| Snowlilly |
A dex build magus with the Trapfinder and Seeker traits.
A dex build fighter withe Trapfinder and Seeker traits.
A dex build warpriest with the Trapfinder and Seeker traits.
A trapper ranger
or you could just go with a rogue :-P
I tossed together something real quick - not really optimized, but should work.
Female human (Garundi) magus (bladebound, kensai) 15 (Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 47)
N Medium humanoid (human)
Init +14; Senses Perception +35
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Defense
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AC 26, touch 20, flat-footed 19 (+4 armor, +2 deflection, +7 Dex, +1 insight, +2 natural)
hp 168 (15d8+90)
Fort +21, Ref +19, Will +17
Defensive Abilities canny defense +6
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Offense
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Speed 30 ft.
Melee black blade +26/+21/+16 (1d6+15/15-20)
Special Attacks arcane pool (+4, 11 points), greater spell combat, magus arcana (bane blade[UC], lingering pain[UC], spell blending [2 spells of lower level][UM], spell blending [2 spells of lower level][UM]), spellstrike
Magus (Bladebound, Kensai) Spells Prepared (CL 15th; concentration +19)
. . 5th—elemental body II, overland flight, teleport
. . 4th—arcana theft[UM], dimension door, greater invisibility, stoneskin
. . 3rd—dispel magic, haste (2), heroism, vampiric touch
. . 2nd—alter self, bladed dash (2), glitterdust (DC 18), mirror image (2)
. . 1st—blade tutor's spirit, keep watch, mage armor, reduce person (DC 17), shield, vanish[APG] (DC 17)
. . 0 (at will)—dancing lights, detect magic, prestidigitation, touch of fatigue (DC 16)
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Statistics
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Str 13, Dex 25, Con 20, Int 22, Wis 12, Cha 8
Base Atk +11; CMB +14; CMD 32
Feats Arcane Strike, Blind-fight, Dervish Dance[ISWG], Extra Arcana[UM], Greater Weapon Focus (scimitar), Greater Weapon Specialization (scimitar), Improved Critical (scimitar), Possessed Hand, Power Attack, Weapon Finesse, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Traits seeker, trap finder
Skills Acrobatics +24, Appraise +8, Bluff +1, Climb +8, Diplomacy +1, Disable Device +36, Disguise +1, Escape Artist +9, Fly +22, Heal +3, Intimidate +1, Knowledge (arcana) +17, Knowledge (dungeoneering) +17, Knowledge (local) +13, Knowledge (nature) +14, Knowledge (planes) +17, Knowledge (religion) +13, Perception +35, Perform (dance) +3, Ride +9, Sense Motive +3, Spellcraft +26, Stealth +29, Survival +3, Swim +8, Use Magic Device +19
Languages Abyssal, Ancient Osiriani, Common, Elven, Kelish, Osiriani, Sylvan, Undercommon
SQ black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: teleport blade, black blade: transfer arcana, black blade: unbreakable, chosen weapon, critical perfection +6, iaijutsu, iaijutsu focus +6, perfect strike, superior reflexes
Combat Gear sandals of quick reaction[UE], unfettered shirt[UE]; Other Gear dusty rose prism ioun stone, pale blue rhomboid ioun stone, pale ruby trillian ioun stone, amulet of natural armor +2, belt of physical might +6 (Dex, Con), cloak of resistance +5, cracked dusty rose prism ioun stone, demonic implant: demon senses, eyes of the eagle, gloves of elvenkind[ARG], headband of vast intelligence +6, ring of maniacal devices[APG], ring of protection +2, magus starting spellbook, masterwork thieves' tools, 5,400 gp
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Special Abilities
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Arcane Pool +4 (11/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bane Blade (Su) Add bane special ability to arcane pool options.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (4/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +4 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Teleport Blade (Sp) Spend 1 point from own or blades pool to teleport it into hand.
Black Blade: Transfer Arcana (Su) Siphon Arcane Pool from blade, gain 1 point for every 2 drained, but tiring (Will neg).
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Blind-Fight Re-roll misses because of concealment, other benefits.
Canny Defense +6 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Critical Perfection +6 (Ex) Bonus to confirm threats & qualify early for critical feats with chosen weapon.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Greater Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Iaijutsu (Ex) May draw chosen weapon and make attacks of opportunity when flat footed.
Iaijutsu Focus +6 (Ex) Always act in surprise round, gain bonus to dam vs. flat footed foes.
Lingering Pain (Su) 1 Arcane Pool: Damage considered continuous for purposes of concentration checks.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Possessed Hand (1/day) As a swift action, retrieve stowed object of 5 lbs or less.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Superior Reflexes (Ex) Extra attacks of opportunity equal to Int mod (min 1). Combat reflexes stacks.
| Sundakan |
Literally all you need is Trapfinding (one level dip in Rogue, two level dip in Slayer, some archetypes, or a Trait if it's available) and ranks in Disable Device.
You need a maximum of a 24 in Disable Device to disable any trap in the game without fail. +33 if you want to do it in combat.
You've got 15 from level, +3 from class skill, +1 from Trapfinding, and can easily make up the difference with a bit of Dex and/or Goggles of Minute Seeing. A 14 Dex, the Goggles, and Masterwork tools gives you +28 with minimal investment.
A barbarian with a lot of hit points, he can disarm most traps with his face. Honestly at that level traps rarely seem as scary, worst case they are a resource tax, but even then speed bump is more like it.
For the route I took with my Barbarian instead, take Trap Wrecker and use your axe as a lockpick.
| Anzyr |
Half-Elf Shaman who uses Arcane Enlightenment to learn Aram Zey's Focus. Wis + Perception in class thanks to Fey Thoughts + free Alertness (thanks Familiar) + spells + verstatile abilities + 3/4 BAB...
At level 1 you should be rocking a +11 Perception without any real investment. As a Half-Elf (Paragon Surge!) you get another +2 to bring that to +13. Tack on Tears to Wine (A level 1 spell for Shamans!) for another +2/5/10! to all your INT and WIS Skills for +15 to Perception at level 1 with 0 real investment, aside from I guess being a half-elf. Find all CR appropriate traps while taking 10 from level 1.
At level 15 with a +8 WIS bonus, 15 ranks in Perception, a +3 class skill bonus, a +2 from free Alertness, +2 from Half-Elf, and +10! from Tears to Wine, you casually hit +40 to Perception. On top of that, Aram Zey's Focus bumps this up to +47 for locating traps!
Now if you want to be a master at disable device as well, you will need to invest one trait. Pick up Wisdom in the Flesh (Disable Device) to get Disable Device as a class skill (free +3!) and convert it to a Wisdom skill. Converting it to a Wisdom based skill check has a dual benefit of keying it off your best stat *and* making it work with Tears to Wine.
Tragically, no half-elf bonus or free alertness, but at level 15 with Aram Zey's Focus (+7 from Trapfinding) and a Masterwork Tool (+2, and you need it for Aram Zey's Focus anyway), you hit +45 at level 15 without really trying. Make all the "rogue" classes regret their life choices!