The Arathian Mendicant Class

Samloyal23

Adventurer
This is a chaotic monk variant for my campaign, still a bit rough. I'm open to any suggestions to improve it.

Mendicant Class
When The Measurer imprisoned the Fair Gods, their priests were cut off from them and could no longer work the miracles necessary for the rituals in their honour. Many maintained a simile of these rituals, as best they could, and kept up the hope that the effort would help one day bring back the gods. Most eventually left the priesthood and took on the duties of ordinary laymen, settling down to raise families and taking what occupation they could find. But a few looked within themselves for the hope of a better day, abandoning their congregations and their position in society, yet maintaining a spiritual search. These men and women became Mendicants; wandering scholars devoted to finding the spark of divinity within themselves by conquering their own flaws and frailties. Withdrawing from society, they dwelled singly or in pairs in the wilderness and learned to commune with nature while perfecting themselves physically and spiritually.
Adventures: For the mendicant simply surviving can be an adventure, as society is left behind for the lure of the wilds of nature. Mendicants adventure to expand their knowledge, get in touch with their own spirits, and savour the preciousness of life. Striving to improve their bodies and minds, they are constantly exploring the world and observing nature. So when not meditating, studying ancient lore, or training their bodies they are afoot, travelling in search of new experiences.
Characteristics: Like monks, mendicants are skilled in fighting without weapons or armour. Dedicated to becoming free of constraints, they view weapons and armour as crutches, and seek to become free of them by improving their bodies and minds.
At one with nature, they can sense danger and react to it without thought or hesitation, and can draw upon the natural world to give them amazing abilities. Like monks, they can stun with a blow, rendering an opponent helpless. With experience of the world, mendicants become free to express their passions and grow more in tune with nature, and gain more control over their destinies and have less reliance on others.
Alignment: Being completely self-reliant and independent of others, a mendicant must be chaotic, but may be good, neutral, or evil. Arathian mendicants are mostly Chaotic Good, but exceptions have been known.
Religion: Mendicants are too independent to devote themselves totally to one religious system, let alone participate in any manner of religious hierarchy, yet they are deeply spiritual and they seek to expand their awareness of the mysteries of life and the universe around them. Mendicants follow a spiritual path of self-discovery in part to replace the connection they once had with their gods before the Rule of The Measurer. Mendicants are passionate about their quest to evolve and dedicated to their beliefs.
Background: Most mendicants were members of the priesthood who lost their powers when the Ponderous One overthrew their gods. They have sought the lessons of their mystical devotions as a way to express their need for spirituality without being bound by the conventions of a society they no longer have a place in. They have rejected the company of others, except for those friends closest to them, and abandoned the pursuit of temporal power, status, and success for union with nature and oneness with their inner beings.
Living in the wilderness either alone or with only a mentor or friend, they train to become self-reliant and to survive with as little help as possible, learning to take only what they need and leaving no mark of their passing. Nomadic by nature, most willingly share their insights with others they meet on their travels, but no formal academies or guilds of mendicants exist.
Mendicants strive to be independent, and reject the idea of working at any type of job, but are frequently called upon to protect the weak and helpless, especially those lost in the wilderness. Sometimes they may be given small gifts or food and clothing in return for their protection by grateful inhabitants of the areas they safeguard.
