Thanks again for the advice everyone.
I will definitely adjust my talents. I also will focus on Hunstman over range. A few questions though, mostly for Mermaid:
The reason I was looking at a point in scoundrel was for Adrenaline and Cloak & Dagger. Pyro was for Haste and Clear Mind. Poly was for Chicken and Chameleon. Just adding some tools in the arsenal for minor crowd control, escape, and added AP. Is this not worth the 4 points?
Does Far Out Man really help? I might just be too early in, but I use the basic attack more routinely then anything else. I would love to increase range, but if it doesn't increase the range of my basic bow/crossbow attacks I am not sure how useful it will be.
For Guerrilla, does this actually get used very often? With the 3 AP cost it takes 5 AP for an attack (instead of 2). That is 150% increase in AP cost for a 40% increase in damage. I can see the benefit to opening a fight, but i thought it bumps the character to be the last to act. Given Sebille usually acts first that isn't worth 40%+ damage on one attack. Plus, that is an entire talent for a 40% increase on opener for one attack. Am I missing something?
As for changing Fane to a rogue, I like the idea. But as the only melee won't he die without the extra mitigation that fighter gives?
As for Finesse vs Wits, the critical chance doesn't appear significant, but the initiative does. I find acting first is a lifesaver. Plus the detect traps/treasure is a nice perk. Is 100% Finesse really worth it?