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Since he is a oracle of nature he has access to speak with plants and grove of respite. Speak with plants last 1 min per level so lasts for 11 min per casting. If he has a way to move fast enough that should significantly increase his chances of finding her. Grove of respite says it conjures a grove of trees surrounding a shallow spring. That may be enough to save her tree.
War Priests are better when you are fighting long battles against multiple different types of creatures. Inquisitors are better at going nova vs specific creatures. The big advantage the War Priest has over the Inquisitor in combat is they can get their spells of much faster while still attacking, and that they can last longer because of being able to use swift action healing on themselves. The inquisitor on the other hand has a lot limited use abilities that all stack together to allow him to exceed what the War Priest can do. The problem is unless he has advance warning It may take him a few rounds to get up to speed. The Inquisitor also faces the problem that once he runs out of his special abilities he is actually a lot weaker than the War Priest.
As Deadmanwalking said Inquisitors have much better noncombat abilities. Their spell list contains more utility spells and includes many spells that divine casters usually don’t get.
I would see how the cleric is planning on building his character. If he is going to go for a more martial build than I think that the War Priest is probably going to be redundant.
One way would be to randomly reverse the rolls. Let the player roll all rolls and have them give you the actual result of the die and their relevant modifier separately. The behind your screen roll another die and if it comes up odd than use the roll the player gave. If it comes up even reverse the roll. So if the player rolls a 18 on a d20 and you roll even than the player actually rolled 2 instead of 18. Then adjust the roll based on the players modifier. This is a lot of extra work for you but it keeps the player involved and they never know if the rolled well or poorly. Let them know in advance you are doing this so they don’t get upset.
If this were a normal Magus than Chill Touch is a good first level spell. This is an Eldritch Scion which means he is only going to have 6 first level spells known period. Tying up 1/6 of your 1st level spells with a situational spell that does not scale up is not a good tactic. They can replaces spells starting at 5th level so maybe taking Chill Touch would not really be all that bad as long as you replace it when you can.
Magic Missile is probably the single best 1st level Magus spell for dealing with undead. While Chill touch does cause undead to flee it goes up against their best save and at higher level the low DC of the spell is going to make it nearly useless vs anything level appropriate. Because you are only get a limited number of spells known you really do not want to waste a spell slot that will not be useful as you level up. Magic Missile is a force effect and as such deals full damage to incorporeal creatures. Because you get more missiles as you level up the damage scales up to remain useful. It is also the only regular force spell on the magus list before 3rd level.
For roleplaying you could be the one who carries everybody’s gear. Get the biggest bag of holding you can afford and tell the other party members out of game you are willing to carry their gear. From a roleplaying stand point you steal it, but the party knows it so when they want to use their gear they simply ask you for it. You are only interested in cool stuff (Things they don’t need to always have), not boring stuff (Things they do need to have). Kleptomania is a type of insanity so you don’t really need to have a logical reason why something is boring, or interesting.
I would go for the Drow Noble Archeologist Bard. Since you are going solo you want a class that does is more self-reliant. The archeologist’s class abilities focus strictly on himself. Many of the Arcane Duelist, and Inquisitor class ability work best with other people around. Bardic Knowledge is going to be more useful than Monster lore because you don’t have other party members to cover knowledge skills.
Put the 18 in DEX and go for a DEX to damage build. Make sure to take lingering performance for your next feat. Take Fate’s Favored as one of your traits and make sure Heroism is one of your second level spells. Pick up lingering performance as your next feat (your first two will be needed for the DEX to damage).
What class are you playing? For the most part spending a feat slot is preferable to dipping into a class that gets it as a bonus feat. Unless your class does not have many class features you are probably better off sticking with your class. The only classes that are not really hurt by dipping are the fighter and rouge. Since the fighter only real class feature are bonus feats I assume you are not playing a fighter. Any caster especially a full caster is better off staying single class. About the only exception would be if you are getting more than a single feat for the dip. I could see dipping a single level of fighter to get better armor and weapon proficiencies, but no just a single bonus feat.
