Post by the1kobra on Jan 28, 2008 22:14:34 GMT
I've been meaning to post this for a long long time. This is my cuddly little scoundrel build, a very successful all-purpose rogue build. So far this has been by far my most successful character, and has been to Nessus and back, and has done very well in between.
This build combines nearly inpenetrable defensive capabilities, (high AC, 64% Concealment, epic dodge), and some mean damage on a sneak attack.
Here is Cuteness T Kobold at 60th level, he is a double demigod so his stats are 4 above what you would normally get, I also used a Con artifact (long embarrising story on that one ), so his Constitution is a 2 higher than normal. The screenshot below also has another cuddly scoundrel within it, who has the normal stat spread.
The screenshot above shows a 35/3/2 combination, but he using an older, slightly less optimal version of the build, though he still is incredibly powerful.
It's a 36/2/2 Rogue/Paladin/Fighter build. The reason I do that is having 4 BAB 1/1 classes pre epic gives you an extra attack. Paladin will help your saves out, since you add charisma to them all, and Fighter will give you some extra feats to play with.
Also, be sure to keep in mind these changes to rogues when you play this character, you will want to know these inside out. The glowing ones are ones that this build utilizes.
- At Rogue 21, Skill Mastery lowers certain skill penalties, scaling higher at Rogue 31 and Rogue 40.
[glow=red,2,300]- At Rogue 25, Opportunist grants an AB bonus which increases with Rogue level and Intelligence modifier.
- At Rogue 30, Self Concealment feats are improved by ranks in the Hide skill.
- At Rogue 30, the Crippling Strike feat increases critical threat ranges by 1 for light weapons and morningstars, if the rogue is wearing light or no armor.
- At Rogue 35, the Crippling Strike feat has a chance to increase critical multiplier by 1 for light weapons and morningstars, if the rogue is wearing light armor or no armor.[/glow]- At Rogue 31, Slippery Mind offers a reroll on all Will saves. Even without that ability, some non-spell Will saves are considered mind spells for purposes of Slippery Mind.
- At Rogue 40, they ignore Sneak Attack immunity against nearly all opponents.
- Legendary Rogues gain +1 per 5 legendary levels to Dexterity.
- Legendary Rogues receive +1 skill point per level per 10 non-legendary Rogue levels in legendary levels.
- Rogues can speak Thieves' Cant.
- There are a series of powerful custom trap kits in the module which require a high Set Traps skill to use.
Also, some terms will be used throughout this build that you may not be immediately familiar with:
AB: AB means 'Attack Bonus'. The higher this is, the higher a chance you have of hitting someone when you attack. You will want this as high as you can realistically manage.
AC: AC means 'Armor Class'. When a hostile is swinging at you, they have to roll their Attack Bonus against your Armor Class to determine if they hit you. A high Armor Class means getting hit less often, so again, you want as much of this as possible.
Base Human
Subrace: Humanoid - Kobold
STR -2, DEX +2, +2 search, free feat: Darkvision, reduces character size to small, speaks Draconic, speaks Kobold
The reason I use kobold (aside from the appearance ^.^) is that it gives you more dexterity for strength, a stat shift that is certainly welcome. So why use it over halfling? Well kobold keeps the human base's extra skill per level and the extra feat, both are bonuses which are far more useful than what halfling can give you. Elf may be a solid pick, but it only has one starting feat, and the constitution penalty really hurts. Being small also nets you +1 to AB and AC, which is certainly welcome.
Put all level up points into dexterity.
[glow=red,2,300]Remember to be lawful good at the start or you will not be able to become a paladin.[/glow]
Now there are two weapons you could realistically focus in, the dagger or the kukri, those are the only two melee weapons small rogues get the rogue bonuses with(Special modifications unique to the server, they are definitely worth taking.), kukri is exotic, but you should be able to spare a feat for it. The kukri is a better choice with it's weapon threat range of 18-20X2, rather than 19-20X2
This build is for newcomers. For more advanced players, you could look into the CEP weapons, but it is probably too much of a headache for newer players to deal with, especially with the relative rarity of CEP weapons throughout the early game.
