Racial Abilities:
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equals the aasimar’s class level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Class Abilities:
Sneak Attack: Deal 1d6 extra precision damage on enemies denied Dex bonus to AC, 30' limit for ranged.
Skilled Liar: +1 to Bluff made to deceive someone (not for feinting/secret messages).
Feats:
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Catch Off Guard: No penalty for improvised weapons, unarmed enemies are FF against improvised weapon attacks.
Traits:
Charming: +1 Bluff and Diplomacy on characters that are sexually attracted to you.
Dirty Fighter: +1 damage when flanking (multiplied on a crit).
Power of Suggestion: Bluff to convince characters that an object is really something else.