Races: Mendicants are found among Taraine, Melaine, Nueraine, and Kessellaine, races that love freedom and maintain loyalty to the gods The Dancer and The Star. Angaoruls and Gorthaines who have learned of the skills possessed by some masters of this way have sought in their own crude manner to master its paths, replacing a love of nature with ambition and a hatred of others. They are thus creating a cruel mockery of the mystical union with nature that the original mendicants attained, but attaining the same skills and powers. Most Roshaines and Muntoloths are too bound by their honour, traditions, and rigid discipline to let go and flow with the rhythms of nature, and look down on mendicants as beggars and savages. A few barbaric Khenazog shamans have been indoctrinated into the paths of the mendicants, and developed some startling variations of the fighting techniques of their mentors due to their four armed body structure.
Other Classes: Mendicants by nature shun the constraints of social relationships and avoid commitments as they would shackles and branding irons, but their passions run deep and so they often have a small group of close friends to whom they are deeply devoted. Such friends may be of nearly any class, save those that require lawful alignment, but most are barbarians, rogues, shamans, rangers, and others attuned to nature and possessing a love of freedom.
Lvl Base
Attack
Bonus Fort
Save
Bonus Ref
Save
Bonus Will
Save
Bonus Unarmed
Attack
Bonus Unarmed
Damage AC
Bonus Unarmoured
Speed
1 +0 +2 +2 +2 +0 1d6 +0 30’
2 +1 +3 +3 +3 +1 1d6 +0 30’
3 +2 +3 +3 +3 +2 1d6 +0 40’
4 +3 +4 +4 +4 +3 1d8 +0 40’
5 +3 +4 +4 +4 +3 1d8 +1 40’
6 +4 +5 +5 +5 +4/+1 1d8 +1 50’
7 +5 +5 +5 +5 +5/+2 1d8 +1 50’
8 +6/+1 +6 +6 +6 +6/+3 1d10 +1 50’
9 +6/+1 +6 +6 +6 +6/+3 1d10 +1 60’
10 +7/+2 +7 +7 +7 +7/+4/+1 1d10 +2 60’
11 +8/+3 +7 +7 +7 +8/+5/+2 1d10 +2 60’
12 +9/+4 +8 +8 +8 +9/+6/+3 1d12 +2 70’
13 +9/+4 +8 +8 +8 +9/+6/+3 1d12 +2 70’
14 +10/+5 +9 +9 +9 +10/+7/+4/+1 1d12 +2 70’
15 +11/+6/+1 +9 +9 +9 +11/+8/+5/+2 1d12 +3 80’
16 +12/+7/+2 +10 +10 +10 +12/+9/+6/+3 1d20 +3 80’
17 +12/+7/+2 +10 +10 +10 +12/+9/+6/+3 1d20 +3 80’
18 +13/+8/+3 +11 +11 +11 +13/+10/+7/+4/+1 1d20 +3 90’
19 +14/+9/+4 +11 +11 +11 +14/+11/+8/+5/+2 1d20 +3 90’
20 +15/+10/+5 +12 +12 +12 +15/+12/+9/+6/+3 1d20 +4 90’
Unlike monks, who have a set pattern of development for their class abilities as they progress, mendicants often gain their abilities in a different order and have more variety in powers to choose from. After level 3 any ability can be swapped with a feat the mendicant has fulfilled the requirements for or taken later in place of a different ability. Abilities normally gained at level 4 or later can be gained 1 level sooner. Once a choice is made it cannot be altered, it is what the Mendicant has learned.
Level Standard Special Abilities
1 Unarmed Strike, Stunning Attack, Evasion
2 Deflect Arrows feat
3 Nature Sense
4 Slow Fall (20')
5 Natural Wellness
6 Improved Trip Feat, Slow Fall (30')
7 Natural Healing, Leap of the Hart
8 Slow Fall (50')
9 Improved Evasion
10 Nature's Strike +1
11 Body of Earth
12 Tree Stride
13 Wilde Soul, Nature's Strike +2
14
15 Withering Touch
16 Timeless Body
17 Nature's Strike +3
18 Slow Fall (any distance)
19 Meld into Stone
20 Wilde Self
GAME RULE INFORMATION
Mendicants have the following game statistics.
Abilities: Wisdom powers the mendicant's special offensive and defensive capabilities. Dexterity provides the un-armoured mendicant with better defence with bonuses to some class skills. Strength aids a mendicant's unarmed combat ability.
Alignment: Any Chaotic.
Hit Dice: d8
Class Skills
Concentration, Craft, Heal, Hide, Jump, Knowledge: Nature, Knowledge: Religion, Listen, Move Silently, Scry, Search, Sense Motive, Spellcraft, Spot, Tumble, Wilderness Lore
Class Features
Weapon and Armour Proficiency. The Mendicant is proficient in all simple and martial weapons, and light armour. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pickpocket, and Tumble.