There are of course exceptions.
While the head of a dragon may not be abnormally large, neither is it abnormally small. If the skull of a lion is large enough to make a helmet than making one from a dragon’s skull should not be a problem. I think that a huge skull would actually be too large to make a medium sized helmet. An elephant is a huge animal and its skull would be way too big for a medium helmet.
A campaign with only two characters is going to have two main problems. The first is going to be in combat where the lack of numbers reduces their action economy. The second is going to be out of combat diversity and utility. Neither of these problems are unsurmountable, but should be recognized and dealt with.
Since the action economy problem is mainly about having enough creatures on their side the solution is to make sure they have extra creatures available to them. Classes that have pets are one way to solve the problem. Just make sure that the pets are full pets not limited. A druid’s animal companion is fine, but a ranger is probably too weak. If the feat boon companion is used a rangers pet would be ok.
The second way to improve the action economy is if the characters have the ability to summon creatures to aid them in combat. Most full casting classes have some sort of summoning spell on their spell list. Both druids and hunters are always able to summon creatures. The druid can convert any spell to a summon nature’s ally, and the hunter always has those spells on his list of known spells. While the summon natures ally line is probably weaker than the summon monster line it still gets the job done.
As to the diversity and utility problems this is just a matter of choosing the right classes. Avoid overly specialized classes in favor of more rounded classes. Wizards are very powerful, but are week on defense, and often require a few rounds to get going. In a normal party where the other players are buying them time this is not a problem. Fighters are great at combat, but other than that don’t really do much. A magus or ranger would probably be better in the smaller party. Any class that is not INT based should probably have at least 4 skill points per level. Magic is a big part of the game so both characters should have at least some magical ability.
The last thing that will help is if the characters are optimized for the campaign you are running. If the campaign is focusing on certain types of monsters the characters can be built for it which will reduce the imbalance of having fewer characters. A ranger with maxed out favored enemy undead will be a lot more useful in a undead heavy campaign than in a normal campaign.
A half orc inquisitor with improved monster lore, and taking the half orc favored class bonus gets +1 bonus per level to knowledges to identify monsters. This is in addition to adding both INT and WIS to the total. They also get 6+ INT bonus skill points per level. This is only to identify monsters but the bonus is huge.
Merciful spell does not use a higher level spell slot. GM fiat is probably the best way to go about it. If you want an explanation simply make the item an artifact. Artifacts are pretty much for when a GM wants to do something unique but wants to keep control of it. Make the artifact the dueling chamber itself. This would also allow you to justify that any magic cast does not reach past the chamber.
The modifications are done last. If you look at the werewolf example in the bestiary the human fighter has a CON of 14, wolves have a CON of 15. The hybrid form has a CON of 17.
You do not gain the size bonus adjustments for two reasons. First you only gain what the templates states and it does not mention any adjustments for size difference. Second you are already using the better of the two stats anyways so this is kind of factored in already.
For spell casters you want have the same casting stat for both classes. The summoner is a CHA based class and both the druid and hunter are based on WIS. Both of those classes also need decent physical stats so mixing them with a summoner is going to be difficult. The ranger not only increases your combat ability, but gives you decent skills.
Keep the sorcerer/antipaladin but maybe go for a draconic sorcerer and then go antipaladin/dragon disciple. A demon spawns Tiefling works well for this.
The swashbuckler has almost no synergy with an inquisitor. A better combination would be unchained monk/inquisitor. Flurry of bane is too good to pass up.
For Ear’s other character go swashbuckler/Archeologist bard. Use spells like heroism and other buff spells to boost your skills and combat through the roof.
If you are playing an evil character don’t play the paladin. The only thing I can think is that you are playing a antipaladin.
Overall the Druid/Ranger is going to be more powerful. Both the Summoner/Nightblade are 2/3 casters with medium BAB that can wear light armor, and have bad fortitude saves. You do get a lot of special abilities but both your magic and combat is weaker than the Druid/Ranger.
