Okay, here's the specific stuff I want from the books you haven't read...
LUCK DEVOTION [DOMAIN]
Luck makes your attacks more effective.
Benefit: Once per day as a swift action, you can activate this ability to improve your combat prowess. For 1 minute, if the result of any damage roll you make is below average, you can increase it to one-half the maximum possible (rounded up). This effect works for all damage you deal, whether from physical or magical attacks.
Special: You can select this feat multiple times, gaining one additional daily use each time you take it.
Special: If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each three daily turn or rebuke uses you expend.
TRAVEL DEVOTION [DOMAIN]
You can move quickly around the battlefield.
Benefit: Once per day as a swift action, you can activate this ability to move up to your speed as a swift action each
round. Thus, you can move your speed and then take a full-round action, or move and take two other actions (two move actions or one move action and one standard action). This effect lasts for 1 minute.
Special: You cannot take a 5-foot step in the same round that you use this feat to move as a swift action.
Special: You can select this feat multiple times, gaining one additional daily use each time you take it.
Special: If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each two daily turn or rebuke uses you expend.
TRICKERY DEVOTION [DOMAIN]
You project a simulacrum of yourself that can perform limited tasks.
Benefit: Once per day as a standard action, you can create an exact duplicate of yourself up to 30 feet away. You can control this simulacrum's movements as a free action. The image becomes more "real" as you advance in level. This ability is usable up to a maximum of 1 minute per level each day.
The simulacrum combines the characteristics of the silent image (PH 279) and unseen servant (PH 297) spells. Its hit points are equal to 6 + your character level. It ignores terrain effects and moves like an unseen servant, making no noise in the process, though it makes normal motions while traveling. If you have a fly speed, the image appears to fly when not in contact with the ground; otherwise, it walks on open air. You can do anything with this image that you could do with the unseen servant spell and are under the same limitations.
When you attain 5th level, you gain more control over the simulacrum. At this point, it behaves more like a major image spell (PH 252), though it still performs actions like an unseen servant. As long as the simulacrum remains within 5 feet of your position (and you can direct it to do so as a free action), you can perform a Bluff check in combat as a swift action. You gain a +4 bonus on this check, which is opposed by your opponents' Sense Motive checks. If you are successful, your foes believe the image is you (and vice versa) for 1 round.
Once you reach 10th level, you can spend a swift action to transfer your perceptions to the simulacrum and perceive the world from its point of view rather than your own. You can move the image as if it were your own body, using the simulacrum's movement characteristics (ignoring terrain, "flying, " and the like). You can also perform any skill and ability checks using the simulacrum, as long as they do not require a Strength score higher than 2. The image has phantom versions of all your equipment (such as lockpicks), but any such items that lose direct contact with it immediately dissipate.
When you attain 15th level, the image can become more "real" at your command. It gains a Strength score equal to one-half your own and can perform combat actions using phantom versions of your gear. Any of these items that lose contact with the image dissipate immediately. Thus, the image can wield a sword, but if it shoots a bow, the arrow disappears as soon as it is fired. Equipment that extends more than 5 feet from the image (such as a length of rope) also disappears beyond that distance. In addition, you can
now cast spells originating from the image as if with a project image spell (PH 265), with one exception. If you lose line of effect to the image, the effect does not end; you just can't cast spells originating from the image until you gain line of effect again.
Special: You can select this feat multiple times, gaining one additional daily use each time you take it.
Special: If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each three daily turn or rebuke uses you expend.
Alternattive Class Feature: Penetrating Strike
Creatures that have immunity to extra damage from sneak attacks are a bane to rogues everywhere. Particularly in ancient tombs where undead are common, rogues must rely on their wits to survive. You have spent a significant amount of time studying this problem and have learned ways to harm even such resilient opponents.
Level: 3rd.
Replaces: If you select this alternative class feature, you do not gain trap sense.
Benefit: Whenever you flank a creature that is immune to extra damage from sneak attacks, you still deal extra damage equal to half your normal sneak attack dice. This benefit does not apply against creatures that cannot be flanked, nor against foes that are otherwise denied their Dexterity bonus to AC or flat-footed but not flanked.
Darkstalker
You have learned how to stalk and surprise creatures whose senses are very different from those of a humanoid.
Benefit: When you hide, creatures with blind-sense, blindsight, scent or tremorsense must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you. You cannot hide in plain sight unless you have that ability as a class feature. In addition, you can flank creatures that have the all-around vision special quality.
Normal: Creatures with these senses do not need to make Spot or Listen checks to notice other creatures within range. Creatures with all-around vision can't be flanked.
Craven
Like most sly rogues, you are a dangerous coward. However, your sneak attacks deal more damage than normal.
Prerequisites: Sneak attack class feature, cannot be immune to fear.
Benefit: You take a -2 penalty on saving throws against fear effects. However, when making a sneak attack, you deal an extra 1 point of damage per character level.
Also, are flaws and character traits from Unearthed Arcana okay?
Most of this stuff is just fun cheese to put on a rogue, I'm not going to avoid the game if you veto any of it.