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Spes Magna Mark wrote:
Actually time travel into the future is the only type of time travel we can actually verify. Since time naturally flows forward we are all in fact traveling in time to the future. Traveling into the past is the tricky part. There you have to deal with both the grandfather clause and the butterfly effect.
Archeologist bard seems to work well. Investigating ruins and old civilizations is what the archetype is based on. Performances don’t really seem to fit the character, but luck on the other hand fits very well. Sometimes the only reason the characters from the stories survived was through sheer luck.
Those abilities may be worth the -1 BAB, but you are also giving up more than just that. All of your paladin class abilities have also been delayed by one level. Taking a level of cleric means you don’t get Aura of Courage, or Divine health until 4th level. Those are two very useful immunities you have delayed. You also delayed getting more lay on hands and smite evil by another level. You will not get paladin spells until 5th level. You now have to wait until 6th level to get divine bond.
You may be thinking that getting the cleric spells now are better than getting paladin spells later. The thing to consider is that paladins gets some spells early and have spells that clerics simply don’t get. Getting lesser restoration as a 1st level spell is pretty good. Spells like bless weapon and hero’s defiance are also very useful. The level dip also delays getting litany of righteousness which is probably the single best spell for a paladin. Your caster level as a cleric will also never progress so level dependent variables like duration are static.
If you have the choice of spending gold or a class level to overcome a problem always spend the gold. Also spending a class level for a once a day problem is not cost effective.
If you want to be subtle then go for the Fey sorcerer with both spell focus and greater spell focus enchantment. Hypnotism is actually a pretty good spell at that level. Assuming a 18 CHA this will give a DC 23 will save to resist. In combat vs. multiple targets it becomes effectively 21, out of combat vs. a single target it becomes effectively 25. This also allows you to make a single reasonable request of the target. Let me go would be annoying as hell. Charm person is not a compulsion but is still enchantment so the DC vs. it would only be 21.
If you want to go more combat than an Ifrit element fire sorcerer would work well. Take spell focus evocation, greater spell focus evocation, and energy conversion. If you want to go for sheer damage take mythic spell casting instead of energy conversion and choose burning hands as your mythic spell. When cast with Wild Arcana by a third level sorcerer mythic burning hands has range of 20 feet and does 5d6 damage with the DC of the save at 20 (Assuming a 20 CHA).
Since this is for a NPC instead of a PC you can afford to specialize more than a PC can.
Mythic spell casting only gives you one mythic spell per tier. That means at tier one you only get a single mythic spell. This is something that you may want to pick after you have a few tiers. There are better path abilities and feats for a low tier mythic character to take. This is something you will want at mid to high tier.
If you are a spontaneous caster take Wild Arcana to get access to your entire spell list. Arcane Surge is probably better for a prepared caster as it increases the chance the spell will work on the target.
Mythic spell focus can be useful not only for the increased DC of the saving throw, but also to force a second save. If you have greater spell focus you get another +1 to the DC for a total of +4 to the DC of a save. A Fey bloodline enchantment focused sorcerer with this feat is brutal.
Enduring Armor is good path ability because it scales up as you gain tiers. It starts out as the equivalent to permanent mage armor and eventually gives a +13 AC bonus. Energy Conversion is great path ability for a blaster.
Another problem with the symbol is the effects wear off after 1 hour per level. This means the effects don’t even last a full day. After this the people affected by it are going to start questioning what happened. When this happens your reputation and loyalty is going to be in the gutter.
The best way to ensure loyalty is to enhance yourself instead of affecting others. A +2 headband of CHA is actually cheaper than having the permanent symbol cast. Then for an additional 4,500 gold pick up a Circlet of Persuasion. Since they occupy different slots they can be used together, and they stack for a total of +5 bonus to bluff, diplomacy and intimidate. Since the headband actually increases your CHA you also get the benefit of improving your leadership score to attract followers.
It is never a good idea to mix templates with characters that do not have the template. The extra stats in the half dragon template will make it so that your character is way more powerful than the other characters. Your first couple of levels you will be a glass cannon, but will quickly catch up and then surpass the rest of the party. By 6th level you will have the same HP as a paladin without the template and then every level past that you gain more HP than the normal character. The extra STR is going to mean you hit more often and harder than anything in the group. Early on the extra natural attacks will do more damage and have a better chance to hit than any weapon due to your extra STR.
