Temple Raider of Olidammara

The temple raiders are an elite cadre of thieves who worship the Laughing Rogue and specialize in stealing valuables and secret lore from the temples of other deities.
==== Requirements ====
Base Attack Bonus: +5
Alignment: Any chaotic
Skills: Disable Device 1 ranks , Knowledge (religion) 1 ranks , Perception 5 ranks
Special: The character must worship Olidammara and be invited to join the ranks of the temple raiders by at least three current members of that prestige class.
==== Hit die ====
d6
==== Skill points ====
4 + Int
==== Class Features ====
Weapon and Armor Proficiency: Temple raiders gain proficiency with all simple weapons and with the rapier. In addition, they gain proficiency with light and medium armor.
Spells per Day: A temple raider has the ability to cast a small number of divine spells. To cast a temple raider spell, a temple raider must have a Wisdom score of at least 10 + the spell’s level, so a temple raider with a Wisdom of 10 or lower cannot cast these spells. Temple raider bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the temple raider’s Wisdom modifier. When the temple raider gets 0 spells per day of a given level (for instance, 1st-level spells for a 1st-level temple raider), he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The temple raider’s spell list appears on page 68 of Complete Divine. A temple raider has access to any spell on the list and can freely choose which to prepare, just as a cleric. A temple raider prepares and casts spells just as a cleric does (though a temple raider cannot spontaneously cast cure or inflict spells).
A temple raider must spend 1 hour each night in quiet contemplation and supplication to Olidammara to regain his daily allotment of spells. Time spent resting has no effect on whether he can prepare spells.
Trapfinding (Ex): Like rogues, temple raiders can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. They can also use the Disable Device skill to disarm magic traps.
A temple raider 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.
Trap Sense (Ex): A temple raider has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by an additional +1 every three levels above 1st (to +2 at 4th level, +3 at 7th, and +4 at 10th).
Sneak Attack (Ex): At 2nd level, a temple raider gains the ability to sneak attack opponents. This functions identically to the rogue’s sneak attack ability (see the Rogue section in Chapter 3 of the Player’s Handbook). At 2nd level, the temple raider’s extra damage on a successful sneak attack is +1d6, and this rises by +1d6 per three temple raider levels thereafter. If he already has the sneak attack ability from a previous class, the damage bonuses stack.
Uncanny Dodge (Ex): At 3rd level, a temple raider gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity modifier to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity modifier to AC if immobilized.
If a temple raider already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex): A temple raider of 6th level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies an enemy the ability to sneak attack the temple raider by flanking him, unless the attacker has at least four more rogue levels than the target has temple raider levels.
If a character already has uncanny dodge from a second class, the levels from the class(es) that grant uncanny dodge stack to determine the minimum rogue level required to flank the temple raider. For example, only a rogue of 17th level or higher could flank a 7th-level rogue/6th-level temple raider.
Skill Mastery (Ex): At 9th level, a temple raider becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distraction would normally prevent him from doing so.
Luck Domain: At 10th-level, the luck of Olidammara rubs off on a temple raider, granting the character access to the Luck domain. He may use the domain’s granted power and adds the domain’s spells to his temple raider spell list (but not any other spell lists he might have). If he already has the Luck domain, he can use its granted power one additional time per day.
=== Advancement ===
 	 	 	 	 	 	Spells per Day	Spells per Day	Spells per Day	Spells per Day
Level	BAB	Fort	Ref	Will	Special 	1st 	2nd 	3rd 	4th
1st 	+0 	+0 	+2 	+2 	Trapfinding, trap sense +1	0 	— 	— 	—
2nd 	+1 	+0 	+3 	+3 	Sneak attack +1d6 	1 	— 	— 	—
3rd 	+2 	+1 	+3 	+3 	Uncanny dodge 	1 	0 	— 	—
4th 	+3 	+1 	+4 	+4 	Trap sense +2 	1 	1 	— 	—
5th 	+3 	+1 	+4 	+4 	Sneak attack +2d6 	1 	1 	0 	—
6th 	+4 	+2 	+5 	+5 	Improved uncanny dodge 	1 	1 	1 	—
7th 	+5 	+2 	+5 	+5 	Trap sense +3 	2 	1 	1 	0
8th 	+6 	+2 	+6 	+6 	Sneak attack +3d6 	2 	1 	1 	1
9th 	+6 	+3 	+6 	+6 	Skill mastery 	2 	2 	1 	1
10th 	+7 	+3 	+7 	+7 	Luck domain, trap sense +4	2 	2 	2 	1
=== Class skills ===
Skill name 	Key ability	Trained only	Armor check penalty
Appraise 	INT 	 	
Climb 	STR 	 	
Craft 	INT 	 	
Decipher Script 	INT 	 	
Disable Device 	INT 	 	
Hide 	DEX 	 	
Jump 	STR 	 	
Knowledge (religion)	INT 	 	
Listen 	WIS 	 	
Move Silently 	DEX 	 	
Open Lock 	DEX 	 	
Search 	INT 	 	
Spot 	WIS 	 	
Tumble 	DEX 	 	
Use Magic Device 	CHA 	 	
Use Rope 	DEX