I've got a character idea, for a bard detective. He ISN'T going to be a much of a combat type character, but I still want him to be useful. The idea is that he's usually so focused on proving the bad guys did it... that it doesn't really occur to him that they won't LIKE getting found out.
He uses the rapier (and a sword cane which we DM fiated to be finessable)
What i'm kind of hoping for is to make him a 'disarmer'... But looking over the CMB 'concept'... will this ever be viable? Between not having much strength... and even his dex is only so,so... is there any good way to bump up his CMB?
It seems like the CMD of various bad guys get massive, and my CMB may only be mediocre at best :-/
If you're focused on parting your enemies from their weapons, you're in luck. Bards get Grease as a 1st-level spell, and Shatter as a 2nd-level spell. Grease allows the enemy holding the targeted object to make a Reflex save. Shatter (RAW) doesn't, but only works on nonmagical items. Once you've got both spells, you can be an excellent 'disarmer' without ever making a combat maneuver.
You don't need to bother taking Agile Maneuvers or Improved Disarm, but you might want to pick up Catch Off-Guard, so you can then attack their flat-footed AC (with an improvised weapon, granted, but your instrument works fine for that).
If you are a tall human (shoanti), you can take the Bred for War trait, which adds +1 to intimidate and CMB.
Dazzling Blade is a spell from Rival guide that would help.
School illusion (pattern); Level bard 1, sorcerer/wizard 1
Casting Time 1 swift action
Components V, S
Target one metal weapon
Duration 1 minute/level
Saving Throw Will negates (see text); Spell Resistance yes (harmless, object)
Dazzling blade makes a weapon appear dazzlingly shiny, as if crafted from pure silver and heavily polished. In combat, the flashing movements of a dazzling blade become almost hypnotic. The wielder of a weapon under the effects of dazzling blade gains a +1 competence bonus on all Bluff checks made to feint in combat. The wielder also gains a +1 competence bonus on all CMB checks made to disarm a foe, and a +1 competence bonus to his CMD against disarm attempts made against the weapon bearing the dazzling blade effect. This bonus increases by +1 for every 3 caster levels, to a maximum bonus of +5 at 12th level.
The wielder of a dazzling blade can discharge the spell into a blinding burst of silvery light as a free action. The wielder selects an adjacent opponent as the focal point of this burst of light—that creature must make a Will save to avoid being blinded for 1 round (with a successful save, the creature is instead dazzled for 1 round).
Despite its shiny appearance, a dazzling blade grants no extra benefit against creatures that are vulnerable to silver.
Pilfering Hand from Ultimate Combat is another useful disarming spell, plus it works at range.
School evocation [force]; Level bard 2, cleric 2, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one object
Duration see text
Saving Throw none; Spell Resistance yes (object)
You create and control an invisible telekinetic force, manipulating it with either startling abruptness or careful deliberateness, allowing you to seize an object from an opponent or remotely manipulate an object. You can utilize this force to one of two ends.
Abrupt Maneuver: You instantaneously attempt a disarm or steal combat maneuver against a target within range. Use your caster level as your Combat Maneuver Bonus, adding your Charisma modifier (bard, oracle, sorcerer), Intelligence modifier (magus, wizard), or Wisdom modifier (cleric) in place of your Strength or Dexterity modifier. This combat maneuver attempt does not provoke an attack of opportunity from its target, but casting this spell might. If you are successful, you pull the target object to you, and if you have enough hands free, you can catch it. Otherwise, the object lands in your square as if you dropped it.
Careful Maneuver: You attempt a Disable Device check or a Sleight of Hand check to pick-pocket a target within range. This spell lasts as long as you need to accomplish the task, requiring your full concentration for that duration. Once you resolve the skill check, the spell ends. If you are successful on your Sleight of Hand check, you pull the target object to you as with an abrupt maneuver. The target gains a +2 bonus on its Perception check to notice the successful attempt.