Some general notes for the OP:
First, if you are looking at DEX builds, which seems to be the case, it is well worth your while to have a bow and some decent ammo handy. Sure, there are many situations when it won't help, but there are many when it will and it is particularly valuable for a rogue character when you take on undead who are 1) immune from sneak damage and 2) often slow-moving, giving you plenty of chances to do some real damage before they close on you. And, of course, being able to disrupt spellcasters at a distance is a big plus. Then again, putting feats into a bow may not be feasible, and it isn't strictly necessary, particularly if you are trying to get your dual wield feats relatively quickly. Though, I would say point-blank shot is pretty nice it if you can spare a feat.
Second, I don't know if you are planning on playing the OC with any add-ons, but I highly recommend Tony K's henchmen AI override. (See jmlzemaggo's "Add-ons and Tips..." thread in the NWN1 General forum.) It makes the baddies more challenging, and thus more fun, and it makes your henchmen smarter, which is a huge improvement and saves a lot of frustration in the game.
Third, most of the NPCs in the OC have 0 or low skill levels in listen and spot, so points in hide and move silently can be very useful, particularly to a sneaker. There are also items that help out, but the skill points will give you a solid base and don't take up valuable equipment slots. Keep in mind that you are getting a DEX bonus to both of those for free, so it doesn't take all that much to get them to effective levels.
A note on character race: I like elf rogue builds, myself. But, since you are correct in noting that the XP penalty will impact your build by the end of the OC, there is a downside to elves for your build. You may also want to consider a dwarf for this build, which will suffer no XP penalty and won't have the potential dual wield issues with weapon choice that a halfling might. In addition, the dwarvish CON bonus means that you might be able to drop Toughness and still have the same HP (and +1 fortitude saves), leaving that feat open for PBS or (even better) Iron Will.
About the skills: You probably don't need 23 skill ranks in disable trap for the OC, unless you are determined to disable tough traps during combat. Yes, there are a couple DC 45 traps, but you can get them with items. If you are playing with Tony K's AI enhancement, then discipline is useful in the OC. Otherwise, my recollection is that very few monsters (maybe none?) attempt knockdown or disarm. As noted, lock picks (even +10 by chapter 3) are plentiful, so the open lock skill doesn't need to be maxed. Honestly, 10 ranks in it, along with the DEX bonus and a +10 pick, will open any lock in the OC (probably less with items). There are several items that substantially increase persuade and it's never needed during combat, so there's no problem swapping items to use it. My preference would be to pull some points from those skills and improve hide, move silently, and put at least 10 ranks into set trap (which, with items and your DEX bonus, will let you set all the traps in the OC).
Feats: I think you have three rogue bonus feats to take and one or two more fighter bonus feats not shown in your feat list. Also, I understand not wanting to be locked into only one weapon, but foregoing Weapon Specialization is really giving up one of the best fighter feats. And, it's doing so in a DEX build, who will already have difficulty when it comes to inflicting damage on opponents who are immune to sneaks. What's more, since you are going the dexing dual-wield route and will have a natural preference for both light and finessible weapons, your best choice for weapons is restricted, anyway. Give up Improved Critical as you like - you already have a way to do extra damage via sneaks to anyone who isn't crit-immune. But, you should seriously consider picking up the Focus and Specialization feats.
Anyway, I know that some of my suggestions aren't exactly along the lines you mentioned, but I hope this is helpful anyway. I quickly put together a sample build on the CBC and the summary is below. (Not optimized at all, but somewhat balanced and I think it goes essentially where you want to go.) I choose dwarf because I was interested in what that looked like, but you could go human and take the extra feat. And, of course, you might choose to keep charisma minimal and just put an extra couple skill points into persuade to make up the difference for that skill. That would leave more ability points available elsewhere, perhaps for wisdom to increase that Will save, which is a significant weakness in this build.
Rogue(16), Fighter(4), Dwarf
ABILITIES (at level 20)
STR: 14
DEX: 16 (21)
CON: 14
WIS: 10
INT: 14
CHA: 8
LEVELING & FEATS
01: Rogue(1): Iron Will
02: Fighter(1): Weapon Finesse
03: Rogue(2): Ambidexterity
04: Rogue(3): DEX+1, (DEX=17)
05: Rogue(4)
06: Rogue(5): Two-Weapon Fighting
07: Fighter(2): Weapon Focus
08: Rogue(6): DEX+1, (DEX=18)
09: Rogue(7): Blind Fight
10: Rogue(
11: Rogue(9)
12: Fighter(3): DEX+1, Improved Two-Weapon Fighting, (DEX=19)
13: Rogue(10): Slippery Mind
14: Rogue(11)
15: Rogue(12): Knockdown
16: Rogue(13): DEX+1, Improved Evasion, (DEX=20)
17: Rogue(14)
18: Rogue(15): Improved Knockdown
19: Fighter(4): Weapon Specialization
20: Rogue(16): DEX+1, Defensive Roll, (DEX=21)
SUMMARY
Hitpoints: 176
Skillpoints: 206
Saving Throws (Fortitude/Will/Reflex): 11/8/16
Saving Throw bonuses: Spells: +2, Traps: +3, Poison: +2
BAB: 16
AB (max, naked): 22 (melee), 21 (ranged)
AC (naked/mundane armor/shield only): 19/26
SKILLS
Disable Trap 11(15), Discipline 22(24), Hide 19(24), Listen 19(19), Move Silently 19(24), Open Lock 11(16), Persuade 4(3), Search 19(21), Set Trap 18(25), Spot 19(19), Tumble 21(26), UMD 22(21), remaining skillpoints 2
Modifié par MrZork, 20 juillet 2012 - 11:11 .