Templates are in the bestiary for a reason. They are not to give the players more option, but rather to allow the GM to create cool monsters for the party to fight. Even if the whole party has templates it can throw off the balance of the game. A party with templates will be able to handle certain things that others of their level will not be able to deal with, but in other aspects they are the same as an equivalent level player.
If both players are gestalt paladins make sure they both memorize Hero’s Defiance. If they are half orcs the feat ferocious resolve will also help keep them up and going. Another thing that you could do is run a mythic campaign. The extra HP from mythic tiers will help keep them up, and the hard to kill ability will make it harder to kill them. A mythic half orc paladin with ferocious resolve and fey foundling is really hard to keep down.
Single classed wizards and sorcerers are not supposed to be casting spells in armor, especially heavy armor. If you want to blend magic and fighting than you should be playing a class that does this. You are going to have to trade off something to achieve this. If all you want is a little bit of extra protection without having to pay through the nose for it look at some of the light armor. Silken Ceremonial armor only gives a +1 AC, but has no armor check penalty, or arcane spell failure. A wizard or sorcerer could wear this armor with no penalties or spell failure even without having proficiency in any armor. Technically you take a -0 penalty on skills and attack rolls, but the net result is no effect. This armor can be enchanted like any other armor so is much cheaper than bracers of armor. +2 Bracers cost 4,000 GP, +1 silken ceremonial armor which gives the same AC costs 1,180 GP.
Too much is the same between the classes. The point of a gestalt character is to give you a lot more options. Instead of sacred fist use an inquisitor. Inquisitors get Stalwart which is basically evasion for both will and fortitude. Besides using bane on flurry of blows extremely effective. Also Judgements will give you a lot of versatility. You also get 2 extra skill points per level.
You said they don’t want to play a fighter or cavalier, but what class are they planning on playing. Many classes have poor saves. Keep in mind that not all saves are equal. The orders of importance for saves are will, fortitude and last reflex. Most spell casters have good will saves, except the alchemist. Most martial classes except the paladin have weak will saves. The rogue and ninja have bad will and fortitude saves so are already weak against magic.
Considering how deadly a failed save is at higher level you may want to avoid giving penalties to saves. Also this is something that can easily be overcome with magic items and spells. Instead what I would do would to create a custom trait that increases the effectiveness of any spell cast on them
Susceptible to spells (Magic Trait)
This means that if a first level caster cast burning hands on them they take 2d4 points of damage. But it also means beneficial spells work better. A wand of cure light wounds now heals 1d8+2, protection from evil last longer.
I could see a couple of way for this to work for a bow. To deal blunt damage bend the arrow head so that it is pointing up creating a blunt surface. For slashing damage you could aim for a grazing shot so the edge of the arrow slices the skin. Since it is the arrow doing the damage not the bow I would say that it requires a swift action for each arrow, so you could only do this once per round.
I think DM Blake has the best answer. Everyone has been so focused on the range penalties and the fact it lists a DC for spotting a visible person. Most people seem to think that this means you must roll a perception roll to notice anything in any circumstance. The way I see it if someone is visible and not hiding, and you are not distracted or under stress you don’t need to roll to see them. If on the other hand you are in combat or otherwise distracted then asking a player to make a perception roll to notice someone is not unreasonable.
So spotting the goalie in a soccer game from the stands would not require a roll at all. If the person in the stands is in a fight or otherwise distracted then yes he is probably going to miss it when the goalie blocks the shot.
The problem is not so much the rule, but when to apply it.
While the game is not perfect it is not as bad as people are making out. Yes the chance of spotting someone in a field 250 away is pretty small. In many cases perception is used for when someone has a chance to notice something, but is not actively looking. You are also forgetting to factor in circumstance bonuses and penalties.
If you are sitting in the park taking to a person, what do you think your chance of spotting someone walking out a door that is 100’ away and getting into a car is? The chance of you spotting the person walking out the door and getting into the car is pretty small. On the other hand if you are watching that door for a person to come out you have a good chance to spot him.
Perception should be used for when you have a chance to notice something but may miss it. You don’t need a rule for everything. Common sense goes a long way to prevent a lot of these type of situations. Spotting the obvious should not require a roll, just like talking does not require a diplomacy roll to be understood.
Thinking of distance in squares instead of the actual distance may help. This mean the distance penalty is +1dc per 2 squares. So the distance you are talking the rogue has to be using a bow, or sling because even with sniper goggles the maximum range still applies. Thrown weapons have a maximum of 5 range increments and a projectile weapon has a maximum of 10 range increments. Assuming the rogue is using a short bow that means he is taking -10 to hit. Even vs. a flat footed opponent the rogue is going to have a hard time hitting.
