Mechanic enhancements

Core Abilites
(1) Arbalester: Raise ranged sneak attack/PBS range by 5 meters, and give proficiency with great xbows

(3) Tanglefoot (2 AP): Alchemical Grenade area atack. Enemies on the acid puddle takes 4d6 acid damage every 2 seconds and are slowed (DC for each part is 10 + 1/2 rogue levels + int. Half damage or no slow). 30 secs cooldown.

(6) Improved Detection (2 AP): You can detect and search traps from 50% further. Gives proficiency with light repeaters

(12) Targeting Sights (2 AP): Uses Int for ranged/throw damage and proficiency with heavy repeaters.

(18) Expert Trapper (2 AP): Reduces the cooldown of all alchemical traps by 20%, and 3/rest if you critical fail while disarming, the box wont blow up on your face.

(20) Master Alchemist (2 AP): Passive +2 Dex/Int. You gain a "special potion" that for 60 seconds give you +1d6 to all stats and +2d6 to attack and damage. Cooldown: 3 minutes.

Tier 1
Crossbow Training (2 AP): +1 to hit with xbows, +1 to damage with non-repaters xbows.

Faster Disabling (1 AP): You search, disable and OL animations are 33/66/100% faster (yes, third tier is instant)

Thunderstone (1 AP): Alchemical grenade. 4d6/6d6/8d6 sonic damage to target and dazes in the nearby area if they fail at a Fort save (DC 12/14/16 + half rogue levels + int)

Mechanics (1 AP): +1/2/3 to disable, OL, Repair, and saves against traps.

Awareness (1 AP): +1/2/3 to Listen, Search and Spot

Tier 2
Crossbow Training (2 AP): Requires Crossbow Training I. +1 to hit with xbows, +1 to damage with repeaters. +2 damage with non-repaters. Improved Traps (1 AP): +1/2/3 to DCs of your alchemical attacks and magical traps. Elemental traps that you place now have a DC of 65%/80%/100% of your disable skill instad of 50%.

Wand Heightening (1 AP): +1/2/3 to wand DC

Skill Boost (1 AP): +2/4/6 to skills for 20 secs.

Tier 3
Crossbow Training (2 AP): Requires Cossbow Training II+1 to hit with xbows, +1 to damage with non-repaters xbows.

Wracking Shot/Strike (1 AP): Ranged/Melee attack. On hit, deal 1d6/3d6/5d6 damage to construct hit, reduces 10% fortification (stacks 5 times), and make them lose sneak attack immunity.

Ooze Flask (1 AP): Requires Thunderstone at same tier. Alchemical grenade. Single target. 4d8/8d8/12d8 acid damage and reduces his AC by 2/4/8 for 30 secs (Fort DC 10 + half rogue + int to negate AC debuff). Cooldown: 12 secs.

Wand and Scroll Mastery (1 AP): Requires Wand Heightening at same level. +25%/50%/75% of scroll/wand effectiveness.

Dexterity or Intelligence (2 AP): +1 to choosen stat.

Tier 4
Crossbow Training (2 AP): Requires Crossbow Training III. +1 to hit with xbows, +1 to damage with repeaters. +2 damage with non-repaters.

Disable Construct (1 AP): Requires Wracking Shot/Strike at same rank. Target is dazed for 10/20/30 seconds. Daze is removed on damage. Using it on a target already affected by it will extend the duration. Cooldown: 25 secs. Use Magical Device (1 AP): Requires Wand and Scroll Mastery of same rank. +1/2/3 UMD.

Dexterity or Intelligence (2 AP): +1 to choosen stat.

Tier 5
Leg Shot (2 AP): Ranged Attack. On damage, enemy movement is reduced 50% for 10 seconds. Cooldown: 10 seconds.

Time Bomb (2 AP): Requires Ooze Flask at same tier. Alchemical trap. Creates a trap at your feet. After 10 seconds it explodes and deal 10/25/50 fire and 10/25/50 sonic damage per rogue level to all nearby enemies, and knock them to the ground. Reflex DC 10 + half rogue + int to reduce damage in half, Balance same DC to avoid knockdown. Cooldown: 2 minutes.