jgsugden
Legend
Weapon Finesse has a prerequisite of +1 BAB. I suggest dropping it to every DM I see, but it is in the core rules.
Regardless of that, I suggest power attack and cleave. Rogues often get stuck with limited times periods in which to get their sneak attacks. Flat-footedness only lasts a limited period. Greater invisibility has a short duration. You want to squeeze in every attack you can get while they can be sneak attacks. Especially at low levels, cleave lets you get in a good number of extra attacks. Great cleave (down the road) is only useful in games where the DM tends to put massive numbers of low power enemies in your way. Even then, by the time you get into position to make an attack, the party wizard/sorcerer tends to eliminate those foes with a fireball.
Later, I'd suggest 2 weapon fighting and improved 2 weapon fighting, but not greater 2 weapon fighting. I took greater 2 weapon fighting with my barbarin 4/rogue 18 a while back .. and have yet to connect with an attack from my 3rd off hand weapon attack. My foes (within range) either die before I get to it or my attack bonus is too low to connect on anything but a great roll.
Expert tactician is a very strong feat. I encourage your DM not to allow it as it is too strong in my experience, but if it is allowed, it is hard to pass up due to the utility of it, especially at high levels.
Dodge is never a bad idea.
Improved Initiative is a good idea as well. Going first allows more sneak attacks - though II is less useful to rogues as they already often have an initiative advantage.
Regardless of that, I suggest power attack and cleave. Rogues often get stuck with limited times periods in which to get their sneak attacks. Flat-footedness only lasts a limited period. Greater invisibility has a short duration. You want to squeeze in every attack you can get while they can be sneak attacks. Especially at low levels, cleave lets you get in a good number of extra attacks. Great cleave (down the road) is only useful in games where the DM tends to put massive numbers of low power enemies in your way. Even then, by the time you get into position to make an attack, the party wizard/sorcerer tends to eliminate those foes with a fireball.
Later, I'd suggest 2 weapon fighting and improved 2 weapon fighting, but not greater 2 weapon fighting. I took greater 2 weapon fighting with my barbarin 4/rogue 18 a while back .. and have yet to connect with an attack from my 3rd off hand weapon attack. My foes (within range) either die before I get to it or my attack bonus is too low to connect on anything but a great roll.
Expert tactician is a very strong feat. I encourage your DM not to allow it as it is too strong in my experience, but if it is allowed, it is hard to pass up due to the utility of it, especially at high levels.
Dodge is never a bad idea.
Improved Initiative is a good idea as well. Going first allows more sneak attacks - though II is less useful to rogues as they already often have an initiative advantage.