Planewalker Rogue (Character Kit)

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Whether cutthroat thieves, swashbuckling pirates, crafty scouts, or long-winded bards, planewalker rogues are a mainstay of planar society (if such a thing exists). These individuals are found everywhere throughout the planes, the gatetowns of the Outlands, and Sigil.
Being sneaky—knowing how to hide, and how to slip into the shadows—is never a useless skill when a body's stomping grounds include the homes of creatures such as pit fiends, planetars, and slaadi. In fact, rogues are probably the most universally adaptable folk who make their way around the planes.
This is primarily a thief's kit, although some bards may fit this role as well.
Role: While Sigil is full of cony-catchers, peel masters, and knights of the post, most planewalking rogues are interested in a little more than bobbing a gully for a handful of jink. They ply their trade in search of the big ride—the one job that will pay off with top-shelf rewards. These spivs live by intuition, instinctively choosing the best course of action.
Rogues have more ways of exercising their trade than the other classes. Certainly some rogues fit the typical role of burglar-in-the-night or petty thief. Others choose the paths of assassins, bounty hunters, chant brokers, con men, fences, scouts, or spies. Regardless of how they apply their skills, however, rogues develop into masters of the chant. Since their profession naturally leads them to deal with the less savory side of society, they generally know what's really going on before more upright bashers do.
Planewalking rogues know that their ability to pick pockets (for example) isn't going to do them much good against tanar'ri that're looking to rip their heads off. But having learned the art of the peel, rogues can sometimes use their knowledge and fast talk to wriggle out of situations. A planewalker rogue dealing with that hypothetical tanar'ri might not be able to fight his way out of his predicament, but he could try to convince the fiend that he was too scrawny a morsel to bother with, or distract it by pointing out a rival tanar'ri, or warn the creature against a (fictitious) horde of oncoming baatezu.
Finally, rogues tend to use the cant more than other classes, since it arose partly from the need to disguise their dealings from the forces of law.
Weapon Proficiencies: As normal rogue.
Nonweapon Proficiencies: 
* Bonus- Direction sense.
* Required—Planar sense.
* Recommended—Appraisal, disguise, planar survival, weather sense.
Equipment: As normal rogue.
Special Benefits: Planewalker rogues can use their climb walls ability as a general "get around in nonstandard or nonhorizontal environments" ability. The rogue has the same percentage chance to wend his way through the mechanisms of Mechanus, climb along the jagged mountainsides of Gehenna, or navigate plains of broken volcanic glass on Baator.
If this kit is being used for a bard character, he may take either the climb walls advantage or the "planar contacts" benefit explained in the planewalker priest kit.
Special Hindrances: When facing off against the Harmonium, the Mercykillers, the Guvners, and other law enforcement organizations, planewalker rogues suffer a penalty of -10% to their hide in shadows and move silently abilities. Law officers are wise to the planewalkers' tricks, and know their methods. Likewise, locks found throughout Sigil and other places frequented by planars are specifically made to foil planewalker rogues, subtracting 100/of rom rogues' chance to pick them.