Starting stats: Base (Kobold)
Strength: 10 (8)
Dexterity: 16 (18)
Constitution: 14 (14)
Intelligence: 14 (14)
Wisdom: 8 (8)
Charisma: 14 (14)
Feat/Level up order:
Rogue,1: Strong Soul, Bullheaded
Strong soul gives you a bonus to fort and will saves, which you will want, and also allows you to pick up a legendary saves feat that gives you 5 to both. Be sure to take it.
The Bullheaded feat is what is called an "Enabler" feat. It will allow you, for the price of a feat once you hit level 42, to take discipline as a class skill when you start taking legendary levels. Since rogue normally cannot, the end result is a 20 greater bonus to your discipline. It will also give you a +1 to your will save.
Discipline is a very important skill to maximize, since there are a lot of in game "checks" that go against it. If you fail, you can lose your weapons, get knocked down, or have your gear destroyed, none of which are pleasant things to have happen.
Fighter,2: Weapon Finesse
Allows you to use dexterity instead of strength for some melee weapons, pretty much manditory for any dexterity based character.
Paladin,3: Exotic weapons proficiency.
This feat enables use of the kukri. I picked the kukri because of it's 18-20X2 threat range, over dagger which is 19-20X2.
Rogue, 4:
Rogue, 5:
Rogue, 6: Weapon focus Kukri,
Weapon foci increase your AB, which is very nice.
Rogue, 7:
Rogue, 8:
Rogue, 9: Blind Fight
Blind fight is a must, it helps you stay alive when blind, as it prevents automatic flatfooting while blind, and helps when trying to beat concealment, very nice.
Rogue, 10:
Rogue, 11:
Rogue, 12: Iron Will, Improved Evasion
Iron will will add 2 to your will save. This server, thankfully, is not one where a mind immune item will make will saves completely meaningless. It is important that you keep this high, after all, you don't want big meanies playing tricks on your little kobold's mind do you?
As for improved evasion, you'll want to have it as a prerequisite feat. It's required for epic dodge and self concealment.
Rogue, 13:
Rogue, 14:
Rogue, 15: Toughness, Defensive roll
More HP is always nice, this one is pretty much a freebie.
Defensive roll in of itself isn't very spectacular, but it is a prerequisite for epic dodge, which is a must have.
Rogue, 16:
Rogue, 17:
Rogue, 18: Rapid Reload, Crippling strike
There are many places where you will want to use a crossbow. They're handy as tactical tools, and you do get sneaks with ranged weapons if you are close enough, so it's definitely worthwhile to invest a feat here.
The Strength decrease is very nice on some enemies in the low level areas, but it will also give you some nice bonuses later it, it will improve your critical threat range with all light weapons, which is very nice.
Fighter, 19: Improved Critical Kukri
Improved critical gives you more critical hits, certainly a worthwhile grab. You will now threaten criticals on a 15-20 instead of 18-20, or 12-20 with a keen weapon.
Paladin, 20: Be sure to maximize discipline at this level, you're not going to get another chance until level 43. You don't get another level of a class with disc as a class skill, but Legendary Skill Affinity Discipline will give you it as a class skill even when taking rogue levels.
Rogue, 21: Great Dexterity 1
You want to maximize your dexterity. Every two points in this increases your AB and AC by 1. It might not sound like much, but the bonuses add up and are significant for your characters well being.
Rogue, 22:
Rogue, 23: Opportunist
Opportunist is one of those modified feats. It will (later on), give you part of your intelligence to your AB, for this character, it will come out to a bonus of 3.
Rogue, 24: Great Dexterity 2
Rogue, 25:
Rogue, 26:
Rogue, 27: Armor Skin
Armor skin gives you 2 AC, nice for achieving your goal of never getting whacked.
Rogue, 28: Epic Dodge
With this feat, you automatically dodge the first swing in a round that would normally hit you. This feat will greatly increase your defensive capabilities.