Once you have a chance to act you are no longer flat footed. You can react to being attacked without being aware of the location of the attacker as long as you know you are under attack. Assuming that the rogue actually managed to get an arrow near the group they will probably realize they are under attack and the direction of the attack. You could make them roll a perception roll with a penalty to the distance to the nearest arrow if you really want to be hardcore. Even if I don’t know who is shooting at me, or where he is I can try and take cover or move around to make myself harder to hit. This is basic tactics that is any experienced combatant will use.
As to the rogue getting a full attack there is an easy way to do this. Use delay action in the surprise round. The delay action is triggered off of being able to get a full attack. This effectively gives up your surprise round but puts your initiative to the first person to act in the round.
The other thing people are forgetting is there are probably circumstantial modifiers that are not being factored in. The DC 0 would be for a single creature in a normal setting. Each creature in the group being spotted should increase the chance of spotting the group. I would probably say at least a +1 per person in the group would be a good start. Also what is the group wearing? Someone wearing an explorers outfit would probably be no bonus to spot, but a knight in a bright sircoat would be easier to spot. Also perception is not just sight so someone in armor would also be easier to notice. I would apply the armor check penalty to the chance to notice.
If the rogue manages to get the drop on the other group with all those penalties then let him have his full sneak attack. But he does not keep getting to make sneak attacks on someone after the person has a chance to act.
Adaptable is a property you can get on a magic bow that allows the bow to adjust the STR of the bow to your current STR. Its cost is a flat 1000 GP, but the bow needs to be at least a +1 bow before adding the property. It is pretty much assumed that any archer who can afford it will purchase it. This way if your STR goes up, or down the bow adjusts.
The rules for polymorph state that you lose all abilities that depend on your original form.
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form.
Does this mean that a vampire loses all his vampire based abilities when he uses the vampire ability change into a wolf? If so does that mean the vampire is now a living creature with a CON score and no vampire weaknesses? Technically that would mean he loses the ability to change shape so he cannot actually use this ability. What abilities does a vampire or other template creature lose when he uses a polymorph effect? Or do you change into a template creature of the type you assume?
A 10th level ranger with two weapon fighting and maxed out favored enemy could easily kill him in a single round. Figure an 18 STR with two +1 kukri and weapon focus. He is +20/+20/+15/+15 to hit and doing 1d4+11 (with double slice). A ring of invisibility or a couple of potions of invisibility and a good stealth roll should get him in and out. Attacking from ambush he should be able to get a full attack before anyone realizes he is there. He will need to roll a 2 to miss and do a minimum of 12 points of damage per hit for a total of 48 points of damage. If he takes improved critical he needs to roll a 15 or better for a critical hit.
At early levels most classes are about the same and stats make more of a difference than class levels. After about 4th to 6th level the class means more than the stats. A good example of this would be an elven wizard vs. a human fighter. If the elf had an 18 STR and the human had a 10 STR the elf would be better at using a sword than the fighter. At 1st level the AC of the fighter will not be that much higher than the wizard assuming the wizard took mage armor. By 4th level the fighter probably has masterwork if not magic equipment and a lot more HP. By this point the edge has shifted to the fighter. At 6th level the fighter is picking up his second attack and totally outclasses the elven wizard in a sword fight. But by this time the elven wizard has his 3rd level spells and his abilities have also come online.
I realize that a fighter is going to have better physical stats than the wizard. But the point is that at early levels it is the stat making the difference not the class.
When you have a campaign that has a single race as its major enemy it is hard to beat a ranger. A dwarf ranger with favored enemy giants will work extremely well. Take the trapper archetype to get trapfinding and you can do anything a rogue or slayer could do. Favored enemy is a lot better than sneak attack especially when you max out your first favored enemy and it is the campaigns major enemy.
Killing someone is not necessary evil. The reason why you kill someone is what makes the difference between murder and killing. The soldier fighting in a war killing the enemy is not necessary evil. Even the executioner killing those condemned to death may not be evil. The guy who kills anyone for the right price is evil. What makes the class evil is not the skill set it’s the fluff.
Actually this is about the only type of campaign where the rogue will not be outclassed. Since everyone is playing a rogue than all the characters will be about the same power level. In order for this to work you will need to tailor the campaign towards more skill and social based challenges instead of raw combat. The game is going to resemble oceans eleven rather than the typical action movie.
