Start at the top of the list and move your  way down.<br/><br/>If I can get in a ranged Sneak Attack, throw a dart. If no darts left, throw a normal dagger. Throw a magic or special metal dagger IF AND ONLY IF (herafter abbreviated IFF) there is a 90% or higher probability of killing him with that throw.<br/>In combat, Flank when possible. All abilities are based off my ability to flank. With +12 tumble, don't worry too much if it would take an AoO, but remember to move at half speed to pull that off.<br/>At 50% health, use wand of Cure Light Wounds.<br/>At 25% health, use potion of Cure Light Wounds if not threatened, Withdraw towards Cleric if am threatened.<br/>Reclaim all darts.<br/>Claim new darts and new daggers.<br/>Inspect all locks for traps.<br/>Use thieves' tools on untrapped locks. Take 10, then take 20.<br/>Use longspoons on traps that can be avoided by using them.<br/>Bribe, cajole, or plead for whatever buffs are needed to survive death at the hand of a trap that cannot be safely longspooned, then use normal tools. Alternatively, invoke Clever Improviser and throw a rock at it. If it works, say "Eeeeeyy!" and give a tumbs-up.<br/>When possible, bypass traps, don't wreck them outright.<br/>In combat against a hoard of weaklings, cast Sleep.<br/><br/>If a stolen spell with healing or buffing value is reaching the end of its lifespan, use it on whoever needs it most. For Dexterity or Charisma buffs, I need it most.<br/>If a stolen spell with practical joke value is reaching the end of its lifespan, use it.<br/>Otherwise, convert it into a Mage Hand and have fun with that, instead.<br/><br/>Sneak Attack and Spellstealing:<br/>Never try to steal metamagic spells.<br/>Against a spellcaster, steal the highest level spell he can cast that is under my limit, focusing on attack or healing spells depending on the caster.<br/>Against a creature that uses buffs of any kind, steal them. Start with the ones that improve AC, Spell Resistance, and Damage Reduction.<br/>If facing a Dragon or other creature that uses an elemental weapon to which it has resistance or immunity, steal resistance.<br/>If the wizard or whoever discovers an enemy is resistant to a certain kind of energy that his spells are based off of, steal resistance. If immune, don't bother.<br/>If facing an opponent with neither spells nor resistance, use Sneak Attack to cause pain.<br/><br/>Spellcasting:<br/>Never cast in range of an AoO.<br/>Remember that 2/day a spell can be sacrificed to add +1d6 on a sneak attack. If the spell is useless in the current situation, make it something useful. This is especially true against mages who need to be taken down fast.<br/>Stolen attack spells should be used as quickly as possible against whomever they would be effective. Throwing the wizard's Fireball on his own zombies comes to mind. Really, with all the spells possible, a comprehensive list is simply infeasible. Prioritize targets based on number of enemies in the spell's area, type of save versus probable good/bad saves of potential targets, and most importantly if said target is about to kill someone, kill him first.<br/>Stolen buff spells are probably best used on me so I can steal more spells, but if I can buff an ally within two rounds who really needs it, go for it.<br/>Healing spells likewise, but make it three rounds.