Unarmed Strike. Mendicants are as highly trained in unarmed combat as monks and use the monk's unarmed attack bonus, AC bonus, and un-armoured speed. They gain the same benefits regarding attacks of opportunity, off-hand attacks, two-weapon attacks, flurry of blows, and subdual damage. Normal monk weapons are unknown on Arathia; mendicants have their own set of weapons that can be used in the same way that a monk's special weapons can.

Stunning Attack. This ability is identical to the monk's stunning attack.

Evasion. The mendicant begins level 1 with a monk's ability to evade attacks.

Deflect Arrows Feat. At level 2, the mendicant gains the feat Deflect Arrows free just as a monk does. No prerequisites are required.

Nature Sense. At level 3 a mendicant identifies plants and animals (their species and special traits) with perfect accuracy. The mendicant can tell whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).

Slow Fall. At level 4, a mendicant gains a monk's ability to slow a fall by remaining in contact with an adjacent barrier. This ability is identical in all ways to the monk ability.

Natural Wellness. A mendicant in a natural, wild environment is immune to all non-magical diseases starting at level 5. If the mendicant spends more than a week in an urban environment, this ability is lost until a full day is spent back in the wilds.

Improved Trip Feat. At 6th level, a mendicant gains the Improved Trip feat just as a monk does. No prerequisites are required.

Nature's Healing. At 7th level, a mendicant in a natural environment, outside of any town or city, can heal his or her wounds. The mendicant can cure up to twice his or her class level in hit points each day, and can spread this healing out among several uses. Nature's healing is a supernatural ability.

Leap of the Hart. At 7th level and higher, a mendicant's jumping distance (vertical or horizontal) is not limited according to the mendicant's height.

Improved Evasion. At 9th level, a monk's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, but henceforth she only takes half damage on a failed save.

Nature's Strike. At 10th level the mendicant can summon the life-force of nature to power his attacks. This allows the mendicant's unarmed attacks to strike incorporeal or damage resistant targets as if using a +1 magical weapon. Nature's strike may be taken again to improve the bonus, up to a total enhancement of +3.

Body of Earth. At 11th level the mendicant can cleanse toxins out of his body by touching natural soil, either by walking barefoot or simply reaching down and touching the ground. This may be done as a free action any time the mendicant feels the need. If the mendicant walks in a natural environment while barefoot, the effect is continual.

Tree Stride. At 12th level the mendicant may use Tree Stride as a Druid of equal level. The use of this spell-like ability may be performed as a free action. No components are necessary other than access to a living tree of adequate size.

Wilde Soul. At level 13, the mendicant becomes attuned to the flow of magic in the world, gaining resistance to spells equal to class level +10. In order to affect the mendicant with a spell, a spellcaster must roll the mendicant's spell resistance or higher on 1d20 + the spellcaster's level.

Withering Touch. Attuned to the flow of the life-force in living creatures, the mendicant can cut-off the flow of life energy in a creature's body with a mere touch starting at 15th level. The area touched shrivels and becomes useless. Each time this power is used, the mendicant must select a limb or sense organ (eye, ear, nose, etc.) to target. Limbs require a strike at -4 to hit; sense organs require a strike at a -8 penalty. A withered arm cannot be used to attack, use skills, or even pick up or carry objects. A withered leg reduces speed to 1/2 normal, and removes all dodge bonuses the victim may have. A single withered eye bestows a -5 penalty on all spot and search checks, and a -2 initiative penalty. Ranged attacks are also at a -2 to hit, and all ranges are considered one category farther away. A withered ear reduces Listen checks by -5. A withered nose removes the Scent ability and gives the victim a -2 penalty on saves against inhaled or ingested poisons.

Timeless Body. After achieving level 16, a mendicant no longer suffers ability penalties for aging and cannot be magically aged. Any penalties the mendicant may have already suffered, however, remain in place. Bonuses still accrue, and the mendicant still dies of old age when his or her time is up.

Meld into Stone. Once per day, the 19th level mendicant can merge with stone or earth as per the spell for up to 20 minutes. If the mendicant merges with the ground or a wall, travel through the object at normal walking speed is possible, either horizontally or vertically.

Free Spirit. At 20th level, the mendicant is freed of normal mortal constraints both in mind and body to become a creature of spirit. The Mendicant is now treated as an Outsider (extra-planar creature) rather than as a Humanoid. This ability is identical the monk ability Perfect Self, except that the mendicant is a creature of Chaos, and thus affected by spells and powers that affect chaotic entities, as opposed to the monk, who is lawful.
 

