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Psycho Yuffie
2014-07-07, 03:33 PM
Divine Skirmisher
A divine skirmisher is a former divine skirmisher who has given up her selfish ways and sought atonement. They now apply their skills for the better of those around them. While they are good people, their dark past often make divine skirmishers wary of them. They often are not the most respected members of their faith communities; however, they do the jobs that need to be done and they’re the best at being discreet. Due to their lack of code, they feel no remorse in capitalizing on any advantage possible in a fight for the greater good.

Role: Divine skirmishers fit the role of a divine skirmisher for most purposes. They’re dexterous, sneaky, and can stab vital parts of enemies, but they are most devastating when they are dishing out their righteous wrath on top of ambushing evil people. The main difference between them and divine skirmishers in battle is that they can smite, so they may not always be out of their element in direct combat.

GAME RULE INFORMATION
Divine skirmishers have the following game statistics.

Abilities: Dexterity is important for hiding, which is vital, and disarming traps. Beyond that, Charisma is needed to deal more damage with smite evil. High intelligence will give divine skirmishers more skill points and make them better at finding traps.

Alignment: Chaotic good or neutral good.

Hit Die: d8.

Class Skills
The divine skirmisher class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). See Chapter 4: Skills of the Pathfinder Core Rulebook for skill descriptions.
Skill Points at Each Level: 8 + Int modifier.

http://i58.tinypic.com/15g5ap1.jpg

Class Features
All of the following are class features of the divine skirmisher.

Weapon and Armor Proficiency: Divine skirmishers are proficient with all simple and martial weapons, with light armor, and with light shields.

Aura of Good (Ex): The power of a divine skirmisher’s aura of good (see the detect good spell) is equal to her divine skirmisher level, just like the aura of a cleric of a good deity.

Detect Evil (Sp): At will, a divine skirmisher can use detect evil, as the spell.

Sneak Attack: If a divine skirmisher 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 divine skirmisher’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the divine skirmisher flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two divine skirmisher levels thereafter. Should the divine skirmisher 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 weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a divine skirmisher 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.

The divine skirmisher 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 divine skirmisher cannot sneak attack while striking a creature with concealment.

Divine Grace (Su): At 2nd level, a divine skirmisher gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Evasion (Ex): At 2nd level and higher, a divine skirmisher 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 divine skirmisher is wearing light armor or no armor. A helpless divine skirmisher does not gain the benefit of evasion.

Smite Evil (Su): Once per day, a divine skirmisher can call out to the powers of good to aid her in her struggle against evil. As a swift action, the divine skirmisher chooses one target within sight to smite. If this target is evil, the divine skirmisher adds her Charisma bonus (if any) to her attack rolls and adds her divine skirmisher level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the divine skirmisher possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the divine skirmisher gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the divine skirmisher targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the divine skirmisher rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the divine skirmisher may smite evil one additional time per day, to a maximum of seven times per day at 19th level.

If the divine skirmisher is using a smite evil attempt along with a sneak attack against an evil creature, the sneak attack does an extra 1d6 of damage. If the evil creature is a dragon or outsider, the sneak attack receives an extra 2d6 of damage instead.

Trapfinding: A divine skirmisher adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A divine skirmisher can use Disable Device to disarm magic traps.

Divine Health (Ex): At 3rd level, a Divine skirmisher gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).

Trap Sense (Ex): At 3rd level, a divine skirmisher 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 AC against attacks made by traps. These bonuses rise to +2 when the divine skirmisher reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Rogue Talents: As a divine skirmisher gains experience, she learns a number of talents that aid her and confound her foes. Starting at 4th level, a divine skirmisher gains one rogue talent. She gains an additional rogue talent for every three levels of divine skirmisher attained after 4thlevel. A divine skirmisher cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a divine skirmisher’s sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

Bleeding Attack* (Ex): A divine skirmisher with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the divine skirmisher’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Combat Trick: A divine skirmisher that selects this talent gains a bonus combat feat.

Fast Stealth (Ex): This ability allows a divine skirmisher to move at full speed using the Stealth skill without penalty.

Finesse Rogue: A divine skirmisher that selects this talent gains Weapon Finesse as a bonus feat.

Ledge Walker (Ex): This ability allows a divine skirmisher to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a divine skirmisher with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.