The other thing to consider is both the druid and ranger are prepared divine spell casters. This gives you access to every spell on both lists as soon as you are able to cast them. Many of the spells on their lists are very situational which means when they are useful they tend to be stronger in that situation. The druid also gains higher level spells earlier than either the summoner or nightblade.
The fighter/rogue is going to be the weak character. The low will saves makes him a lot weaker than the other party members. His complete lack of magic is also going to make him much less powerful than the rest of the party. Going with unchained rogue and using an elven curved blade will allow him to get 1.5 DEX bonus to damage.
The Cleric/Monk should be fine, though I would suggest going unchained monk to get full BAB and extra HP. The cleric puts his Will save back to where it should be.
Toth was primarily a guide and protector. He seemed to have decent wilderness skills. The Witchgaurd archetype seems to fit. If I remember correctly he also used a quarterstaff as his weapon. The ranger combat style would allow for him to use two weapon fighting with a quarter staff without having to have a high DEX. STR was obviously his primary stat. While the ranger’s spells don’t exactly fit he did come from a race noted for its use of magic. It is not a perfect fit, but seems reasonable close.
For the magic that does not quite fit like the shape changing you have a couple of way to cover this. As I suggested all the disciples are mythic characters. A couple of mythic path abilities and feats will cover much of their abilities. You could also create a custom wizard archetype. Swap out the wizards school powers for wild shape. Also as far as I know all the disciples of Aldur have an amulet. Since Ce’Nedra’s amulet is magic it would make sense that the other are also magic. Use this as their wizard’s arcane bond. This would allow them to enchant it as a magic item. Since they are all also mythic it could even be a legendary item for even more power.
Yes and all he would get would be the benefit of protection from evil. It would not keep out summoned creatures because to do that the spell would have to affect them. When you use Fervor to cast a spell you can only affect yourself even if the spell normally affects others. This pretty much means you can’t cast anything but self-buff spells using it.
The way I see it all the disciples of Aldur are Mythic characters following the Archmage path. They all have Wild Arcana to allow them to cast any spell they need. They all also took the path ability Perfect Preparation. Wizard is probably the class that best fits them, although arguments could be made for Arcanist.
Belgarion is a fighter2/ Wizard8/Eldritch Knight 10. His magic is just too powerful for a Magus.
Silk is a ninja. Some of his abilities like the changing of his face could be custom ki abilities
Durnic was an expert in the first series, but retrained the levels to wizard in the second series
Barak is a Barbarian
Hettar is a ranger
Mandorallen is a cavalier
Lelldorin is a fighter
Sadi and Velvet are probably unchained rogues.
Ce’Nedra is an Aristocrat with a few levels of druid.
Relg could be an inquisitor
Toth is probably a ranger.
The ABP is actually perfect for a monk. See if your GM will allow you to use this even if the other characters are not. If he does you may want to think about taking a vow of poverty for the extra ki.
The way I see a lawful character is they live their lives by a set of rules based on an external source. This can be something like the paladins code, or often the laws of your own land. Generally you do obey the local laws unless it conflicts with the laws that govern you. This is particularly true when you are playing a divine caster. A paladin is going to obey the laws of his deity before any mortal law. The person who lives by his own personal code is not really lawful, but more than likely is neutral at best, and possibly even chaotic.
What I am looking at is the fact that a lot of things that limit and inconvenience normal characters no longer have any effect on the lich. AS a GM those are part of my bag of tricks that allow me to make the adventure interesting. High level adventures are difficult enough to run without having a character that can ignore many of the things that other players need to deal with. If everyone in the group were to have a similar template that changes things dramatically. I could see a campaign where the players are all undead, but where one character has a template and the other do never ends well.
I speak form experience on this. I have played a character in a game like this, and my character was the one with the template and he completely overpowered the rest of the group. The campaign ended because the other players were tired of playing spear carrier. I have also been in other campaigns where this has been done and every time it starts out cool, but ends badly.
