The Rogue's class skills (and the key ability for each skill) are:
Acrobatics (Dex),
Climb (Str),
Disable Device (Dex),
Disguise (Cha),
Escape Artist (Dex),
Perception (Wis),
Sleight of Hand (Dex),
Stealth (Dex),
1: Sneak attack I
2: Eye for Detail, Trapfinding
3: Sneak attack II
4: Mag Bauble
5: Sneak attack III
6: Evasion
7: Sneak attack IV
8:Mag Bauble
9: Sneak attack V
10: Uncanny Dodge I
11: Sneak attack VI
12: Mag Bauble
13: Sneak attack VII
14: Improved Evasion
15: Sneak attack VIII
16: Mag Bauble
17: Sneak attack IX
18: Uncanny Dodge II
19: Sneak attack X
20: Against the Wall
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
The Rogue can spend Control to increase his Perception check. This increase is +X per Sneak attack level and Costs X*2 Control to use
This is a core ability of the class, usually its used to locate items/loot that might be hidden in plain sight but some have adapted it to be much more generalized in use.
At 2nd level Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic traps has aDC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic traps generally has a DC of 25 + the level of the spell used to create it.
Trap Sense I - Level 4, Trap Sense II - Level 8, Trap Sense III- Level 12, Trap Sense IV- Level 16,
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it
A rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Defense against attacks made by traps. These bonuses rise to +2,3 and eventually 4 at level 16.
Trap sense bonuses gained from multiple classes stack.
At 6th level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the of evasion.
This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Uncanny Dodge I [EX]:
Starting at 10th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Uncanny Dodge II[EX]:
At 18th level, may react to opponents on all sides as easily as he can to one attacker, and may therefore no longer be flanked. this ability denies sneak attack ability the opportunity to use flank condition to sneak attack
You are considered to be flanking any opponent adjacent to a wall (Regardless if it is a natural or artificial wall).