Hmm! Operative quality lets you use Dexterity? Is that only for operatives? I must read up on this stuff, hee hee!
[sblock=Beguiler Class (rev2)]
CLASS: BEGUILER
Key Ability: Charisma
Skills: 6 + Int modifier; Acrobatics (Dex), Bluff (Cha), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Mysticism (Wis), Perception (Wis), Profession (Cha, Int, or Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex)
Proficiencies: Light Armor, Basic Melee (analog only), Bows
1 0 Cloaked Casting
2 1 Beguiler Trick
3 2 Improved Feint, Mystic Skullduggery +1, Weapon Specialization
4 3 Bonus Feat
5 3 Beguiler Trick
6 4 Mystic Skullduggery +2
7 5 Bonus Feat
8 6 Beguiler Trick
9 6 Mystic Skullduggery +3
10 7 Bonus Feat
11 8 Beguiler Trick
12 9 Mystic Skullduggery +4
13 9 Bonus Feat
14 10 Beguiler Trick
15 11 Mystic Skullduggery +5
16 12 Bonus Feat
17 12 Beguiler Trick
18 13 Mystic Skullduggery +6
19 14 Bonus Feat
20 15 Fuse Spells, Beguiler Trick
Cloaked Casting: A Beguiler casting a spell against a flat-footed target has +1 to the spell's save DC. At 8th level the spell gains +2 versus spell resistance. At 14th level the bonus to save DC becomes +2.
Improved Feint: Gain as a bonus feat
Mystic Skullduggery: Insight bonus to Bluff or Stealth (chosen when first applied), and Mysticism.
Bonus Feats can be chosen from: Spell Focus, Greater Feint, Artful Misdirection, Expanded Beguiler Training, Mass Enchantment, or any of the Technology Feats (
http://paizo.com/pathfinderRPG/prd/technologyGuide/feats.html). All feats chosen must satisfy normal prerequisites.
Fuse Spells: As Technomancer
Beguiler Tricks
2nd level
Stygian Step (Gain 50% miss chance as part of a move action with 1 resolve; at 10th level spend 2 resolve to become incorporeal instead)
Quick Disguise (as Operative)
Takes One To Know One (gain +2 to save vs Enchantment and Illusion; increases to +4 at 10th lvl)
Hidden Signs (Bluff roll vs Perception of onlookers to conceal spellcasting as normal activity)
5th level
Subtle Spell (1 resolve to cast spell without making any noise, or without needing to make gestures; at 10th lvl 2 resolve for both)
Surefooted (as operative)
Alter Aura (Contest Mysticism vs Caster level of spells attempting to determine alignment)
8th level
Mentalist's Bane (as operative)
Holographic Distraction (as operative)
Master of Disguise (as Operative)
Wraith Strike (When attacking a flat-footed opponent, do 1d4 extra damage in melee or within 40', add 1d4 each 3 levels gained beyond 8)
11th level
Glimpse the Truth (as operative)
Baleful Touch (spend 2 resolve to Stygian Step through foe, doing Wraith Strike dmg with d8s. Requires Stygian Step and Wraith Strike)
Dusk Aura (spend 1 resolve to lower light level 1 step in own space, lasts lvl/3 rounds)
Hide in Plain Sight (use Stealth to hide even if observed as long as shadows are within 10')
14th level
Quickened Spell (2 resolve to cast 0 lvl spell, 4 to cast 1st level spell, 6 to cast 2nd level spell as a move action)
Swift Feint (Roll Bluff to feint as a swift action)
Incorporeal Anatomy (spend 1 resolve as reaction when critically hit, or hit by Trick Attack; extra dmg from these is negated)
Dauntless Deception (gain Will save against True Seeing when it is used to attempt to see through your illusion effects)[/sblock]