Here's an example of a rogue based build. The numbers in parenthesis are what the items listed would give. There are still potential bumps via items, spells, ship buffs, etc. I don't quite understand why but this seemed to open up the fourth level of Racial Toughness which netted me more HPs in the end.
Code:
Level 20 True Neutral Warforged
(2 Fighter \ 2 Rogue \ 16 Bard)
Hit Points: 360 (515)
Spell Points: 520 (768)
BAB: 15\15\20\25\25
Fortitude: 17
Reflex: 16
Will: 12
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(34 Point) (Level 1) (Level 20)
Strength 18 26 (32)
Dexterity 8 10 (26)
Constitution 18 22 (28)
Intelligence 10 12 (20)
Wisdom 6 8 (14)
Charisma 12 16 (22)
+2 Supreme Tome used at level 7
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 3 23 (41)
Bluff 5 18 (21)
Concentration 6 29 (51)
Jump 4 12 (32)
Move Silently 3 23 (41)
Perform n/a 26 (44)
Spot 2 8 (31)
Use Magic Device 5 29 (35)
Notable Equipment (have or easy to get)
Minos Legens
Shintao Cord
Epic Treasure Hunter's Spyglass
Bard's Cloak
Ogre Power Belt of Balance
Superior Devotion IV Ring of the Archmagi
Greater Devotion VI Ring of Elvenkind
Dexterous Boots of Springing
Enchantment Bracers
Dragontouched Docent (Intelligence, GFL - for build)
Supreme Tyrant Green Steel Goggles of Existential Stalemate (ConOp HP)
Spectral Gloves
Planned Spell list
Level 1: Detect Secret Doors, Expeditious Retreat, Focusing Chant, Feather Fall, Hypnotism
Level 2: Blur, Glitterdust, Rage, Invisibility
Level 3: Displacement, Crushing Despair, Haste, Good Hope
Level 4: Otto's Sphere of Dancing, Cure Critical Wounds, Dimension Door, Freedom of Movement
Level 5: Greater Heroism, Crushing Despair, Mind Fog, Mass Suggestion
Level 6: Otto's Irresistible Dance, Mass Cure Moderate Wounds
Level 1 (Rogue)
Feat: (Past Life) Past Life: Ranger
Feat: (Selected) Toughness
Level 2 (Fighter)
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
Level 3 (Fighter)
Feat: (Fighter Bonus) Power Attack
Feat: (Selected) Two Handed Fighting
Level 4-6 (Bard)
Feat: (Selected) Extend Spell
Level 7-9 (Bard)
Feat: (Selected) Skill Focus: Use Magic Device
Level 10 (Rogue)
Level 11-12 (Bard)
Feat: (Selected) Improved Critical: Slashing Weapons
Level 13-15 (Bard)
Feat: (Selected) Improved Two Handed Fighting
Level 16-18 (Bard)
Feat: (Selected) Greater Two Handed Fighting
Level 19-20 (Bard)
Enhancements
Rogue Haste Boost I
Rogue Skill Boost I
Bard Inspired Attack III
Bard Inspired Bravery III
Bard Inspired Damage III
Bard Lingering Song III
Bard Warchanter II
Racial Toughness IV
Rogue Sneak Attack Accuracy I
Rogue Sneak Attack Training I
Bard Song Magic II
Bard Energy of the Music I
Bard Charisma II
Fighter Strength I
Fighter Toughness I
Bard Wand and Scroll Mastery II
Warforged Constitution II
Warforged Healer's Friend I
Warforged Power Attack II
Warforged Great Weapon Aptitude II
So the big question, is this a better option? With **** reflex saves anyhow does the addition of Evasion make this more survivable? Is the extra 1d6+2 (enhancement) sneak damage put it over the top?
And before anyone mentions the lack of trap skills I'll remind you that this is for a static group that will already have an pure artificer and a full improved evasion trap/tank build. In the skills I was going more for stealth to help with epics like claw (Invis + MS = solo) and to lay down the Fascinates.