The Charlatan archetype would make a good face, Counterfeit Mage will be able to add some magic, Knife Master or Swashbuckler(Archetype not class) will add some needed combat ability. Probably also want either a standard rogue or a Burglar, or Acrobat.
All characters should take the feat Gang Up which requires combat expertise. Combat when it occurs is either going to be short and quick or the party is going to have to run away.
Due to fire affinity the elemental bloodline is the best choice for an ifrit sorcerer. Treating your CHA as two higher is a huge advantage. The bloodline arcana allows you to change any spell from other elements to fire. So what you do is to choose non fire spells for your spells. Don’t go with fireball, but instead take lightning bolt. This allows you to effectively have two spells for the price of one. Another good option is to choose the feat elemental spell. While this does use a higher level spell it gives you even more options. For example if I have Elemental Spell (cold) and I take Lighting Bold then I can cast it as fire or electricity, and by using a 4rd level slot I can cast it as cold bolt. The saving throw for the spell is 1pt higher than a sorcerer with the same CHA. The only time you should take fire spells is when your bloodline spell requires it.
Go half elf for the extra rounds of performance. As a half elf you can also take the human favored class bonus so you could use the first three levels for performance and the rest for extra spells. Having three extra cantrip’s is not all that useful. On the other hand 3 extra rounds of performance nets you 9 extra rounds of luck.
I would go for the archeologist because having a luck bonus on just about everything is pretty good. Just make sure to take fates favored for an extra +1.
If you want a stealthy character you don’t need to multiclass. The inquisitor gets almost as many skill points as a rogue. Due to their bonus to several skills they actually end up being a better skill monkey than the rogue.
The inquisitor is the absolute worst class to multiclass with. Most of their class features are level dependent so they end up losing a lot more than they will ever gain. The only thing a rogue can do that a inquisitor cannot do is disarm magical traps. Finding traps is something anyone with a good perception roll can do. Disable device allows you to disarm mechanical traps. Dispel magic is on your spell list so once you have that you can also deal with magical traps.
Judgements and bane are a lot better than sneak attack. If you really want the “Rogue” abilities go for a Sanctified Slayer. They trade away judgments for sneak attack and slayer talents.
Another alternative would be a Divine Tracker ranger combined with a Cleric. This way he gets both domains and blessings. He gives up hunters bond, and wild empathy of the ranger for the blessings of a war priest.
He can still get the combat styles of the ranger for two weapon fighting. He will be giving up sneak attack, but will get favored enemy.
If you are going human than I would suggest a slayer/cleric instead of slayer/oracle. I would still avoid the prestige classes as they give up more than you gain. At 10th level the slayer can pick up assassinate as a advanced slayer talent which is better than the death attack of the assassin. The assassin has to spend 3 rounds of standard actions, where the slayer only has to spend one standard action so can attack 2 rounds earlier. Also the slayers capstone ability allows him to make a death attack without having to spend any rounds studying the target. While the DC for the save may seem to favor the assassin they are actually about the same. 10+10+INT is the same a s 10+(20/2) +INT. Factor in studied target and the slayer actually comes out ahead by +2 DC.
The slayer can by 10th level have greater two weapon style with a 10 DEX. Assuming you are going into assassin as early as possible you won’t get your second attack with your second weapon till 11th level and the third does not come until 20th. You can of course pick them up with normal feats, but then have to meet the prerequisites. You are also lose 2 point of studied target and don’t get quarry. That is a total of +6 to hit you just gave up.
Your sneak attack with the slayer will be 2d6 less at 20th level, but you also will not have hunters surprise. Being able to once a day you can declare a person next to you as the target. All your attacks against that person are sneak attacks even if he is not flanked or flat footed.
At 20th level you could attack a person 7 times with a bonus of +27/+27/+22/+22/+17/+17/+12 not including any stats spells or enchantments doing an extra 6d6+5 points of damage each hit.
I'm failing to see much use for the Inquisitor's Judgement ability and want some thoughts on either replacing it or why I'm wrong.
One thing you are forgetting about judgments is that they are sacred/profane bonuses which means they stack with just about anything. The thing that makes the inquisitor powerful is the ability to stack bonuses. The Inquisitor is one of the few classes that can have a moral bonus, sacred bonus and a luck bonus all going at the same time from class abilities alone.