Rogue, 29:
Rogue, 30: Great Dexterity 3
Rogue, 31:
Rogue, 32: Epic skill focus, Search
You will need epic skill foci in disable trap and search to remove every trap in the module, so these are worth grabbing. I recommend taking search first because it can help you find several secret locations throughout the game.
Rogue, 33: Great Dexterity 4
Rogue, 34:
Rogue, 35:
Rogue, 36: Epic Weapon Focus: Kukri, Self Concealment 1
As for the epic weapon focus, it gives you 2 AB, defense is nice, but you will want some offensive capability as well.
As for self concealment, it's natural concealment, it will go up to around 64%, depending on your hide skill. This means enemies AUTOMATICALLY miss you 40%(numbers adjusted for blind-fight) of the time, it's nice.
Rogue, 37:
Rogue, 38:
Rogue, 39: Epic Prowess
Epic Prowess gives the character +1 AB to all attacks. It is a worthwhile investment.
Rogue, 40: Self Concealment 2
Self Concealment 2 (At the moment, 34% concealment)
Legendary levels: you get 7 feats, use wisely. As a rogue, you also get free dexterity at 45,50,55, and 60.
42: LSA Discipline
This is the feat that allows you to take discipline as if it were a class skill for you. This will end up giving you a base 63 to your discipline score.
45: Self Concealment 3 (More auto-concealment)
48: Self Concealment 4 (More auto-concealment)
51: Self Concealment 5 (More auto-concealment)
54: Legendary Weapon Focus
This feat will give you *3* AB. This will greatly enhance your offensive capabilities.
57: Legendary Soul,
There are a lot of fortitude and will saves that your gear will not protect you from. It is important that these stay high.
60: Epic skill focus: Disable Trap
This is needed to disable every trap in the game.
Ending Stats: Ungeared (Fully Geared)
Strength: 8 (20)
Dexterity: 46 (58)
Constitution: 14 (26)
Intelligence: 14 (26)
Wisdom: 8 (20)
Charisma: 14 (26)
Your AB should be fine, it will compute:
BAB(16) + Epic AB(10) + Legendary AB(12) + Weapon Foci/prowess(7) + opportunist(3) + Dexterity(24) + small size(1) + Enhancement(0-20) = 73-93.
The reason I put a range on Enhancement is because it isn't constant. Enhancement keeps track of weapon bonuses and buffs you may have, like prayer and bard song that can enhance your AB. The engine cap for these bonuses is 20. Keep in mind, your character sheet will get fooled if the enhancement exceeds 20, so watch out.
your AC should be: (Ungeared)
10(base)+24(Dexterity)+12(Tumble)+2(Armor skin) +1(Small size)= 49, not bad, but your AC will actually be highly gear dependant, however, you should have enough to take most areas of the game. Also, keep in mind that while the small size doesn't go on your character sheet, it will reduce enemy AB when swinging at you. It's a subtle bonus, but it's there.
Saves:
The numbers given are in the format of Fort/Reflex/Will
5/10/5 (Rogue levels pre epic)
3/0/0 (FIghter levels pre epic)
3/0/0 (Paladin levels pre epic)
10/10/10 (epic levels, this bonus is set no matter what you take in the epic levels.)
5/5/5 (Legendary level bonuses, always 5 to each again.)
0/0/3 (Feats, iron will gives +2 will and $bullheaded gives +1.)
6/0/6 (Strong soul and Legendary soul give a total of +6 to fort and will)
2/18/-1 (Base stat modifiers, from con, dex, wis, etc.)
2/2/2 (Charisma bonus, here is where paladin comes in handy.)
12/12/12 (Stat boosting gear, you can get a total of +6 per stat, but maxing your charisma gives you +6 to all of your saves.)
20/20/20 (Direct gear, from items, spells, song, etc.)
Total:
68/77/62,
Those saves are high enough to keep you comfortable in almost any of the game.
Skills:
Below is what I recommend taking. If you like to have some skills, (some rogues swear by bluff, others don't like it very much), you can of course switch these choices around.