You seem to be missing the whole point of what I am saying. What I am saying is that adding any template to a single member of the party is a bad idea. This applies equally to other classless and other templates. Templates change the nature of the game and unless all the characters are at least similarly changed it creates an imbalance. This is not necessarily about power, but rather how the game plays out.
I have to disagree with you that a 11th level wizard does not need the rest of the party. A wizard alone against a group of monster is at a severe disadvantage. As you said yourself the action economy makes it difficult for a single character to deal with moderately large groups. If a lich can be overwhelmed so can the ordinary wizard.
Yes there are ways to affect a lich with magic that he is normally immune to. But if every caster has those feats the player is going to be calling foul, and rightfully so. If the GM has to rewrite everything to deal with your character than the balance of the campaign has already been thrown off. This is one of the reasons I recommended not using templates. Often time the GM has two choices. The first is to allow the player an unfair advantage over the rest of the party. The second is to rewrite practically everything to counter your special abilities. In either case the balance of the party is throw off.
I am not saying that there are not ways to deal with a lich. What I am saying is that if the rest of the party does not have the same, or at least similar abilities it creates an unbalance in the game. If the GM is running a high powered campaign where all the characters are equally powerful that is fine. What is not fine is when one character has that significant of an advantage. Mixing templated characters in a normal campaign is going to lead to a huge imbalance.
Being able to ignore any spell that requires fortitude save (which is the wizard’s weak save) is a lot more useful than you think. They are also immune to all mind affecting spells (charms, compulsions, morale effects, patterns and phantasms). Then factor in complete immunity to two out of the four elemental damage types (cold and electricity). Between these ability the lich is outright immune to a good majority of the spells, and those that do affect him tend to target will save which is his strongest save.
The lich also has an unlimited use touch attack that deals negative energy. This means he can heal himself up to full in almost no time without have to use any spells or abilities. Since he is immunity ability damage HP damage is really the only thing he has to worry about. So the lich is always at full strength when you fight him.
Most of the Lich’s defenses directly shore up the weaknesses of the wizard. This means that he is now free to devote those resources that he used to have to use to survive to other purposes. As a GM run monster that is not all that bad, but as a player character it creates an imbalance in the party. Basically once the wizard becomes a lich he really does not need the rest of the party.
Improved Initiative is a great feat for a spell caster. Being able to go first is very important to an arcane spell caster. Low level casters may need it to bring up their defenses. At higher level being able to get your spell off can allow you to single handedly shut down the encounter. Since this is for society play you are only getting one bloodline feat anyways so all you need is one good one.
If you did go higher than 12th level you still have a couple of good feats. Dodge may be a boring feat, but an extra +1 AC (especially to touch AC) is always useful. Quicken spell is also a very useful feat, as a sorcerer you can actually make better use of metamagic feats than a wizard. Being able to apply the feat on the fly is very useful. With Quicken Spell you don’t even suffer the drawback of a sorcerer using metamagic.
I would advise against allowing any templates for player characters. The CR adjustment is to give you an idea of how powerful the creature will be for purpose of XP when defeated. Many of the abilities you get from a template have long range implications that really don’t affect how powerful the creature is in combat, but give significant advantages to a player character compared to the other players. The Lich’s Phylactery is a perfect example of this. The only way I would allow a character to use a template is if all characters are using the same template.
Try this as an experiment write up two versions of the character. One of the versions is as a lich; the other is two levels higher. Than run a combat against both versions and see which one is more difficult. You’re going to find the lich version is a hell of a lot tougher than the one two levels higher. Than factor in the fact that even if the party was able to defeat the lich they did not really kill it. The lich’s Phylactery is hidden safely away from where you fought him so he simply reforms in 1d10 days. Do you really want to give this kind of power to one of your players?
I have not seen Horror Adventures, but the fact that if you become a lich the GM is supposed to take away your character shows at some point it becomes unbalanced.