Major Magic (Sp): A divine skirmisher with this talent gains the ability to cast a 1st-level spell from the cleric spell list two times a day as a spell-like ability. The caster level for this ability is equal to the divine skirmisher’s level. The save DC for this spell is 11 + the divine skirmisher’s Charisma modifier. The divine skirmisher must have a Charisma of at least 11 to select this talent. A divine skirmisher must have the minor magic divine skirmisher talent before choosing this talent.

Minor Magic (Sp): A divine skirmisher with this talent gains the ability to cast a 0-level spell from the cleric spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the divine skirmisher’s level. The save DC for this spell is 10 + the divine skirmisher’s Charisma modifier. The divine skirmisher must have a Charisma of at least 10 to select this talent.

Quick Disable (Ex): It takes a divine skirmisher with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).

Resiliency (Ex): Once per day, a divine skirmisher with this ability can gain a number of temporary hit points equal to the divine skirmisher’s level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the divine skirmisher’s hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.

Rogue Crawl (Ex): While prone, a divine skirmisher with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A divine skirmisher with this talent can take a 5-foot step while crawling.

Slow Reactions* (Ex): Opponents damaged by the divine skirmisher’s sneak attack can’t make attacks of opportunity for 1 round.

Stand Up (Ex): A divine skirmisher with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.

Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to a divine skirmisher with this ability, even if they have already acted.

Trap Spotter (Ex): Whenever a divine skirmisher with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Weapon Training: A divine skirmisher that selects this talent gains Weapon Focus as a bonus feat.

Uncanny Dodge (Ex): Starting at 4th level, a divine skirmisher can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A divine skirmisher with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a divine skirmisher already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Ranged Smite (Su): Beginning at 6th level or higher, a divine skirmisher can channel her smite evil into a ranged attack, so long as an attack roll is required to strike the target.

Grave Strike (Su): Being magical beings, divine skirmishers can be sensitive to magic energy. At 8th level, she has honed this sensitivity into finding vital magical points in the bodies of constructs, allowing her to do sneak attack damage against undead creatures.

Improved Uncanny Dodge (Ex): A divine skirmisher of 8th level or higher can no longer be flanked.

This defense denies another class with the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels in a class (or classes) with sneak attack than the target does.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum divine skirmisher level required to flank the character.

Advanced Talents: At 10th level, and every three levels thereafter, a divine skirmisher can choose one of the following advanced talents in place of a rogue talent.

Crippling Strike* (Ex): A divine skirmisher with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.

Defensive Roll (Ex): With this advanced talent, the divine skirmisher can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the divine skirmisher can attempt to roll with the damage. To use this ability, the divine skirmisher must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the divine skirmisher’s evasion ability does not apply to the defensive roll.

Dispelling Attack* (Su): Opponents that are dealt sneak attack damage by a divine skirmisher with this ability are affected by a targeted dispel magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the divine skirmisher’s level. A divine skirmisher must have the major magic divine skirmisher talent before choosing dispelling attack.

Improved Evasion (Ex): This works like evasion, except that while the divine skirmisher still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless divine skirmisher does not gain the benefit of improved evasion.

Opportunist (Ex): Once per round, the divine skirmisher can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a divine skirmisher with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery: The divine skirmisher becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A divine skirmisher may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.

Slippery Mind (Ex): This ability represents the divine skirmisher’s ability to wriggle free from magical effects that would otherwise control or compel her. If a divine skirmisher with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Feat: A divine skirmisher may gain any feat that she qualifies for in place of a rogue talent.

Master Strike (Ex): Upon reaching 20th level, a divine skirmisher becomes incredibly deadly when dealing sneak attack damage. Each time the divine skirmisher deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the divine skirmisher’s level + the divine skirmisher’s Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that divine skirmisher’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability, except for undead creatures.

Ex-Divine Skirmisher
A divine skirmisher who ceases to be good, becomes lawful, who willfully commits an evil act, or who has abandoned her faith becomes a rogue of her level. She may not progress any farther in levels as a divine skirmisher. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description, Pathfinder Core Rulebook, page 245), as appropriate.

Composer99
2014-07-08, 09:43 AM
Divine Skirmisher
A divine skirmisher is a former divine skirmisher who has given up her selfish ways and sought atonement. They now apply their skills for the better of those around them. While they are good people, their dark past often make divine skirmishers wary of them. They often are not the most respected members of their faith communities; however, they do the jobs that need to be done and they’re the best at being discreet. Due to their lack of code, they feel no remorse in capitalizing on any advantage possible in a fight for the greater good.

