The archaeologist seems to satisfy my need to be a skill monkey with a dash of magic. He can disable traps like a rogue, but without the pain and heartbreak of trying to set up sneak attacks. He can cover both the roles of being a trapfinder while also having some controlling/buffing abilities with spells and the whip. He's support, not a damage monster So, here's the build I was thinking of:
Human bard 1
Str 10
Dex 16(+2 racial)
Con 12
Int 13
Wis 10
Cha 14
The attribute advances at level 4 and 8 will go into Charisma. Charisma will help more at higher levels. Dexterity pays off now.
For traits, I'm going with Gold Finger to make Disable Device a class skill, and Maestro of the Society to increase my daily rounds of archaeologist's luck from 6 to 9.
Two feats for being human: First is Lingering Performance to effectively triple my use of luck. The second is Weapon Finesse. My weapons of choice are rapier and whip. Finesse not only makes my attack bonuses with both to not suck, and they also allows me to use Dexterity instead of Strength when making trips and disarms with the whip.
For skills, I have eight picks, or a ninth if I'm willing to give up a hit point. These five I should take at every level:
Acrobatics
Spellcraft
Perception
Use Magic Device
Disable Device
Knowledges can be dipped into just for the +3 class skill bonus. Bardic Knowledge will give me a hefty bonus, and eventually I'll be able to take 10, so once I get my bonus up to +10, that should be enough for a knowledge skill.
Sleight of Hand is another choice for a one or two rank dip, as are some of the social skills.
As for future feats, I went with 13 Intelligence to open up Combat Expertise for the improved/greater trip and disarm chains, but I'm cool on them. The Whip Mastery chain is another possibility that offers some nice utility. I could also shift a bit more towards melee damage with Arcane Strike.
What do you think, sirs?