jgsugden said:Improved Initiative is less useful for rogues because they already have a high dexterity (and thus a high initiative modifier <snip> It may be useful early on, but as you advance in experience, it becomes less and less useful.
I played a 3.0E halfling rogue from 1st through to 13th levels and found Improved Initiative indispensable. Even with a high Dex score, the +4 bonus meant that he had a decent initiative result even with a poor roll.
Given that his primary function was as a scout for the party, he could often move silently into an area and spy juicy opponents. Assuming surprise, he had the confidence to attempt a sneak attack with his crossbow and rely on a good initiative result to either get a second sneak attack or tactically withdraw.
And also meant that on the occasions where he was surprised, he had a fair chance to get out before getting really hurt.
As for other feats, the Combat Reflexes and EWP (spiked chain) route sound interesting, but I got good mileage from Two-Weapon Fighting for the multiple sneak attacks whilst flanking.
And don't worry too much about creatures immune to criticals. I found a useful tactic was to put my rogue in the front line, or possibly a flank, and simply use the Total Defense action (+6 to AC from 5+ ranks in Tumble skill). Combined with reasonable armor and your high Dexterity, you tended not to take too many hits, and distracted some creatures from the fighters (for which they were always greatful - particularly the raging barbarian).
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