Vestigial Arm specifically states it does not give you any extra attacks, but can be used to wield a weapon. That means get the same number of attacks as someone with only two arms. You can use the dagger in the third arm as part of the attack, but it does not do anything that a person with two arms cannot do.
I think that Anguish has the correct answer.
Personal: The spell affects only you.
To me this means that the spell is based on the perceptions of the person casting it. You can’t use something like when Michael Jackson thinks about taking my wallet because then the triggering condition is affecting another person. You can use the actions of another person against you. So using the triggering condition of when my wallet is taken is fine.
The triggering action also has to be clear and simple. The description of the spell does not specifically state simple, but it does state “If complicated or convoluted conditions are prescribed the whole spell combination may fail. To me this means you have to be able to fully describe the trigger in no more than one or two sentences. You also have to absolutely identify the trigger. So saying something like when Michael Jackson takes my wallet will not work, because there are many people named Michael Jackson.
Another thing is that the trigger cannot have happened yet. Since the contingent spell goes off as soon as the triggering condition is met, this obviously prevents spells triggering from past events. This alone is going to prevent it from being used for a lot of divination.
In previous edition the GM was encouraged to look for loopholes in wishes. I think that contingency should be treated like that. You get one or two complete sentences to describe the trigger. If there is any doubt or confusion about the trigger the spell fails and yo are out 1,500 gp.
Considering that a lot of magical beast looks like animals it is not unreasonable to require a knowledge nature roll to identify an animal. If the characters encounter a wolf like creature how do they know it is just an ordinary wolf? Devil Dog’s, and Worgs are both described as looking like wolves. Telling the players what the creature looks like does not mean they can identify it, that requires an appropriate skill check.
I would allow a character with the skill in what the creature looks like to roll to find out that they are not actually that type of creature. So someone with a knowledge nature would be able to roll it to figure out that the Worg is not in an animal, but without knowledge arcane they don’t know it is a magical beast.
It is not just animals and magical beasts that often resemble each other. Many creatures appear as something else. Vampires can and do pass themselves off a human. A lot of outsiders resemble other creatures. This is why the knowledge skills are used to identify creatures.
They do not work together. The Furious quality specifically calls out it is +2 better than normal, while the answering quality says For the purpose of the opportune parry and riposte deed.
Normal is your base enchantment bonus. The bonus from Answering is not your normal bonus, but rather an adjusted bonus. This would also be true with another quality that provides a circumstantial bonus like Bane.
Since Answering maxes out at +5 and any magic weapon has to have at least a +1 bonus that is as high as you will ever get with that quality.
Trying to use the play style of on type of character on another type rarely works well. Never try and play a full caster as if they are martial, or the reverse. If you are going to play a full caster than play it to the strength of the class you choose, don’t try and make it into another class. You will always be disappointed because you are not able to match what you think you can do. The fact that you have better option will not help if you are not willing to use them.
You may also want to choose another class that is more in line with what you prefer. A paladin with the right items (wand or cure light wounds to start) can fill the role of healer. The hospitaler archetype works very well for this. Another option would be war priest. The champion of the faith archetype makes you into a psedo paladin, but with less alignment restrictions and more spell casting.
You already listed the spell most likely to make him convert. Any spell the person needs cast is the answer. Simply don’t charge for the restoration and let him know worshipers get big discounts on spells they need cast, and maybe even some done for free. A mercenary is probably going to need a lot of healing in the future. Being able to get it at a discount is a very good incentive to convert.
Using some sort of mind control to force a person to convert is not going to work. For one thing most spells have a duration and after it wears off he is not going to be happy about being mind controlled. This type of tactic is more likely to gain an enemy for the faith than a convert.