Role: Divine skirmishers fit the role of a divine skirmisher for most purposes. They’re dexterous, sneaky, and can stab vital parts of enemies, but they are most devastating when they are dishing out their righteous wrath on top of ambushing evil people. The main difference between them and divine skirmishers in battle is that they can smite, so they may not always be out of their element in direct combat.

This text needs a bit of revision. I think I get what you are trying to write, but the term 'divine skirmisher' is being used in what appear to be contradictory or circular ways here and there.



GAME RULE INFORMATION
Divine skirmishers have the following game statistics.

Abilities: Dexterity is important for hiding, which is vital, and disarming traps. Beyond that, Charisma is needed to deal more damage with smite evil. High intelligence will give divine skirmishers more skill points and make them better at finding traps.

Alignment: Chaotic good or neutral good.

Hit Die: d8.

Class Skills
The divine skirmisher class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). See Chapter 4: Skills of the Pathfinder Core Rulebook for skill descriptions.
Skill Points at Each Level: 8 + Int modifier.


Since the class overall is almost word-for-word a juiced-up copy of the rogue (of which more later), maybe give it a few less skill points? 6 + Int per level, perhaps?



http://i58.tinypic.com/15g5ap1.jpg


I'm surprised this class doesn't have a good Reflex save, given it's a rogue hybrid.



Class Features
All of the following are class features of the divine skirmisher.

Weapon and Armor Proficiency: Divine skirmishers are proficient with all simple and martial weapons, with light armor, and with light shields.

Aura of Good (Ex): The power of a divine skirmisher’s aura of good (see the detect good spell) is equal to her divine skirmisher level, just like the aura of a cleric of a good deity.

Detect Evil (Sp): At will, a divine skirmisher can use detect evil, as the spell.

Sneak Attack: If a divine skirmisher 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 divine skirmisher’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the divine skirmisher flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two divine skirmisher levels thereafter. Should the divine skirmisher 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 weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a divine skirmisher 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.

The divine skirmisher 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 divine skirmisher cannot sneak attack while striking a creature with concealment.

Divine Grace (Su): At 2nd level, a divine skirmisher gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Evasion (Ex): At 2nd level and higher, a divine skirmisher 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 divine skirmisher is wearing light armor or no armor. A helpless divine skirmisher does not gain the benefit of evasion.

Smite Evil (Su): Once per day, a divine skirmisher can call out to the powers of good to aid her in her struggle against evil. As a swift action, the divine skirmisher chooses one target within sight to smite. If this target is evil, the divine skirmisher adds her Charisma bonus (if any) to her attack rolls and adds her divine skirmisher level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the divine skirmisher possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the divine skirmisher gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the divine skirmisher targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the divine skirmisher rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the divine skirmisher may smite evil one additional time per day, to a maximum of seven times per day at 19th level.

If the divine skirmisher is using a smite evil attempt along with a sneak attack against an evil creature, the sneak attack does an extra 1d6 of damage. If the evil creature is a dragon or outsider, the sneak attack receives an extra 2d6 of damage instead.

Trapfinding: A divine skirmisher adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A divine skirmisher can use Disable Device to disarm magic traps.

Divine Health (Ex): At 3rd level, a Divine skirmisher gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).

Trap Sense (Ex): At 3rd level, a divine skirmisher 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 AC against attacks made by traps. These bonuses rise to +2 when the divine skirmisher reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Rogue Talents: As a divine skirmisher gains experience, she learns a number of talents that aid her and confound her foes. Starting at 4th level, a divine skirmisher gains one rogue talent. She gains an additional rogue talent for every three levels of divine skirmisher attained after 4thlevel. A divine skirmisher cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a divine skirmisher’s sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

Bleeding Attack* (Ex): A divine skirmisher with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the divine skirmisher’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Combat Trick: A divine skirmisher that selects this talent gains a bonus combat feat.

Fast Stealth (Ex): This ability allows a divine skirmisher to move at full speed using the Stealth skill without penalty.

Finesse Rogue: A divine skirmisher that selects this talent gains Weapon Finesse as a bonus feat.

Ledge Walker (Ex): This ability allows a divine skirmisher to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a divine skirmisher with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.

