1. Sneak attack is totally hit or miss depending upon creature type and this is not a good thing. Just drop the shit about it only affecting the crittable critters. This should've been a change made by Tomes.
2. Trap sense is shit. And as shit, it shall be flushed away.
3. Flask throwering is cool, but not everyone's cuppa.
4. Rather than strongly suggesting every Rogue get a ring of greater blink or somesuch, hardcode it in.
5. Bonus feat shenanigans while funny, are probably too out there.
6. Rogue specials come online so late that nobody would care.
7. The skills schtick could use some additional relevance.
8. The Shadow Dancer is pointless and may as well gestalt into Rogue because it would be a pity to lose the cute powers it has (minus the infinite Shadow minion chain). This will also reinforce that Rogues are not mundane with some minor abilities that don't spoil the pot.
9. I added level appropriate spell-like's themed to the Shadow schtick since the upper levels were pretty barren.
I offer bumps by giving extra Rogue specials earlier and I parsed them out basically into skill/combat abilities.
[edit: the class was left alone for like 7 months and I noticed a typoe and then decided to give something more to level 20 because just a native outsider type was a rather underwhelming a capstone. Perma-concealment and freebie illusions are the least I could do.]

Rogue
"You spit on a petty thief, but you can't deny a kind of respect for a great criminal."
The Rogue is an elusive combatant and master of misdirection who is able to actively avoid or disrupt the activities of his enemies while dispensing deadly harm. Rogues represent plucky swashbucklers and hardened criminals who tend to come out on top.
Playing a Rogue: Rogues are not front line fighters nor controllers of a battle field. Instead they are precision instruments of death and disruption. Infiltrating defenses, performing sabotage, assassination or gathering intelligence.
A level or two of Rogue can give some stealth and evasion to a martial build, but it offers decreased BAB progression which makes it a niche multiclassing dip.
Alignment: Every alignment has its share of Rogues, however most Rogues are of non-Lawful alignment.
Races: Every humanoid race has sneaks, but actual Rogues are rarer in societies that value conformity and detest trickery. While there are many Rogues among the Halflings, Gnomes and Goblins, a Rogue is rarely seen among the ranks of the Dwarves, Elves or Ogres.
Starting Gold: 4d6x10 gp (140 gold)
Starting Age: As Rogue.
Hit Die: d6
Class Skills: The Rogue’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skills/Level: 8 + Intelligence Bonus
BAB: Medium (3/4), Saves: Fort: Poor; Reflex: Good; Will: Poor
Level, Benefit
1 Sneak Attack +1d6, Trapfinding, Combat Style
2 Evasion
3 Sneak Attack +2d6, Skill Special
4 Uncanny Dodge, Combat Style
5 Sneak Attack +3d6, Shadow Illusion
6 Skill Special, Shadow Blade
7 Sneak Attack +4d6, Combat Style
8 Improved Uncanny Dodge, Shadow Step
9 Sneak Attack +5d6, Skill Special
10 Improved Evasion, Combat Style
11 Sneak Attack +6d6, Shadow Craft
12 Skill Special
13 Sneak Attack +7d6, Shadow Walk
14 Defensive Roll, Shadow Binding
15 Sneak Attack +8d6, Skill Special, Shadow Portal
16 Iron Will, Shadow Double
17 Sneak Attack +9d6, Speed of Thought
18 Skill Special, Opportunist, Shadow Clone
19 Sneak Attack +10d6, Shadow Horror
20 Shadow Soul
All of the following are Class Features of the Rogue class:
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
Sneak Attack (Ex): If a Rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can make a precision strike for extra damage.
The Rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Rogue levels thereafter. Should the Rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a Rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A Rogue can sneak attack even against creatures without discernible anatomies. Immunity to critical hits does not grant immunity to sneak attack damage. The Rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Rogue cannot sneak attack while striking a creature with concealment.
Trapfinding (Ex): Rogues (and only Rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A Rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Combat Style (Ex):
At 1st level, a Rogue must select one of two combat styles to pursue: ranged or melee combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If a Rogue already possesses a [Combat] feat awarded at a given level she may select a different [Combat] feat instead.
If the Rogue selected ranged combat, he may resolve ranged attacks as touch attacks if he forgoes any strength-based damage bonuses.
If the Rogue selected melee combat, he is treated as having the Weapon Finesse feat.
At 4th level the Rogue's aptitude in his chosen combat style (ranged or two-weapon combat) improves again.
If the Rogue selected ranged combat, he is treated as having the Sniper feat.
If the Rogue selected melee combat, he is treated as having the Two-Weapon Fighting feat.
At 7th level the Rogue's aptitude in his chosen combat style (ranged or two-weapon combat) improves again.
If the Rogue selected ranged combat, he is treated as having the Point Blank Shot feat.
If the Rogue selected melee combat, he is treated as having the Expert Tactician feat.
At 10th level the Rogue's aptitude in his chosen combat style (ranged or two-weapon combat) improves again.
If the Rogue selected ranged combat, he is treated as having the Hunter feat.
If the Rogue selected melee combat, he is treated as having the Whirlwind feat.
Evasion (Ex): At 2nd level and higher, a Rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Rogue is wearing light armor or no armor. A helpless Rogue does not gain the benefit of evasion.
Skill Special: On attaining 3rd level and at every 3 levels thereafter (6th, 9th, 12th, 15th and 18th) a Rogue may gain a [Skill] feat or skill ability from the list below.
