
Detect Magic |

You know what time it is? Of course you do! It's how-can-we-"fix"-or-otherwise-make-the-rogue-more-appealing-and-or-useful-i n-combat!
So, here's another of those threads. Add the following to the standard rogue, and voila: you've got roguey-goodness.
Guile (Ex): A rogue possesses a pool of guile points which he can use to accomplish amazing feats. The number of points in the rogue’s guile pool is equal to 1/2 his rogue level (minimum 1) + his Intelligence modifier. As long as he has at least 1 point in his guile pool, a rogue gains the benefits of the Improved Feint feat.
Guile can be spent in the following ways.
Cheap Shot: As a swift action, a rogue can expend 1 point of guile to make one additional attack at his highest attack bonus, but he can do so only when making a full attack.
Dirty Trick: As a swift action, a rogue can expend 1 point of guile to perform a Disarm or Steal maneuver as part of an attack action without provoking an attack of opportunity from his target, substituting his rogue level for his base attack bonus.
Redirect: As an immediate action, a rogue can expend 1 point of guile to attempt to redirect an attack meant for him. To do so, the rogue makes an attack roll at his full attack bonus. If it is greater than the roll of the attacking creature, the rogue takes no damage from the attack, which he may then direct to an adjacent creature. The attack is rolled against that creature's AC, and if successful deals damage as normal.
Sneak Attack (Ex): If a rogue can catch an opponent when it is unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. A rogue cannot sneak attack a creature with indiscernible anatomy or concealment. If he is using a ranged weapon, a rogue can only sneak attack a creature within 30 feet.
The rogue's attack deals extra damage (called "precision damage") anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. The rogue uses d8s to roll this extra damage instead of d6s whenever he is using a rogue weapon (dagger, hand crossbow, sap, or throwing knife).
If the rogue threatens a critical hit with a sneak attack, he adds 1/2 his rogue level as a bonus on his confirmation check. Should the rogue score a critical hit with a sneak attack, he does not multiply his precision damage.
With a weapon that deals nonlethal damage (like a sap, whip, 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.
When a rogue deals precision damage against a flat-footed or unaware target, he deals an additional +1 damage per sneak attack dice, and his target becomes fatigued. A Fortitude saving throw (DC = 10 + 1/2 the rogue's level + the rogue's Strength modifier [or Dexterity modifier if wielding a finesse weapon]) negates this condition.
At 4th level, when a rogue deals precision damage against a flat-footed or unaware target, it becomes wounded if it fails its Fortitude saving throw. It is dealt 1d8 bleed damage each round at the beginning of its turn. This condition ends immediately if the target benefits from a DC 15 Heal check or magical healing of any kind.
At 8th level, when a rogue deals precision damage against an flat-footed or unaware target, his target becomes stunned for 1 round if it fails its Fortitude saving throw.
At 12th level, when a rogue deals precision damage against a flat-footed or unaware target, it becomes stunned for 1 round if it fails its Fortitude saving throw, after which it is staggered for 1d4+1 rounds.
At 16th level, when a rogue deals precision damage against a flat-footed or unaware target, the bleed damage it is dealt each round increases to 2d6 if it fails its Fortitude saving throw.
At 20th level, when a rogue deals precision damage against a flat-footed or unaware target, it becomes exhausted if it fails its Fortitude saving throw.

wraithstrike |

The rogue's issues are not combat based. It does decent damage for a secondary combatant. The issue is that when it comes to skills, and trapfinding other classes can now do well enough that the rogue is a secondary option.
If you do wish to boost combat I would use dex instead of intelligence though. Trying to push the abilities based on int will lead to the same issue the Assassin PrC has, which is save DC's that are too low.

Detect Magic |

I agree that the rogue is less "unique" given that other classes have access to trapfinding and the like. Still, I believe the class isn't very effective in combat, and should be able to fill a niche of some sort there in. Thus, debilitating effects and/or tricks.
Fair point. Guile based on Int is fine, but the added Sneak Attack "Ambush" effects should be based off Str/Dex so that they are more likely to work in combat. Will go ahead and edit that.