You get: 59*8(Rogue levels, first level gives 4x as many as other levels.)+4*2(Paladin and Fighter Levels)+63*2(intelligence bonus)+63('base human' bonus)+60(rogue LL bonus).
Rogues get bonus skill points in legendary levels, this one will get a total of 60 points in those levels.
You get a total of 669 skill points, choose wisely.
63 Discipline (Very useful for many checks. Many monsters have scripted attacks that if you don't have enough of this, you get knocked down, your gear gets destroyed, none of which is fun to have happen to you.)
63 Tumble (Every 5 ranks in this gives you 1 AC, up to 12 at 60. There are some high DC tumble checks later in the game though, so the extra 3 points don't hurt.)
63 Open Lock (You will want this to open locked doors and chests, a valuable skill)
63 Search (You will want this to find traps and to find hidden loot piles and secret doors, a valuable skill)
63 Disable Trap (You will want this to disable every trap in the game, a valuable skill)
63 Use Magic Device (This skill will allow you to use wands and scrolls, and items that you would normally not be able to use.)
63 Listen (On Higher Ground, a high listen will help you reduce the effective concealment on your enemies, you should find this skill very useful later in the game, when many enemies you face will have high concealment.)
63 Hide (Your self concealment bonus is based on this skill, it helps to keep this skill high.)
63 Parry (On Higher Ground, parry skill reduces the severity of critical hits that strike you. It shouldn't happen often, but it can be debilitating when it does, and mitigating them can save your life.)
63 Pick Pocket (A word of advice to newcomers, NEVER use this on a player, there are however, some enemies which you can pocket healing potions from, increasing your stock and of course, leaving them with one less bar of health.)
63 Craft Armor (40 points of craft armor will increase your AC by one. Unlike tumble, this includes boosts from gear, spells, and other effects into the calculation. Still, it's a nice bonus if you can spare the points.)
39 Craft Weapon (This works like craft armor, except it adds to your offense instead of your defense.)
If you like a skill that is not on this list, like bluff, appraise, or set trap, feel free to do so. You will however, have to give something else up.
Enjoy the kobold!
This build combines nearly inpenetrable defensive capabilities, (high AC, 64% Concealment, epic dodge), and some mean damage on a sneak attack.
Here is Cuteness T Kobold at 60th level, he is a double demigod so his stats are 4 above what you would normally get, I also used a Con artifact (long embarrising story on that one ), so his Constitution is a 2 higher than normal. The screenshot below also has another cuddly scoundrel within it, who has the normal stat spread.
The screenshot above shows a 35/3/2 combination, but he using an older, slightly less optimal version of the build, though he still is incredibly powerful.
It's a 36/2/2 Rogue/Paladin/Fighter build. The reason I do that is having 4 BAB 1/1 classes pre epic gives you an extra attack. Paladin will help your saves out, since you add charisma to them all, and Fighter will give you some extra feats to play with.
Also, be sure to keep in mind these changes to rogues when you play this character, you will want to know these inside out. The glowing ones are ones that this build utilizes.
- At Rogue 21, Skill Mastery lowers certain skill penalties, scaling higher at Rogue 31 and Rogue 40.
[glow=red,2,300]- At Rogue 25, Opportunist grants an AB bonus which increases with Rogue level and Intelligence modifier.
- At Rogue 30, Self Concealment feats are improved by ranks in the Hide skill.
- At Rogue 30, the Crippling Strike feat increases critical threat ranges by 1 for light weapons and morningstars, if the rogue is wearing light or no armor.
- At Rogue 35, the Crippling Strike feat has a chance to increase critical multiplier by 1 for light weapons and morningstars, if the rogue is wearing light armor or no armor.[/glow]- At Rogue 31, Slippery Mind offers a reroll on all Will saves. Even without that ability, some non-spell Will saves are considered mind spells for purposes of Slippery Mind.
- At Rogue 40, they ignore Sneak Attack immunity against nearly all opponents.