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If you're going to the trouble of a newly-fluffed monk variant, you might as well up the power a notch. At a minmum, give them full BAB and amp up the class abilities for levels 13+ (no one would stay for these crappy abilities - compare them to 9th level spells for instance, or even ToB stances).

Also, pet peeves
- why not immunity to ALL diseases? When was the last time a non-magical disease came into play?
- why not let them heal others as well?
- "natural strike" aka "ki strike" encourages DMs to not provide magic "weapons" (like Necklace of Natural Attacks) to monks
 

I am unfamiliar with the gods and races you've mentioned. what game is this from?

Arathia is a homebrew I'm working on. Basically the world has been completely taken over by a god who turned evil so the heroes are exiles who managed to escape to other planes and must find a way to return and free their world someday...
 

If you're going to the trouble of a newly-fluffed monk variant, you might as well up the power a notch. At a minmum, give them full BAB and amp up the class abilities for levels 13+ (no one would stay for these crappy abilities - compare them to 9th level spells for instance, or even ToB stances).

Also, pet peeves
- why not immunity to ALL diseases? When was the last time a non-magical disease came into play?
- why not let them heal others as well?
- "natural strike" aka "ki strike" encourages DMs to not provide magic "weapons" (like Necklace of Natural Attacks) to monks

Hmm...
...Would immunity to lycanthropy be wrong? I don't know.
...Monks are martial artists, not clerics. Their ability stems from knowledge of and control over their own body, not a magical healing power.
...This is a lack of creativity. There is no reason not to have hand wrappings of flame burst or a belt that makes attacks holy.
 


Anyone have any good suggestions for alternate special abilities or unarmed fighting styles for the Mendicant?
First off, I will say as I say often, Homebrew is not a strength of mine. Disclaimer done.

My first thought is "Chaotic Monk variants already exist, why the need to make another?" And so I'm tossing that out there for consideration.

With that said, I don't see anything horribly unbalanced about this build. The level 12 Tree Stride is an at will teleport with no limit of times per day, but honestly, while that's a great ability to have, it's in no way game breaking for that level. Looks groovy.

Essentially it seems you're cherry picking class abilities to suit your taste. All I can say is nothing looks overpowered, and other things look as underpowered as the usual Monk is.

Have you considered a Druid/Fist of the Forest (Complete Champion) for a similar flavored character?
 

First off, I will say as I say often, Homebrew is not a strength of mine. Disclaimer done.

My first thought is "Chaotic Monk variants already exist, why the need to make another?" And so I'm tossing that out there for consideration.

With that said, I don't see anything horribly unbalanced about this build. The level 12 Tree Stride is an at will teleport with no limit of times per day, but honestly, while that's a great ability to have, it's in no way game breaking for that level. Looks groovy.

Essentially it seems you're cherry picking class abilities to suit your taste. All I can say is nothing looks overpowered, and other things look as underpowered as the usual Monk is.

Have you considered a Druid/Fist of the Forest (Complete Champion) for a similar flavored character?

Well, this was developed for my Arathia campaign in which one deity has usurped all the divine power on a world so there no druids left and the only clerics with any power are his. All spell-casters other than his clerics are arcane. Now, the dominant race on this world, the Taraines, are similar to Elves and have a great attachment to nature and chaos, so I wanted a druid-flavoured class that had some impressive powers but no actual spells. Kitcik expressed doubts based on the weakness of the standard monk, and I do think the monk is rather weak in 3E but I'm trying to be careful with balance. The idea of the Mendicant is a spiritual seeker trying to become attuned to nature and gaining power from the life force of the world and an inner resolve to be free...
 

This is an updated version with some tweaks, still working on it. If you can think of any martial arts styles or feat combos that would be good for a Mendicant, let me know...