I would recommend against the prestige classes. Slayer gives you full BAB, studied target, sneak attack and slayer talents. Use the slayer talents to pick up two weapon fighting without needing to max out DEX. Slayer will also allow you to pick up the advanced talent Assassinate at 10th level. Cleric would normally be a good second class, but you want to play a fetchling but they have a penalty to WIS. Oracle of lore could work pretty well. Take Sidestep Secret and feat Noble Scion of War and your CHA gives you AC, reflex saves, and initiative. Spontaneous Symbbology and Arcane Archivist will give you access to a lot of different spells that oracles usually don’t have.
This also gives you full BAB, all good saves, 9th level spells, studied target, sneak attack, and slayer talents.
Multiclassing is generally a mistake in Pathfinder. Assuming you have a decent CHA your saves are probably already good so the extra on the saves is not that big of a deal. If your CHA is not high invest is a headband
Assuming you did not dump INT and put your favored class bonus to skills you should have the skills you really need. A single level dip is not going to give you enough skill points to matter. Many skills don’t really matter to a paladin anyways. If you are wearing heavy armor you are never going to be good at stealth so why try. Also skills like bluff, disguise and such don’t really fit the paladin and using them too much could cause problems with the paladin’s code.
I would also recommend against retraining power attack.
Flying Grayson wrote:
Okay, neat. So level 16 should be good? Is there anyway to keep them relatively hidden or conceal their efforts from divination?
Bards have a lot of spell to hide from divination. Misdirection is only a 2nd level spell for a bard and shuts down a lot of detects.
If the characters are well optimized and work as a team you will probably want them lower level than the party. Build them on the same rules and wealth by level as the party but probably no more than 12th level is needed.
When you are writing up a team you can use one character to cover the weak spots of another. The synergy of this can mean that the lower level group is more powerful.
The enchantment focused sorceress is a good idea. For the bard use the archeologist archetype for a magic rogue. The inquisitor is basically a combination of rogue and cleric, but is one of the best self-buffing classes in the game. The investigator is a combination of rogue and alchemist. Both the Inquisitor and the investigator can buff up for combat, but will probably not match your party straight up. If they work together and assist each other they will be a challenge.
With these characters all of them can cast invisibility so their stealth rolls are going to be difficult for event he ranger to beat. Detect invisibility will counter that but these characters also have mundane stealth that detect invisibility and true seeing do not counter.
Remember the idea is to create a challenge that the party can’t just fight its way through. This group is incredibly subtle and will avoid direct confrontations with the party.
Why do you need to use a ninja? While they are better than a rogue they are still a lower tier class. Also instead of a group of identical characters diversify the group. Most parties don’t have multiple of the same classes and for the most part the enemies should also have a mixture of classes.
Sow thought is a 1st level spell for both bard and sorcerer. It allows you to implant an idea that the target thinks is their own. That spell alone could wreak havoc for the party. Throw in a couple of other spells like misdirection, suggestion, charm monster, dominate person, and modify memory and the party is going to have a rough time finding out who the enemy really is. All of these spells can be cast by a bard of only 10th level.
Instead of having a single high level character as the opposition you would be better off having multiple lower level characters. This allows you to create a team that can work together. This is always a lot more efficient than a single opponent. In a social challenge the opposition does not even have to be that high level. I could create more of a social challenge with 4 10th level characters than I could with a single 20th level character. The only thing you need to have high levels for is for combat or to counter act the players spell casters. The only real spell caster you have is the wizard. While the magus can cast spells most of his spells are gear towards combat. Look over what spells the Wizard has for gathering information and protection. As long as he does not have a lot of divination spells then you may not need all that much in terms of spells to counter him.
A team of a bard, inquisitor, investigator, and a sorcerer would be pretty decent. Use a lot of enchantments spells and misdirection. An Archeologist bard is about the best “Thief” in the game and at that level very difficult to stop. An enchantment focused sorcerer could wreak havoc on the party by controlling people and altering their memories. The investigator has a lot of skills and can use potions to physically turn into different creatures. The inquisitor can buff himself to hell and they can uncover things like no one else. Make them the leaders of a spy organization with plenty of disposable minions and you should have a decent challenge that they cannot simply fight their way out of.
I am not sure you realize what a 20th level character really is. The vast majority of people never achieve higher than 6th level. Between 6th level and 12 level they are supposed to be the mover and shakers of a kingdom. Characters above 12th level are supposed to be extremely rare. Typically there are no more than a handful of such powerful characters in the whole world. So a 20th level ninja should be the most skilled and deadly assassin in the world. He did not get to where he is by making stupid mistakes so he will be extremely deadly and not play around.
