Temple Assassin (Inquisitor/Rogue)
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. (Original Concept by Flak)
Primary Class: Inquisitor.
Secondary Class: Rogue.
Alignment: A temple assassin's alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.
Hit Dice: d8.
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 and trapfinding replace the inquisitor's spellcasting ability.
Trapfinding: At 1st level, a temple assassin gains the rogue’s trapfinding ability. This ability and sneak attack replace the inquisitor’s spellcasting ability.
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.
Enemy Faith: At 5th level, the temple assassin gains the enemy faith ability. This ability is exactly like the ranger’s favored enemy, except that the temple assassin receives the favored enemy bonuses on relevant rolls against all members of a chosen faith instead of a creature type. Usually, this enemy faith is one in opposition to the temple assassin's. At 12th level, these bonuses increase to +4. This ability replaces bane and greater bane.
Rogue Talents: Starting at 3rd level, the temple assassin may select a rogue talent for which he qualifies in place of a teamwork feat, and any subsequent teamwork feats (6th, 9th, 12th, 15th, and 18th level). A temple assassin counts his temple assassin as his rogue level for the purpose of qualifying for rogue talents with level-dependent requirements. At 12th level, the temple assassin may select an advanced rogue talent in place of a teamwork feat.
In addition, 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 may select the rogue’s evasion ability in place of stalwart. Because of his specialized training, a temple assassin's evasion ability functions even in medium armor.
Table: Temple Assassin