Actually that is incorrect. At first level the pack master druid only has one animal companion so cannot take the feat twice He can take the feat again at third level so that two of his three companions are at full level, and again at 5th so that three of his five companions are at full level. Once he get to higher levels the animal companions will not be able to keep up and will soon become useless. A 20th level druid with a bunch of 5th level animal companions is not going to be overpowering. It may slow down the game to a crawl and annoy the other player, but it will actually decrease his power considerably. Not only will his animal companions be worthless he just spent all his feats on them and is a lot weaker for not having those feats. You could probably get away with having a second animal companion, and maybe even a third if you really want to push it. At early levels you will get quite a boost, but you pay for it at higher level.
The description of the bag of holding simply states it “appears to be a common cloth sack about 2 feet by 4 feet in size”. It also states that “Regardless of what is put into the bag, it weighs a fixed amount”. What it does not say is if the bag appears empty, full or something in between. Obviously if the bag of holding appears as an empty bag rolling it up is not a problem. If on the other hand it appears as even partially full then compressing it to fit into a pouch is not going to work
Considering an empty sack is listed as weighing ½ pound, and the smallest bag of holding weighs 15 pounds that would indicate that a bag of holding may not appear as an empty bag. Personally I think that the bags appear at least partially full. If they appeared empty it would be a dead giveaway about the nature of the bag. I would even go so far as to say the higher capacity the bag the fuller it looks. To me this allows the bag to be used to hopefully smuggle things. This is how I would rule if one of my players asked.
The list of skills focus mainly on adventuring skills because that is what is important to the game. The background skills are almost an afterthought because they rarely play an important role in the game. Things that have direct consequences on the game usually have their own skill and if you want to use them you have to invest in them.
You can also save some points by making use of professional skills to cover much of what you need. The list of professions in the book is only a start. You could probably take the professional skill noble and cover just about anything you are talking about. You don’t need to be able to create poetry, just to quote it. The same goes for a lot of other activities that would be appropriate for your character. Essentially this is a little more PG version of the professional skill courtesan although that may actually be the correct skill at least according to its original definition.
Just because someone engages in an activity does not mean they are highly skilled at it. Assuming a slightly above average score (12) in the relevant stat and the skill in question being a class skill this gives you a +5 in the skill. You can boost that by +2 for using the equivalent of a masterwork item to a +7. You can also have someone use the aid another for an additional +2. This does not even factor in circumstance bonuses. Being able to get a +9 bonus on a skill roll should be more than enough to be able to do anything background type skill.
You will probably at least of few points in handle animal, and survival. Take a trait to make survival a class skill and max out the appropriate professional skill. Adjust your stats so you have a 12 or higher in INT and WIS and a good CHA score. Then build the rest of the character for combat. Keep in mind that kings you are basing your character on where not 1st level characters so you will not start out with all the skills they had. But by about 5th to 7th level you should be able to do what they did.
Actually in both cases you name the leader is not the best combatant in the stories. Both of those leaders had champions who were much better at fighting then they were. Charlemagne had Roland, and Arthur had Lancelot. The question is do you want to be Arthur, or Lancelot?
If you are going for the leader play a human cavalier with at least a 13 INT and put your favored class bonus to skills. This gives you 7 skill points per level which should be more than enough to cover all your social and leadership skills. With this many skill points you can use your feats for combat so you are at least competent in battle. Also realize that you don’t need to max out all skills. You need to have a high enough roll to deal with ordinary people. One or two skills will probably be maxed out but the rest can be spread out. The key to a successful leader is not being the best at everything, but understanding a little of everything and hiring experts to advise you.
You may want to go for a defensive build. A leader’s job in combat is to provide leadership and tactics and survive the battle. Combat Expertise would seem to fit this.
Paladins have proficiency in simple and martial weapons. Since most deities weapons fall into one of those categories they usually are proficient in their deities favored weapon.
Multiclassing usually leads to very weak characters. In 3.5 most of the classes were front loaded so extensive multiclassing usually boosted your power. In Pathfinder the opposite is true. Most classes including paladin continue to gain abilities as they level up, and many of the classes’ abilities are level dependent. Paladins for example add their paladin level when smiting evil, and gain more smites as they level up. You are usually better off sticking with a single class. Prestige classes have also been made less powerful than in 3.5 so there is really no good reason to multiclass.