- Forge Goods (Su): The Rogue can use Forgery to create amazing knock-offs. As a full round action the Rogue may make a Forgery check to transform raw materials magically into the desired arrangement, as though using Fabricate with a limitation of cubic foot per class level.
Hide in Plain Sight (Ex): The Rogue can hide in unusual locations, and may hide in areas without cover or concealment without penalty. The Rogue may even hide while being observed. This ability does not remove the -10 penalty for moving at full speed, or the -20 penalty for running or fighting.
Nondescript (Ex): The Rogue is easily forgotten and never stands out. Whenever determining initial attitudes towards the Rogue always shift one step towards Indifferent. The Rogue is treated as an opponent having no knowledge of them for purposes of Scrying (thus gaining a +10 Will Save Modifier vs. Scry). When an opponent attempts a spot check vs. the Rogue they roll as though distracted (-5 to spot check).
Simple Deduction (Ex): As a standard action the Rogue may make a Spot check to learn details about another person's personal life, including marital status, profession, recent activities, recent places visited and vices. DC 20 or opposed by the opponent's Disguise check whichever is higher.
Skill Mastery (Ex): The Rogue becomes so certain in the use of skills that she can use them reliably even under adverse conditions. When making a skill check she may take 10 even if stress and distractions would normally prevent her from doing so.
Wall Walker (Ex): The Rogue gains a climb speed equal to half their movement speed. Having a climb speed grants a +8 enhancement bonus on all Climb checks. The Rogue must make a Climb check to climb any wall or slope with a DC of more than 0, but they always can choose to take 10 even if rushed or threatened while climbing. The Rogue climbs at the given speed while climbing. If they choose an accelerated climb they move at double the given climb speed and makes a single Climb check at a -5 penalty. Rogues cannot run while climbing. The Rogue retains their Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against the climbing Rogue.
If a Rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Shadow Illusion (Sp): When a Rogue reaches 5th level, she can create visual illusions. This ability’s effect is identical to that of the arcane spell Silent Image and may be employed once per day per Rogue class level. DC is 10 + 1/2 Rogue level + Dex mod.
Shadow Blade (Su): At 6th level the Rogue gains the ability to conjure a magical dagger made from shadows. As a free action the rogue may make a Shadow Blade appear in her hand. A Shadow Blade has an enhancement bonus to attack and damage equal to 1/6 the Rogue's level and deals 1d4 base damage. A Shadow Blade will disappear after 1 round if not held by the Rogue.
Improved Uncanny Dodge (Ex): A Rogue of 8th level or higher can no longer be flanked.
This defense denies another Rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more Rogue levels than the target does.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum Rogue level required to flank the character.
Shadow Step (Sp): At 8th level the Rogue gains the ability to step back and forth between the ethereal plane. The Rogue can use Greater Blink as a spell-like ability. This may be employed once per day per Rogue class level.
Improved Evasion (Ex): This ability gained at 10th level works like Evasion, except that while the Rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Rogue does not gain the benefit of improved evasion.
Shadow Craft (Sp): At 11th level the Rogue can use Minor Creation as a spell-like ability to create temporary objects from shadows. The Rogue may use an appropriate craft skill or a Forgery check in order to create the object. This may be employed three times per day.
Defensive Roll (Ex): At 12th level the Rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Rogue can attempt to roll with the damage. To use this ability, the Rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Rogue’s evasion ability does not apply to the defensive roll.
Shadow Walk (Sp): At 13th level the Rogue gains the ability to travel between shadows as if by means of a Shadow Walk spell. The Rogue may employ this ability once per day.
Shadow Binding (Su): At 14th level the Rogue is able to disrupt magical movement with her precision strikes. When a Rogue deals Sneak Attack damage against a target it is as though the target was struck by a casting of Dimensional Anchor.
Shadow Portal (Sp): At 15th level the Rogue gains the ability to create shadow portals through walls as if by means of a Phase Door spell. The Rogue may employ this ability three times per day.
Iron Will (Ex): At 16th level the Rogue gains the Iron Will feat including Slippery Mind-
Slippery Mind (Ex)
This ability represents the Rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a Rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Shadow Double (Sp): At 16th level the Rogue gains the ability to create an illusionary double as the spell Mislead. DC is 10 + 1/2 Rogue level + Dex mod. The Rogue may employ this ability three times per day.
Speed of Thought (Sp):At 17th level the Rogue gains the ability to stop time as the spell Time Stop. The Rogue may employ this ability twice per day.
Opportunist (Ex): At 18th level the Rogue gains the ability to once per round, make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as one attack of opportunity for that round. Even a Rogue with the Combat Reflexes feat can’t use the Opportunist ability more than once per round.
Shadow Clone (Sp):At 18th level the Rogue gains the ability to create an inert duplicate of her body as a soul-receptacle per the spell Clone. The Rogue may only have one Shadow Clone at a time and the Rogue may employ this ability once per week.
Shadow Horror (Sp):At 19th level the Rogue gains the ability to summon deadly horrors as the spell Weird. DC is 10 + 1/2 Rogue level + Dex mod. The Rogue may employ this ability once per day.
Shadow Soul (Su): At 20th level, a Rogue ascends into being a magical creature of shadow. She is forevermore treated as a native outsider rather than as a humanoid (or whatever the Rogue's creature type was) for the purpose of spells and magical effects. Additionally, the Rogue gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction.
Shadows cling to the Shadow Souled Rogue. The Rogue can choose to become as a shade and benefit from concealment as a swift action. This may be rescinded as a swift action as well.
The Shadow Souled Rogue can use Shadow Illusion as a swift action at will.