Andrew Moreton
Adventurer
I completely agree none combat utility is important however there are a fair number of potentially lethal fights. Any rogue should be a skill monkey human rogue gives 9 or 10 skill points per level which should allow good stealth, acrobatics, sense motive, perception, umd, disable device, and some ability in Bluff, Diplomacy and or intimidate, know local and for a vekeshi probably Know Nature to cover the Fey.
My own group has ended up with one social specialist and 3 pc's who dumped cha they also have an npc rogue who has some competence at social skills, this has worked so far but we are only in book 2. Partially this may be because all of the players had high cha characters in the last campaign
Scout remains a good archetype but charge negates both vital strike and TWF , I find that the main source of sneak attack is flanking and you have a druid and a barbarian who will provide melee and maybe summoned creatures for flanking. A rogue should except for some weird builds using elven branched spears or curve blades should never use a 2- handed weapon as that style is built around the strength and power attack modifiers which rogues rarely have
My own group has ended up with one social specialist and 3 pc's who dumped cha they also have an npc rogue who has some competence at social skills, this has worked so far but we are only in book 2. Partially this may be because all of the players had high cha characters in the last campaign
Scout remains a good archetype but charge negates both vital strike and TWF , I find that the main source of sneak attack is flanking and you have a druid and a barbarian who will provide melee and maybe summoned creatures for flanking. A rogue should except for some weird builds using elven branched spears or curve blades should never use a 2- handed weapon as that style is built around the strength and power attack modifiers which rogues rarely have