Mendicant Class
When The Measurer imprisoned the Fair Gods, their priests were cut off from them and could no longer work the miracles necessary for the rituals in their honour. Many maintained a simile of these rituals, as best they could, and kept up the hope that the effort would help one day bring back the gods. Most eventually left the priesthood and took on the duties of ordinary laymen, settling down to raise families and taking what occupation they could find. But a few looked within themselves for the hope of a better day, abandoning their congregations and their position in society, yet maintaining a spiritual search. These men and women became Mendicants; wandering scholars devoted to finding the spark of divinity within themselves by conquering their own flaws and frailties. Withdrawing from society, they dwelled singly or in pairs in the wilderness and learned to commune with nature while perfecting themselves physically and spiritually.
Adventures: For the mendicant simply surviving can be an adventure, as society is left behind for the lure of the wilds of nature. Mendicants adventure to expand their knowledge, get in touch with their own spirits, and savour the preciousness of life. Striving to improve their bodies and minds, they are constantly exploring the world and observing nature. So when not meditating, studying ancient lore, or training their bodies they are afoot, travelling in search of new experiences.
Characteristics: Like monks, mendicants are skilled in fighting without weapons or armour. Dedicated to becoming free of constraints, they view weapons and armour as crutches, and seek to become free of them by improving their bodies and minds. At one with nature, they can sense danger and react to it without thought or hesitation, and can draw upon the natural world to give them amazing abilities. Like monks, they can stun with a blow, rendering an opponent helpless. With experience of the world, mendicants become free to express their passions and grow more in tune with nature, and gain more control over their destinies and have less reliance on others.
Alignment: Being completely self-reliant and independent of others, a mendicant must be chaotic, but may be good, neutral, or evil. Arathian mendicants are mostly Chaotic Good, but exceptions have been known.
Religion: Mendicants are too independent to devote themselves totally to one religious system, let alone participate in any manner of religious hierarchy, yet they are deeply spiritual and they seek to expand their awareness of the mysteries of life and the universe around them. Mendicants follow a spiritual path of self-discovery in part to replace the connection they once had with their gods before the Rule of The Measurer. Mendicants are passionate about their quest to evolve and dedicated to their beliefs.
Background: Most mendicants were members of the priesthood who lost their powers when the Ponderous One overthrew their gods. They have sought the lessons of their mystical devotions as a way to express their need for spirituality without being bound by the conventions of a society they no longer have a place in. They have rejected the company of others, except for those friends closest to them, and abandoned the pursuit of temporal power, status, and success for union with nature and oneness with their inner beings. Living in the wilderness either alone or with only a mentor or friend, they train to become self-reliant and to survive with as little help as possible, learning to take only what they need and leaving no mark of their passing. Nomadic by nature, most willingly share their insights with others they meet on their travels, but no formal academies or guilds of mendicants exist. Mendicants strive to be independent, and reject the idea of working at any type of job, but are frequently called upon to protect the weak and helpless, especially those lost in the wilderness. Sometimes they may be given small gifts or food and clothing in return for their protection by grateful inhabitants of the areas they safeguard.
Races: Mendicants are found among Taraine, Melaine, Nueraine, and Kessellaine, races that love freedom and maintain loyalty to the gods The Dancer and The Star. Angaoruls and Gorthaines who have learned of the skills possessed by some masters of this way have sought in their own crude manner to master its paths, replacing a love of nature with ambition and a hatred of others. They are thus creating a cruel mockery of the mystical union with nature that the original mendicants attained, but attaining the same skills and powers. Most Roshaines and Muntoloths are too bound by their honour, traditions, and rigid discipline to let go and flow with the rhythms of nature, and look down on mendicants as beggars and savages. A few barbaric Khenazog shamans have been indoctrinated into the paths of the mendicants, and developed some startling variations of the fighting techniques of their mentors due to their four armed body structure.
Other Classes: Mendicants by nature shun the constraints of social relationships and avoid commitments as they would shackles and branding irons, but their passions run deep and so they often have a small group of close friends to whom they are deeply devoted. Such friends may be of nearly any class, save those that require lawful alignment, but most are barbarians, rogues, shamans, rangers, and others attuned to nature and possessing a love of freedom.
Lvl Base Fort Ref Will Unarmed Unarmed Damage AC
Attack Attack Bonus Unarmoured Speed
1 +0 +2 +2 +2 +1 1d6 +0 30’
2 +1 +3 +3 +3 +2 1d6 +0 30’
3 +2 +3 +3 +3 +2 1d6 +0 40’
4 +3 +4 +4 +4 +3 1d8 +1 40’
5 +3 +4 +4 +4 +3 1d8 +1 40’
6 +4 +5 +5 +5 +4/+1 1d8 +1 50’
7 +5 +5 +5 +5 +5/+2 1d8 +1 50’
8 +6/+1 +6 +6 +6 +6/+3 1d10 +1 50’
9 +6/+1 +6 +6 +6 +6/+3 1d10 +2 60’
10 +7/+2 +7 +7 +7 +7/+4/+1 1d10 +2 60’
11 +8/+3 +7 +7 +7 +8/+5/+2 1d10 +2 60’
12 +9/+4 +8 +8 +8 +9/+6/+3 1d12 +2 70’
13 +9/+4 +8 +8 +8 +9/+6/+3 1d12 +2 70’
14 +10/+5 +9 +9 +9 +10/+7/+4/+1 1d12 +3 70’
15 +11/+6/+1 +9 +9 +9 +11/+8/+5/+2 1d12 +3 80’
16 +12/+7/+2 +10 +10 +10 +12/+9/+6/+3 1d20 +3 80’
17 +12/+7/+2 +10 +10 +10 +12/+9/+6/+3 1d20 +3 80’
18 +13/+8/+3 +11 +11 +11 +13/+10/+7/+4/+1 1d20 +3 90’
19 +14/+9/+4 +11 +11 +11 +14/+11/+8/+5/+2 1d20 +4 90’
20 +15/+10/+5 +12 +12 +12 +15/+12/+9/+6/+3 1d20 +4 90’

