For some rogues, there is only thievery. They specialize in picking up weapons and gear and using them to devastate those from whom they were stolen. The appropriator forsakes the rogue's normal focus on trapfinding and dilutes her study of anatomy in order to master the art of obtaining.
Appropriation (Ex): At 1st level, the appropriator adds 1/2 her level (minimum 1) to Sleight of Hand skill checks and to disarm and steal combat maneuver checks when these checks are being made to acquire items. This ability replaces trapfinding.
River of Possessions (Ex): At 2nd level, the appropriator understands that things come and go. She knows when to cast her line into the river of possessions, and when to return her catch. She uses her rogue level in place of her base attack bonus when calculating her CMB for disarm and steal maneuvers, as well as when calculating her CMD against those maneuvers. Base attack bonuses granted from other classes are unaffected and are added normally.
Additionally, whenever a creature fails on a disarm, steal, or sleight of hand check against the appropriator, the appropriator may, as an immediate action, choose to bestow any object on her person upon the creature failing the check. The object so bestowed must be one that could normally have been acquired by a successful disarm, steal, or sleight of hand check. This ability replaces evasion.
Expert Repurpose (Ex): At 3rd level, when an appropriator successfully steals a weapon (be it via disarm, steal, or sleight of hand), she gains a +1 bonus on attack and damage rolls with that weapon for 1 minute. This bonus increases by +1 at 7th and every four levels thereafter, to a maximum of +5 at 19th level. This bonus also applies to non-weapons stolen and repurposed as improvised weapons. The appropriator is treated as proficient with any manufactured weapons stolen in this way for the duration of the effect. This ability replaces sneak attack 2d6.
Inscrutable Motives (Ex): At 3rd level, the appropriator adds 1 to the DC of Sense Motive skills checks made against her. This bonus increases by 1 at 6th level, and every three levels thereafter, to a maximum DC increase of +6 at 18th level. This bonus also applies to Sleight of Hand skill checks made to hide weapons on her body. This ability replaces trap sense.
Mug (Ex): At 7th level, the appropriator can make a special mug attack. This functions as an assassin's death attack, except that instead of the victim needing to make a Fortitude save in order to avoid dying or becoming paralyzed, the victim must make a Reflex save (DC 10 + 1/2 the appropriator's level + the appropriator's Intelligence modifier). If the victim fails this save, the appropriator automatically succeeds on a disarm, steal, or sleight of hand check against the victim as a free action. This ability replaces sneak attack 4d6.
Grab and Run (Ex): At 11th level, the appropriator gains the benefits of the Spring Attack feat when using her mug ability, even if she wouldn't normally meet the prerequisites for the feat. This ability replaces sneak attack 6d6.
Return What Was Stolen (Ex): At 15th level, the first time an appropriator makes an attack against a creature with a weapon or object the appropriator stole from that creature, she may choose to relinquish it in order to deal extra damage. The target of the attack is flat-footed against this attack. After damage is resolved, the target of the attack may grab the returned weapon as a free action; otherwise it drops in its space. This ability replaces sneak attack 8d6.
Appropriate Technique (Ex): At 19th level, when the appropriator gains the benefits of her expert repurpose ability, she may also gain the benefits of one feat her target possesses. The feat must be one that applies specifically to the stolen weapon, such as Weapon Focus or Weapon Specialization. The appropriator need not meet any prerequisites for this feat. She can only gain the benefits of one feat through this ability at a time. This ability replaces sneak attack 10d6.