This multiclass archetype package for the inquisitor/rogue uses the inquisitor as its foundation and alters or replaces the following class features: spellcasting, domain, bane, greater bane, teamwork feats, and stalwart. The temple assassin is a complex archetype; a full class advancement table is available below.

The temple assassin is an inquisitor who specializes even more heavily than the norm in the eradication of enemy faiths. Using some of the rogue's stealth and hard-hitting technique, the temple assassin stalks targets important to antagonist churches and ends them efficiently.

Primary Class: Inquisitor.

Secondary Class: Rogue.

Hit Dice: d8.

Saves: good Reflex and Will, poor Fortitude.

Bonus Skills and Ranks: A temple assassin selects three rogue skills to add to his class skills in addition to the normal inquisitor class skills. The temple assassin gains a number of ranks at each level equal to 6 + Int.

Weapon and Armor Proficiency: A temple assassin is proficient with all simple weapons, plus the hand crossbow, longbow, rapier, repeating crossbow, sap, shortbow, short sword, and the favored weapon of his deity. He is also proficient with light armor, medium armor, and shields (except tower shields).

Sneak Attack: This is exactly as the rogue ability by the same name. The temple assassin deals an extra 1d6 damage at 1st level when sneak attacking, and an additional +1d6 damage every three levels thereafter, to a maximum of +7d6 damage at 19th level. This ability, along with trapfinding, replaces the inquisitor's spellcasting ability.

Trapfinding: At 1st level, the temple assassin receives trapfinding, as a rogue.

Versatile Domain: A temple assassin is trained to use whichever aspect of his faith will aid him in his current hunt. The temple assassin may change his domain (or inquisition) once per week in a one-hour ritual. His new domain or inquisition must still be in his deity's portfolio. This otherwise functions as, and replaces, the inquisitor's domain ability.

Favored Enemy: At 5th level, the temple assassin receives this ability, which functions as the ranger ability by the same name, except that the temple assassin does not choose a creature type. He receives his favored enemy bonus on all relevant rolls against retainers of a chosen faith—usually, one in opposition to the temple assassin's. At 12th level, the bonuses from this ability increase to +4. This ability replaces bane and greater bane.

Rogue Talents: The temple assassin can select a rogue talent in place of a bonus teamwork feat. His effective rogue level for all talents with effects based on level is his temple assassin level. Starting at 12th level, the temple assassin may select advanced rogue talents in place of teamwork feats.

As a standard action, the temple assassin can choose to learn a new rogue talent in place of the most recent rogue talent he has already learned. In effect, the temple assassin loses the rogue talent in exchange for the new one. He can only change the most recent rogue talent gained. Whenever he gains a new rogue talent, the previous rogue talent becomes set and cannot be changed again. Changing his most recent rogue talent counts against the total number of times per day he can change his most recent teamwork feat. A temple assassin can not swap out a rogue talent with a daily usage limit if he has already used it that day.

Evasion: At 11th level, the temple assassin can choose to gain evasion, as the rogue ability, instead of stalwart. Due to his specialized training, a temple assassin's evasion functions even in medium armor.

Table 1-1: Temple Assassin

Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Judgment 1/day, monster lore, sneak attack +1d6, stern gaze, trapfinding, versatile domain
2nd +1 +0 +3 +3 Cunning initiative, detect alignment, track
3rd +2 +1 +3 +3 Solo tactics, teamwork feat or rogue talent
4th +3 +1 +4 +4 Judgment 2/day, sneak attack +2d6
5th +3 +1 +4 +4 Favored enemy +2, discern lies
6th +4 +2 +5 +5 Teamwork feat or rogue talent
7th +5 +2 +5 +5 Judgment 3/day, sneak attack +3d6
8th +6 +2 +6 +6 Second judgment
9th +6 +3 +6 +6 Teamwork feat or rogue talent
10th +7 +3 +7 +7 Judgment 4/day, sneak attack +4d6
11th +8 +3 +7 +7 Stalwart or evasion
12th +9 +4 +8 +8 Favored enemy +4, teamwork feat or rogue talent
13th +9 +4 +8 +8 Judgment 5/day, sneak attack +5d6
14th +10 +4 +9 +9 Exploit weakness
15th +11 +5 +9 +9 Teamwork feat or rogue talent
16th +12 +5 +10 +10 Judgment 6/day, third judgment, sneak attack +6d6
17th +12 +5 +10 +10 Slayer
18th +13 +6 +11 +11 Teamwork feat or rogue talent
19th +14 +6 +11 +11 Judgment 7/day, sneak attack +7d6
20th +15 +6 +12 +12 True judgment