| Syrus Terrigan |
I'd recommend a slayer/cleric of Gorum (or equivalent). You'd get a slower sneak attack progression, but full BAB and 6d6 sneak on top of cleric self-buffs seems freakin' amazing. Take trapfinding as your second-level slayer talent, and go to work. It's a MAD build, sure, if you want to do it all, but if you're fortunate enough to get to roll dice rather than point-buy, I think you can craft something truly amazing. Oh, and I'd suggest going CG or CN (positive) if you're interested in out-of-combat heals; CN (negative) if you're more about the combat options. The first of those may only want an average Cha score; the channel negative angle may want to go for a few points more and Channel Smite (yes, I know it doesn't have as good a rate of output after you get past about 5th level, but given the fact that the baddies are just as strong at 1 hp as they are 300, stacking damage from every possible angle is excellent). That, of course, presumes that this build is going to be in a party with at least one other primary combatant.
Another angle would be rogue 1/fighter 19//cleric 20, and just go crazy with all the combat feats, making sure that disable and perception always get your skill points.
I don't know all the options that traits and such provide, and I don't really dig into the archetypes at all (mostly since I'm still loving the Core versions -- I played 3.5 for years, and only got into PF within the last 12 months or so, so I'm still "kid in a candy store" giddy), but when it comes to combat output, paladins are king. Going paladin/oracle has been done before, of course, but with such a build you *only* need Str and Cha, and use your spell list to deal with the traps . . . . I've heard it said before, but don't know if it's true, that trapfinding isn't as big a deal as it was in the other OGL versions -- characters are much more durable without help, and once any divine/primal magic enters the picture, traps (from the book, anyway), basically serve as clock-stoppers, and little else -- unless they're incorporated as part of an existing combat encounter, at which point you're more concerned with putting down intelligent foes, then the traps, and then stragglers (if any). Which means, to me, that traps aren't really even a tertiary concern of any import -- weather the storm, and husband your resources well, and you'll make it through. That being said, though, there may be a trait or archetype that grants some trap interaction that you could bring in to such a build.
In short:
1) slayer//cleric
2) rogue x/fighter 20-x//cleric 20
3) paladin//oracle
Oh, and if you want to get really busted, just use the infernal healing spells as an arcane caster, and take a full BAB class of choice -- kill everything, rebuild the world, and dare GMs to stop you.
| kestral287 |
Thus far your options are pretty much "all of them".
Healing is generally the domain of divine casters but you could also bring out a Witch. Disable Device is a skill anyone can take. The only real class-based advantage it has is that a few classes can use it to disable magical traps... but you want to be a 9th level caster. Dispel Magic is basically a given.
So a bit more information is in order, I think. Do you want to use guns? Full plate? Paired daggers? What are your stat options (point buy, array, dice rolls, and if it's dice what are your rolls)?
A Paladin//Oracle could be an extremely effective healer and caster, could disable devices as well as the next guy, and has a large spell list. You might not be the traditional anti-trap guy, but you can certainly do it.
Weirdo
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Slayer//Oracle is about as good as Slayer//Cleric - same full BAB, all good saves, 6 skills, 9 level casting from the same list. Only real differences are casting stat, spontaneous/prepared, and whether you prefer a curse and mystery to channeling and domains.
Reach weapons are handy for full casters who are still combat capable. The two-handed weapon combat style offers (on top of the obvious Power Attack & Furious Focus) Pushing Assault as a bonus feat, which works well for reach weapons.