I usually find all the input I need or all the answers to my questions through other threads other people have already posted. ^_^

But! I am here to share a little project I've been working on and refining the past few months. It started out as frustration born out of attempts to construct how I envision an original character who is dear to me. It later became something else entirely as I became passionate about doing this particular theme and concept proper justice without pushing it into "overpowered" territory.

I constructed a google document and attempted to follow the proper Paizo format for most of their official archetypes. You can see it here: MAGUS ARCHEYPE: Spell Sniper

Small Bit Of Commentary: I wished to give it base save progressions like the Bard has but I could not find the precedent for this in any of Paizo's archetypes so I nixed that; still wish I could do it and I'd probably ask if I could have it if my DM's chill about homebrew material. I also left Spell Combat unmodified to retain a bit of utility and flexibility for Spell Snipers who wish to function as switch hitters in a pinch.

In general, I am posting this for three reasons. The primary motivation is because I personally feel the current "ranged" Magus archetype that everyone knows of, Myrmidarch, does not quite fulfill everything I would want out of a magical archer who enchants their arrows with spellwork. Myrmidarch seems to lean more towards a tough fightery magus with lesser spellcasting. I wasn't quite as interested in the other features of Myrmidarch, which I felt didn't support a mystical sharpshooter theme. I wanted to design something around the simpler concept of someone who has learned to infuse their bow, crossbow, or rifle with magic. For this much, I decided to try my hand at a bit of game design to accomplish it (because now it'll be available to me in my D&D gaming group henceforth).

The other two reasons -- One, if I was going to design it I wanted to make sure it was both enjoyable and balanced. I'm pretty confident I did a decent job at balancing it but obviously I may have overlooked key details or made typos. So, I would like to put it here in the forums let you guy review it or make suggestions. Two, the document is completed in full as an intact draft and is effectively playable since I wrote all the rules and caveats out in detail. If anyone really likes this archetype as it is and wishes to use it in their games with the blessing of their super chill DM then I would love to let people use it. My only request is if anyone uses the archetype in their game that you tell me about the adventures of your spell sniper. :D

Enjoy~!

RPG Superstar Season 9 Top 16

Welcome to the boards!

A ranged magus has been a big concept I've worked on internally. I applaud your judgment in not making a ranged spell combat (such an ability would be way too powerful). However, this magus archetype does have numerous issues.

1) The class skills are not fair trades. The archetype trades two "meh" skills for three skills -- two of them significantly better than both the skills lost. The magus has a lack of decent skills to offset his power elsewhere. Yet, this archetype gives him the best skill in the game in exchange for two skills he doesn't really use much anyway. He doesn't need Stealth, either. He has the ability to spam invisibility spells. Stealth is a fairly rare class skill that's often left to classes directly related to it. Out of the CRB, UM, UC, and APG books, only five classes have Stealth as a class skill. I don't think changing the magus's skills is necessary at all.

2) I'm not sure why it has firearm proficiency. It just feels out of place, especially when Ultimate Combat firearms require a number of feats and class features to make them viable. A firearm magus would likely be better off as a separate archetype, possibly one that's compatible with this one.

3) The archetype gives a feat for free, without any replacements. I don't understand why. In addition, the magus can't use Reach Spell at 1st level anyway. He only has 1st level spell slots. I think a Reach Spell effect would be appropriate, but perhaps as a magus arcana or a replacement for spell recall.

4) I'd remove brilliant energy and phase locking abilities from the arcane pool list. There's already a magus arcana that gives you brilliant energy. Phase locking also seems out of place.

5) I'd also remove the rules about using arcane pool to enhance ammunition. It's not necessary and raises many mechanical questions.

6) Spellshot should not make the assumption that every spell has a casting time of 1 standard action.

7) Did you copy the myrmdiarch's Ranged Spellstrike for Improved Spellshot? That's a really bad idea. Ranged Spellstrike is broken--it doesn't work as written and does not really imply how it's supposed to work either. You can't full-round attack on the same turn you spent a standard action to cast a spell.

8) Can Imbue Arrow work on other pieces of ammunition? It's obvious you just copy/pasted the ability from arcane archer.

9) I don't understand what Greater Spellshot is supposed to do. You already gave them Reach Spell and the ability to deliver targeted effects through ranged weapon attacks.

10) Phase shot is a pretty cool ability and appropriate for replacing counterstrike. However, it's just a copy/paste from arcane archer without resolving some of the mechanical issues and ambiguity.

11) The recommended magus arcana list references content from obscure 3rd party material.

12) I admire the decision to make your material follow the structure and style guide of Paizo products. However, it's obvious you just copy/pasted from d20PFSRD, which does not follow Paizo product style. Paizo's official PRD follows it better, with the exception that each paragraph is double-spaced and not indented (a side effect of turning the text into XHTML). Compare to printed books and official PDFs.

13) In addition, there's numerous style guide errors. Ability names should not be capitalized unless it's a subheading or the name of a feat. They should never be italcized unless it's the name of a spell. Never postfix them with the ability type label unless it's the heading of the ability. In other words, don't write "This replaces Spellstrike (Su)." The correct style is: "This replaces spellstrike."

Overall, I do not really like this. Most of the archetype simply copy/pastes existing abilities without analyzing how the mechanics work and fit with the class. The result is an archetype with broken mechanics and design choices that don't make much sense.

RPG Superstar 2015 Top 8

Spell-sniped by Cyrad, and I agree with pretty much everything said above.

I tried something similar with my Spellharrier, though I went a somewhat different route.


Thank you very much for the in depth critique, Cyrad. You made a lot of very good points and I'll take them to heart because I want to go back to the drawing board and revise the archetype with what you said in mind. I had some ideas while I was driving home, thinking over what you said, and I may go in a more "one devastating precise hit" direction over following the precedent of the ranged spellstrike ability.

I'll be honest and admit I was a little leery of just making up my own mechanics or class features for something homebrew, which is why I was trying to stick to what I'd seen in official, released Paizo material. Something like Phase Shot felt fitting and is already a preestablished hallmark, for example.

I'll take out the class skills thing as well, although would it alright or fair to trade Intimidate for something like Survival perhaps? I did want to give them a small bit of Ranger flavor and I thought perhaps it could be accomplished through alternate skills.

Anywho, I'll go back and rework it. Maybe in another few weeks or so I can come back with something better. Thanks!


There is nothing wrong with making new mechanics. That is how a game evolves. However, if your new class feature is similar to something that already exists or if parts are the same, you should copy & paste the relevant parts and then make changes to it. By doing so, you let the reader know that it works the same as the existing mechanism, with the exception of what has been changed.


Here is my take on the Ranged Magus: Gun Mage

Maybe it's a too bit strong, but it was made to my girlfriend to play. :p

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