That Divine Trickster is VERY powerful. Full casting, +5d6 sneak attack, slippery mind AND hide in plain sight?!?! HOLY! All that for clr 3/rog 3 req's.
Anyway, I love the clr/rog concept and I actually made my own Divine Trickster:
Requirements
To qualify to become a divine trickster, a character must fulfill all the following criteria.
Skills: Decipher Script 7 ranks, Disable Device 7 ranks, Knowledge (arcana) 4 ranks, Knowledge (religion) 4 ranks.
Spells: Ability to cast find traps and dispel magic as divine spells.
Domain: Trickery.
Special: Must have the trap sense class ability of +1 or higher.
Class Skills
The divine trickster's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). See Chapter 4 in the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
All the following are class features of the divine trickster prestige class.
Weapon and Armor Proficiency: Divine tricksters gain no new weapon or armor proficiencies.
Spells per Day: At every divine trickster level, the character gains new spells per day as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If the character had more than one spellcasting class before becoming a divine trickster, the player must decide to which class to add each dancer level for the purpose of determining spells per day.
Thwart Glyph: A divine trickster gains a +4 sacred bonus on all Search and Disable Device checks to locate, disable, or bypass magic glyphs, runes, and symbols.
Sneak Attack: At 2nd level, a divine trickster gains the abilily to sneak attack foes (see the Rogue section in Chapter 3 of the Player's Handbook). She gains +1d6 damage at 2nd level, and an additional 1d6 every three levels thereafter. If a divine trickster gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.
Trap Sense (Ex): At 3rd level, the divine trickster's trap sense ability improves. She may add another +1 to her trap sense ability. This bonus increases by 1 every 3 levels thereafter (+2 at 6th, +3 at 9th). This bonus stacks with the trap sense ability granted by any other class.
Sacred Defense: Add this sacred bonus (+1 at 4th level, +2 at 7th level, +3 at 10th level) to the divine trickster's saving throws against divine spells, as well as the spell-like and supernatural abilities of outsiders.
1st +0 +0 +2 +2 Thwart glyph +1 level of existing class
2nd +1 +0 +3 +3 Sneak attack +1d6 +1 level of existing class
3rd +2 +1 +3 +3 Trap sense +1 +1 level of existing class
4th +3 +1 +4 +4 Sacred defense +1 +1 level of existing class
5th +3 +1 +4 +4 Sneak attack +2d6 +1 level of existing class
6th +4 +2 +5 +5 Trap sense +2 +1 level of existing class
7th +5 +2 +5 +5 Sacred defense +2 +1 level of existing class
8th +6 +2 +6 +6 Sneak attack +3d6 +1 level of existing class
9th +6 +3 +6 +6 Trap sense +3 +1 level of existing class
10th +7 +3 +7 +7 Sacred defense +3 +1 level of existing class