One of the neatest things Pathfinder has done is to introduce a variety of archetypes as variations on character classes. The gist of archetypes is that you lose some standard class features in exchange for gaining other class features that fit a particular theme. For example, at 1st level, an armored hulk barbarian gains heavy armor proficiency and the indomitable stance extraordinary ability, but loses fast movement.
Now that you’ve got the gist, here’s my contribution to the archetype army:
Some rogues have the supernatural ability to open small extradimensional portals that connect points in space without transversing the distance between those points. Warp thieves specialize in using these portals in combat.
Class Skills: Substitute Knowledge (the planes) for Knowledge (dungeoneering).
Warp Portals (Su): At 1st level, a warp thief can open two connected extradimensional portals as a standard action. One portal is always adjacent to the warp thief, and it remains so when the warp thief moves. The other portal can be in any chosen square within 30 feet of the warp thief that he has line of sight to, but this other portal is stationary unless the warp thief uses a move-equivalent action to adjust its position by up to 30 feet. With a free action at the start of his turn for the portals’ maintenance each round, the warp thief can keep his warp portals open for up to 3 + Intelligence modifier rounds per day.
As a standard action, the warp thief can reach through the portals to attack with a melee weapon. Alternatively, as a standard action, he may attempt one of these combat maneuver through the portals: dirty trick, disarm, steal, or trip. The second portal’s position is treated as the warp thief’s position to determine flanking, both for the warp thief and for his allies.
If the warp thief moves farther than 30 feet away from his second portal, both portals close immediately. If the warp thief cannot take a free action at the start of his turn to maintain his portals, they close immediately.
This ability replaces the warp thief’s first d6 of sneak attack damage. Consequently, the warp thief’s total sneak attack dice are always 1d6 lower than they otherwise would be.
Warp Step (Su): At 2nd level, a warp thief can step into his adjacent portal and emerge from the other portal, doing so as a move action. Both portals close immediately after the warp thief makes his warp step. This movement does not provoke attacks of opportunity.
This ability replaces evasion.
Portal Mastery (Su): At 8th level, a warp thief can open his two connected extradimensional portals as a move-equivalent action. The maximum range for his second portal becomes 45 feet. He also gains the ability to attack normally through his portals with melee weapons, meaning he can make full attacks. The list of combat maneuvers he can perform through the portals does not change, but these maneuvers are performed as per their normal actions, meaning, for example, that a trip can be performed in place of a melee attack rather than as a standard action.
This ability replaces improved uncanny dodge.