- Legendary Rogues gain +1 per 5 legendary levels to Dexterity.
- Legendary Rogues receive +1 skill point per level per 10 non-legendary Rogue levels in legendary levels.
- Rogues can speak Thieves' Cant.
- There are a series of powerful custom trap kits in the module which require a high Set Traps skill to use.
Also, some terms will be used throughout this build that you may not be immediately familiar with:
AB: AB means 'Attack Bonus'. The higher this is, the higher a chance you have of hitting someone when you attack. You will want this as high as you can realistically manage.
AC: AC means 'Armor Class'. When a hostile is swinging at you, they have to roll their Attack Bonus against your Armor Class to determine if they hit you. A high Armor Class means getting hit less often, so again, you want as much of this as possible.
Base Human
Subrace: Humanoid - Kobold
STR -2, DEX +2, +2 search, free feat: Darkvision, reduces character size to small, speaks Draconic, speaks Kobold
The reason I use kobold (aside from the appearance ^.^) is that it gives you more dexterity for strength, a stat shift that is certainly welcome. So why use it over halfling? Well kobold keeps the human base's extra skill per level and the extra feat, both are bonuses which are far more useful than what halfling can give you. Elf may be a solid pick, but it only has one starting feat, and the constitution penalty really hurts. Being small also nets you +1 to AB and AC, which is certainly welcome.
Put all level up points into dexterity.
[glow=red,2,300]Remember to be lawful good at the start or you will not be able to become a paladin.[/glow]
Now there are two weapons you could realistically focus in, the dagger or the kukri, those are the only two melee weapons small rogues get the rogue bonuses with(Special modifications unique to the server, they are definitely worth taking.), kukri is exotic, but you should be able to spare a feat for it. The kukri is a better choice with it's weapon threat range of 18-20X2, rather than 19-20X2
This build is for newcomers. For more advanced players, you could look into the CEP weapons, but it is probably too much of a headache for newer players to deal with, especially with the relative rarity of CEP weapons throughout the early game.
Starting stats: Base (Kobold)
Strength: 10 (8)
Dexterity: 16 (18)
Constitution: 14 (14)
Intelligence: 14 (14)
Wisdom: 8 (8)
Charisma: 14 (14)
Feat/Level up order:
Rogue,1: Strong Soul, Bullheaded
Strong soul gives you a bonus to fort and will saves, which you will want, and also allows you to pick up a legendary saves feat that gives you 5 to both. Be sure to take it.
The Bullheaded feat is what is called an "Enabler" feat. It will allow you, for the price of a feat once you hit level 42, to take discipline as a class skill when you start taking legendary levels. Since rogue normally cannot, the end result is a 20 greater bonus to your discipline. It will also give you a +1 to your will save.
Discipline is a very important skill to maximize, since there are a lot of in game "checks" that go against it. If you fail, you can lose your weapons, get knocked down, or have your gear destroyed, none of which are pleasant things to have happen.
Fighter,2: Weapon Finesse
Allows you to use dexterity instead of strength for some melee weapons, pretty much manditory for any dexterity based character.
Paladin,3: Exotic weapons proficiency.
This feat enables use of the kukri. I picked the kukri because of it's 18-20X2 threat range, over dagger which is 19-20X2.
Rogue, 4:
Rogue, 5:
Rogue, 6: Weapon focus Kukri,
Weapon foci increase your AB, which is very nice.
Rogue, 7:
Rogue, 8:
Rogue, 9: Blind Fight
Blind fight is a must, it helps you stay alive when blind, as it prevents automatic flatfooting while blind, and helps when trying to beat concealment, very nice.
Rogue, 10:
Rogue, 11:
Rogue, 12: Iron Will, Improved Evasion
Iron will will add 2 to your will save. This server, thankfully, is not one where a mind immune item will make will saves completely meaningless. It is important that you keep this high, after all, you don't want big meanies playing tricks on your little kobold's mind do you?
As for improved evasion, you'll want to have it as a prerequisite feat. It's required for epic dodge and self concealment.