You are mistaken on how teamwork feats work for the inquisitor. The inquisitor is the only one who gains the benefit (Increased flanking bonus and attack of opportunity) from the feat. The ally’s position and action must still meat the prerequisites of the feat. So as long as your ally is flanking the target your flanking bonus goes up to +4, and whenever they score a critical hit against the flanked target you get an attack of opportunity. Their flanking bonus is unchanged, and if you score a critical hit they gain nothing.
If you are the parties “doctor” then use that to get some petty revenge. I am not talking about letting him die, but just being a little rough. Next time you’re bandaging his wounds make it a little tight. When you are cleaning the wounds make sure you use plenty of rubbing alcohol to sterilize the wound, and of course you need to wipe down the wound really well to make sure it is clean. Be sure that any medicine you give him tastes absolutely foul. Don’t actually do any harm, and make sure whatever you do is actually something that works, just make it painful and uncomfortable.
Most GM I know don’t use the age adjustments for starting characters. I let my players be any age they want, but they get no bonus or penalties from it. I also don’t let them start a year short of an age category to try to get the bonus either. Also consider that what is old for an adventurer may not really be that old.
The other thing you could do is to avoid the short lived races for the martial characters. An elf or dwarf martial character is going to still be young when the human venerable. A lot of the part human races had their ages adjusted to that of humans. You could revert back to the old categories for those, or at least adjust them. I could see leaving the adult threshold the same and moving up the other categories.
I have to disagree with the idea that a person of any specific alignment never does anything out of alignment. No one is absolutely pure to their alignment. Even the worst villain will occasionally do a good deed, and even a saint will occasionally do something bad. Not everything is black and white; there are many shades of gray between the extremes. If the extremes of the alignments occasionally stray those that straddle the fence are going to do so a lot more often.
For an interesting perspective on War read Wielding a Red Sword. In it the incarnation of war is sees it as a vehicle for change. The character would actually be considered good and recognizes the injustice that war brings, but still views it as something necessary. A chaotic neutral god would take a similar approach. The neutral alignments allow for some actions from both sides of the divide. So a chaotic neutral will do both good and evil acts.
I have to agree that the double move is a single action. But even if it is not you probably will not get the second attack of opportunity. If the double move is considered two move actions then the second one does not occur until after the first one is complete. By this time your target is probably not in your threatened area so you still cannot get the second attack of opportunity.
What are you looking to get out of the rogue? For the most part you are better off sticking with a single class. Inquisitors have a lot of level dependent abilities that are going to be weakened by multiclassing.
If you want to get a free intimidate when you attack then Cornugun Smash is a much better way. Since it requires 6 ranks in intimidate you really can’t pick it up until 7th level, but any time you hit and are using power attack you get a free demoralize attempt. Also if you are going for a demoralize build consider going half orc for the favored class bonus. Assuming you max out intimidate this gives you +2 to intimidate per level.
Use your teamwork feats to get more attacks of opportunity. Both Outflank and Paired Opportunists allows for extra ways to gain attacks of opportunity.
Blistering Invective allows you to make an intimidate check against everyone in 30’ radius and does 1d10 points of damage, and possibly catch on fire.
I think you are focusing too much on getting attacks of opportunity especially with the snake style. Even with combat reflexes and a high DEX you still only have so many attacks of opportunity. Unless you invest in an amulet of mighty fists your unarmed strikes are going to have a hard time hitting and bypassing damage reduction. The amulet is way overpriced and not worth the cost.
Also what weapon are you using? You have weapon focus rapier but are taking two weapon fighting. Rapiers are not light weapon so take huge penalties when used with two weapon fighting. You would be better off with short swords.
You also want to pick up signature skill intimidate. At 15th level you should be able to exceed the demoralized threshold by 20 to get the cowering condition on your targets. You may want to use pick up thing to increase your intimidate to like skill focus. This would be a better use of your feat than the snake style.