Your group is already in the world class characters so anyone trying to take them down will not be fooling around. The first thing the Ninja is going to do is to take down the Wizard. The only way to take out a high level wizard is to catch him completely off guard. A ninja of this level of experience is going to realize this and act appropriately. With Hidden Master, 10d6 Sneak Attack and three attacks per round this is not going to be hard against someone who is not expecting it. The Ninja is going to wait until the characters are alone instead of a together in a group.
You are also making a classic rookie mistake of trying to use a single more powerful character against the group. When you want to challenge the players you don’t go up against their strong point you look to where they are weak and attack that. From the look of your party they have a lot of power in combat, decent magic ability but very little in the way of social ability. You also want to create a challenge that they can’t just stab away, but are setting up another combat oriented character as the main villain.
What I would suggest is to start throwing some social challenges at the party. Use a bard, or cleric or other social class as the main opponent and have them start throwing obstacles at the party. Make the main opponent someone who they can’t just outright kill. Maybe the high priest of the local religion decides they are a threat to his power, maybe the court bard has it in for you. He does not act openly but always through a proxy. The first thing he does is turn the common people against the party, probably by spreading rumors. This character does not have to be a high level character, just one with decent mental stats and a good position.
Dual path is definitely the way to go. The Champions strike fleet alone is enough reason to pick this path. By spending a mythic point you can as a swift action move up to your speed and make a single attack in addition to any other attacks you can make. This allows you to make a full move as a swift action instead of a move action and still get a full attack with an extra attack.
Combine impossible speed with the monk’s fast movement and you will be able to move the equivalent of most characters full out run and get a ridiculous number of attacks. This also gives you the ability to take a triple move and still get in a single attack.
Has he considered using the slayer? They get studied target and sneak attack as well as full BAB. They also get enough skill points to take all the ninja type skills. The Stygian Slayer archetype adds in a little magic to give it a more ninja like feel.
Go for a STR based build and take power attack and use a two handed weapon with a good crit. range. The ability to put down an opponent quickly is going to be very important.
I would say unless the ability specifically states it allows others to also act your familiar is unable to act. While your familiar acts when you do, it is still has to have an action to use. The idea behind the familiar acting on the characters turn is to keep the number of turns reasonable. Say for example you had a party of 6 characters all with familiars or animal companions and they all got separate actions it would bog down the game.
To be able to use a teamwork feat both characters must have the teamwork feat. This means obviously your familiar has the lookout feat or it would not matter. If you have the ability to act in the surprise round and both of you have the lookout feat you both can act if either one of you can act. So if your familiar is aware then you can both take full actions. This is part of the feat and has nothing to do with the fact it is your familiar. If your familiar is not aware then both of you can act, but neither of you can full attack.
His archetype and inquisition allow him to use WIS for most of his social skills. CHA is not needed.
If the person giving him the warning is the GM he would be well advised to heed the warning. He is also planning on being the party face so will probably be under closer scrutiny than most characters. A trait gives you +1 not +10 and he still takes the -2 for disguising himself as a different race the feat also allows him to take 10 which means he does not have to roll. With the feat he has a 24 disguise (Taking 10) at 1st level, without it he has between a 4 and a 23 with an average of 13.5. Once his cover is blown it is going to be hard fool anyone.
With his feats and race he can do either melee or ranged equally well. All he needs to do is carry both weapons and use whichever one is appropriate at the time. When they need an extra front line combatant he steps up, when they need someone to shoot something he draws his bow. That is the essence of a switch hitter. As I said earlier most of his class abilities work equally well on both melee and ranged.
Not every archer needs to be identical with the same feats as every other archer.
The other thing you are forgetting is once you start teaching someone how to use magic they will want to learn more. Next thing you know the peasant you invested all that time in moved to a new city where he can make more money by using what you taught him. You would be better off training fewer candidates to become real mages instead of a bunch of minor talents. Use the same money you planned to tech the peasants to fund a school with the stipulation that anyone trained in the school has to server you.
STR is going to be more important than DEX for a melee build so swap those like rorek55 suggested. I would put your level 4 stat increase in WIS instead. WIS is going to be more important than DEX. It gives you more benefits in the long run. Use 8th level for DEX.
Antagonize is a good feat for an inquisitor, but may be too good. Many GM’s ban the feat for a reason. Cornugon Smash is a great feat for your character, but since it requires 6 ranks in intimidate you can’t get it till 7th level. Pick up power attack at 5th and if you really want to go insane take intimidating powers at 3rd. Also make sure to take Blistering Invective as soon as you get 2nd level spells. Being able to use intimidate on all enemies within 30’ is worth a spell.