Rogue, 13:
Rogue, 14:
Rogue, 15: Toughness, Defensive roll
More HP is always nice, this one is pretty much a freebie.
Defensive roll in of itself isn't very spectacular, but it is a prerequisite for epic dodge, which is a must have.
Rogue, 16:
Rogue, 17:
Rogue, 18: Rapid Reload, Crippling strike
There are many places where you will want to use a crossbow. They're handy as tactical tools, and you do get sneaks with ranged weapons if you are close enough, so it's definitely worthwhile to invest a feat here.
The Strength decrease is very nice on some enemies in the low level areas, but it will also give you some nice bonuses later it, it will improve your critical threat range with all light weapons, which is very nice.
Fighter, 19: Improved Critical Kukri
Improved critical gives you more critical hits, certainly a worthwhile grab. You will now threaten criticals on a 15-20 instead of 18-20, or 12-20 with a keen weapon.
Paladin, 20: Be sure to maximize discipline at this level, you're not going to get another chance until level 43. You don't get another level of a class with disc as a class skill, but Legendary Skill Affinity Discipline will give you it as a class skill even when taking rogue levels.
Rogue, 21: Great Dexterity 1
You want to maximize your dexterity. Every two points in this increases your AB and AC by 1. It might not sound like much, but the bonuses add up and are significant for your characters well being.
Rogue, 22:
Rogue, 23: Opportunist
Opportunist is one of those modified feats. It will (later on), give you part of your intelligence to your AB, for this character, it will come out to a bonus of 3.
Rogue, 24: Great Dexterity 2
Rogue, 25:
Rogue, 26:
Rogue, 27: Armor Skin
Armor skin gives you 2 AC, nice for achieving your goal of never getting whacked.
Rogue, 28: Epic Dodge
With this feat, you automatically dodge the first swing in a round that would normally hit you. This feat will greatly increase your defensive capabilities.
Rogue, 29:
Rogue, 30: Great Dexterity 3
Rogue, 31:
Rogue, 32: Epic skill focus, Search
You will need epic skill foci in disable trap and search to remove every trap in the module, so these are worth grabbing. I recommend taking search first because it can help you find several secret locations throughout the game.
Rogue, 33: Great Dexterity 4
Rogue, 34:
Rogue, 35:
Rogue, 36: Epic Weapon Focus: Kukri, Self Concealment 1
As for the epic weapon focus, it gives you 2 AB, defense is nice, but you will want some offensive capability as well.
As for self concealment, it's natural concealment, it will go up to around 64%, depending on your hide skill. This means enemies AUTOMATICALLY miss you 40%(numbers adjusted for blind-fight) of the time, it's nice.
Rogue, 37:
Rogue, 38:
Rogue, 39: Epic Prowess
Epic Prowess gives the character +1 AB to all attacks. It is a worthwhile investment.
Rogue, 40: Self Concealment 2
Self Concealment 2 (At the moment, 34% concealment)
Legendary levels: you get 7 feats, use wisely. As a rogue, you also get free dexterity at 45,50,55, and 60.
42: LSA Discipline
This is the feat that allows you to take discipline as if it were a class skill for you. This will end up giving you a base 63 to your discipline score.
45: Self Concealment 3 (More auto-concealment)
48: Self Concealment 4 (More auto-concealment)
51: Self Concealment 5 (More auto-concealment)
54: Legendary Weapon Focus
This feat will give you *3* AB. This will greatly enhance your offensive capabilities.
57: Legendary Soul,
There are a lot of fortitude and will saves that your gear will not protect you from. It is important that these stay high.
60: Epic skill focus: Disable Trap
This is needed to disable every trap in the game.
Ending Stats: Ungeared (Fully Geared)
Strength: 8 (20)
Dexterity: 46 (58)
Constitution: 14 (26)
Intelligence: 14 (26)
Wisdom: 8 (20)
Charisma: 14 (26)
Your AB should be fine, it will compute:
BAB(16) + Epic AB(10) + Legendary AB(12) + Weapon Foci/prowess(7) + opportunist(3) + Dexterity(24) + small size(1) + Enhancement(0-20) = 73-93.
