Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. [3d6]
Bond to the Land- +2 dodge bonus to AC in ____ land type
Cold Vulnerability- NO feats or traits protect vs cold.
Craftsmen- +2 Craft/Profession dealing with making Metal/Stone objects
Evasion (Ex) You can avoid damage from many area-effect attacks.
Fast-Talker You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. (+1 to bluff)
Fire Assault- 1d4 fire damage/4lvls with unarmed strikes(hands&elbows) & weapons. CHA+lvl rounds/day
Keen Senses- +2 to perception(racial bonus)
Pyromaniacs- 1/day Dancing Lights, Flare, Prestidigitation, Produce Flame
Resilient Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. +1 to fort saves.
Resistance- 5 damage resistance vs Fire
Trapfinding- +(1/2lvl) for PerC to find traps; +(1/2lvl) to Disable Device
Trap Sense (Ex) You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so.
Weapon and Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
Weapon Familiarity (Ex) Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.