My character is sort of a finesse melee character, but is primarily int-based. Trying to build off of that as much as possible (lots of homebrew weapon finesse and zen archery/intuitive strike feats, but very few for Int. Will have to run the ones I've found by Quill).
I might also look into making it more of a dagger-throwing style character, but we'll see. Depends on what I can work out.
Alternative Combat Expertise for Int to attack rolls, and DonQuixote's Characteristics have a few other Int-based options if they're allowed (or you could just take them as feats).
I'll look at them, though right now I'm trying to add more utility. I'm pretty well set on defense, I think. Even though my AC doesn't come anywhere close to that sublime shaper's (my 18 vs their 27), I give enemies a 20% miss chance and can give an enemy a -5 to hit as an immediate action once per round, and next level any enemies in close/melee range have a chance of being dazed. So it's not a lot of traditional defense, but it's a good amount of unconventional defenses.
I'm not really a super-high damage dealer at the moment (though eventually I'll be capable of some pretty nice damage), I am good at some single-target BFC and such, and of course I'll be a repository of knowledge. I can't enchant my usual weapon normally, but I can temporarily enchant it using sacred planar lash for some more boosts and the ability to change enhancement abilities on the fly.
Thanks for the links, though.
Also, Zieg, social is definitely good. My character knows a lot, but you could make that knowledge actually sound like it's not coming from someone with the social graces of a pile of manure.
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I could have sworn there was a feat or item that allowed evil creatures to go about not being affected by good items/alignment effects, or basically masking their evilness. Maybe I made it up in my head, but I thought I had seen it mentioned somewhere *shrug*