The reason I put a range on Enhancement is because it isn't constant. Enhancement keeps track of weapon bonuses and buffs you may have, like prayer and bard song that can enhance your AB. The engine cap for these bonuses is 20. Keep in mind, your character sheet will get fooled if the enhancement exceeds 20, so watch out.
your AC should be: (Ungeared)
10(base)+24(Dexterity)+12(Tumble)+2(Armor skin) +1(Small size)= 49, not bad, but your AC will actually be highly gear dependant, however, you should have enough to take most areas of the game. Also, keep in mind that while the small size doesn't go on your character sheet, it will reduce enemy AB when swinging at you. It's a subtle bonus, but it's there.
Saves:
The numbers given are in the format of Fort/Reflex/Will
5/10/5 (Rogue levels pre epic)
3/0/0 (FIghter levels pre epic)
3/0/0 (Paladin levels pre epic)
10/10/10 (epic levels, this bonus is set no matter what you take in the epic levels.)
5/5/5 (Legendary level bonuses, always 5 to each again.)
0/0/3 (Feats, iron will gives +2 will and $bullheaded gives +1.)
6/0/6 (Strong soul and Legendary soul give a total of +6 to fort and will)
2/18/-1 (Base stat modifiers, from con, dex, wis, etc.)
2/2/2 (Charisma bonus, here is where paladin comes in handy.)
12/12/12 (Stat boosting gear, you can get a total of +6 per stat, but maxing your charisma gives you +6 to all of your saves.)
20/20/20 (Direct gear, from items, spells, song, etc.)
Total:
68/77/62,
Those saves are high enough to keep you comfortable in almost any of the game.
Skills:
Below is what I recommend taking. If you like to have some skills, (some rogues swear by bluff, others don't like it very much), you can of course switch these choices around.
You get: 59*8(Rogue levels, first level gives 4x as many as other levels.)+4*2(Paladin and Fighter Levels)+63*2(intelligence bonus)+63('base human' bonus)+60(rogue LL bonus).
Rogues get bonus skill points in legendary levels, this one will get a total of 60 points in those levels.
You get a total of 669 skill points, choose wisely.
63 Discipline (Very useful for many checks. Many monsters have scripted attacks that if you don't have enough of this, you get knocked down, your gear gets destroyed, none of which is fun to have happen to you.)
63 Tumble (Every 5 ranks in this gives you 1 AC, up to 12 at 60. There are some high DC tumble checks later in the game though, so the extra 3 points don't hurt.)
63 Open Lock (You will want this to open locked doors and chests, a valuable skill)
63 Search (You will want this to find traps and to find hidden loot piles and secret doors, a valuable skill)
63 Disable Trap (You will want this to disable every trap in the game, a valuable skill)
63 Use Magic Device (This skill will allow you to use wands and scrolls, and items that you would normally not be able to use.)
63 Listen (On Higher Ground, a high listen will help you reduce the effective concealment on your enemies, you should find this skill very useful later in the game, when many enemies you face will have high concealment.)
63 Hide (Your self concealment bonus is based on this skill, it helps to keep this skill high.)
63 Parry (On Higher Ground, parry skill reduces the severity of critical hits that strike you. It shouldn't happen often, but it can be debilitating when it does, and mitigating them can save your life.)
63 Pick Pocket (A word of advice to newcomers, NEVER use this on a player, there are however, some enemies which you can pocket healing potions from, increasing your stock and of course, leaving them with one less bar of health.)
63 Craft Armor (40 points of craft armor will increase your AC by one. Unlike tumble, this includes boosts from gear, spells, and other effects into the calculation. Still, it's a nice bonus if you can spare the points.)
39 Craft Weapon (This works like craft armor, except it adds to your offense instead of your defense.)
If you like a skill that is not on this list, like bluff, appraise, or set trap, feel free to do so. You will however, have to give something else up.
Enjoy the kobold!