Major Magic (Sp): A divine skirmisher with this talent gains the ability to cast a 1st-level spell from the cleric spell list two times a day as a spell-like ability. The caster level for this ability is equal to the divine skirmisher’s level. The save DC for this spell is 11 + the divine skirmisher’s Charisma modifier. The divine skirmisher must have a Charisma of at least 11 to select this talent. A divine skirmisher must have the minor magic divine skirmisher talent before choosing this talent.

Minor Magic (Sp): A divine skirmisher with this talent gains the ability to cast a 0-level spell from the cleric spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the divine skirmisher’s level. The save DC for this spell is 10 + the divine skirmisher’s Charisma modifier. The divine skirmisher must have a Charisma of at least 10 to select this talent.

Quick Disable (Ex): It takes a divine skirmisher with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).

Resiliency (Ex): Once per day, a divine skirmisher with this ability can gain a number of temporary hit points equal to the divine skirmisher’s level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the divine skirmisher’s hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.

Rogue Crawl (Ex): While prone, a divine skirmisher with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A divine skirmisher with this talent can take a 5-foot step while crawling.

Slow Reactions* (Ex): Opponents damaged by the divine skirmisher’s sneak attack can’t make attacks of opportunity for 1 round.

Stand Up (Ex): A divine skirmisher with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.

Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to a divine skirmisher with this ability, even if they have already acted.

Trap Spotter (Ex): Whenever a divine skirmisher with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Weapon Training: A divine skirmisher that selects this talent gains Weapon Focus as a bonus feat.

Uncanny Dodge (Ex): Starting at 4th level, a divine skirmisher can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A divine skirmisher with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a divine skirmisher already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Ranged Smite (Su): Beginning at 6th level or higher, a divine skirmisher can channel her smite evil into a ranged attack, so long as an attack roll is required to strike the target.

Grave Strike (Su): Being magical beings, divine skirmishers can be sensitive to magic energy. At 8th level, she has honed this sensitivity into finding vital magical points in the bodies of constructs, allowing her to do sneak attack damage against undead creatures.

Improved Uncanny Dodge (Ex): A divine skirmisher of 8th level or higher can no longer be flanked.

This defense denies another class with the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels in a class (or classes) with sneak attack than the target does.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum divine skirmisher level required to flank the character.

Advanced Talents: At 10th level, and every three levels thereafter, a divine skirmisher can choose one of the following advanced talents in place of a rogue talent.

Crippling Strike* (Ex): A divine skirmisher with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.

Defensive Roll (Ex): With this advanced talent, the divine skirmisher can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the divine skirmisher can attempt to roll with the damage. To use this ability, the divine skirmisher must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the divine skirmisher’s evasion ability does not apply to the defensive roll.

Dispelling Attack* (Su): Opponents that are dealt sneak attack damage by a divine skirmisher with this ability are affected by a targeted dispel magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the divine skirmisher’s level. A divine skirmisher must have the major magic divine skirmisher talent before choosing dispelling attack.

Improved Evasion (Ex): This works like evasion, except that while the divine skirmisher still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless divine skirmisher does not gain the benefit of improved evasion.

Opportunist (Ex): Once per round, the divine skirmisher can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a divine skirmisher with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery: The divine skirmisher becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A divine skirmisher may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.

Slippery Mind (Ex): This ability represents the divine skirmisher’s ability to wriggle free from magical effects that would otherwise control or compel her. If a divine skirmisher with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Feat: A divine skirmisher may gain any feat that she qualifies for in place of a rogue talent.

Master Strike (Ex): Upon reaching 20th level, a divine skirmisher becomes incredibly deadly when dealing sneak attack damage. Each time the divine skirmisher deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the divine skirmisher’s level + the divine skirmisher’s Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that divine skirmisher’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability, except for undead creatures.

Ex-Divine Skirmisher
A divine skirmisher who ceases to be good, becomes lawful, who willfully commits an evil act, or who has abandoned her faith becomes a rogue of her level. She may not progress any farther in levels as a divine skirmisher. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description, Pathfinder Core Rulebook, page 245), as appropriate.

So as far as I can see this class is, essentially, a rogue/paladin hybrid, with almost all the class features of the rogue (save for a few less talents and some class features delayed a level or two) and several paladin features (mainly smiting and a few of the passive buffs).

I think it's pretty good. It's strictly superior to the rogue (oh, well), but not as strong as the paladin (except for dishing out damage).

I wonder if you might include some spellcasting capability? I don't think it would make the class overpowered, although it could add to its utility.