Unlike monks, who have a set pattern of development for their class abilities as they progress, mendicants often gain their abilities in a different order and have more variety in powers to choose from. After level 3 any ability can be swapped with a feat the mendicant has fulfilled the requirements for or taken later in place of a different ability. Abilities normally gained at level 4 or later can be gained 1 level sooner. Once a choice is made it cannot be altered, it is what the Mendicant has learned.

Level Standard Special Abilities
1 Unarmed Strike, Stunning Attack, Evasion
2 Deflect Arrows feat
3 Nature Sense
4 Slow Fall (20')
5 Natural Wellness
6 Improved Trip Feat, Slow Fall (30')
7 Natural Healing, Leap of the Hart
8 Slow Fall (50')
9 Improved Evasion
10 Nature's Strike +1
11 Body of Earth
12 Tree Stride
13 Wilde Soul, Nature's Strike +2
14
15 Withering Touch
16 Timeless Body
17 Nature's Strike +3
18 Slow Fall (any distance)
19 Meld into Stone
20 Wilde Self
Notes:
As per monks, small mendicants deal less damage, see the monk class for details.
As per monks, the AC bonus adds the mendicants Wis modifier to the base AC bonus if it is a positive number. This bonus is based on intuition and agility and does not apply if the mendicant is wearing armour or using a shield.
As per monks, small and dwarven mendicants are slower, see the monk class for details.

GAME RULE INFORMATION
Mendicants have the following game statistics.
Abilities: Wisdom powers the mendicant's special offensive and defensive capabilities. Dexterity provides the un-armoured mendicant with better defence with bonuses to some class skills. Strength aids a mendicant's unarmed combat ability.
Alignment: Any Chaotic.
Hit Dice: d8
Class Skills
Concentration, Craft, Heal, Hide, Jump, Knowledge: Nature, Knowledge: Religion, Listen, Move Silently, Scry, Search, Sense Motive, Spellcraft, Spot, Tumble, Wilderness Lore
Class Features
Weapon and Armour Proficiency. The Mendicant is proficient in all simple and martial weapons. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pickpocket, and Tumble.
Unarmed Strike. Mendicants are as highly trained in unarmed combat as monks and use the monk's unarmed attack bonus, AC bonus, and un-armoured speed. They gain the same benefits regarding attacks of opportunity, off-hand attacks, two-weapon attacks, flurry of blows, and subdual damage. Normal monk weapons are unknown on Arathia; mendicants have their own set of weapons that can be used in the same way that a monk's special weapons can.
Stunning Attack. This ability is identical to the monk's stunning attack.
Evasion. The mendicant begins level 1 with a monk's ability to evade attacks.
Deflect Arrows Feat. At level 2, the mendicant gains the feat Deflect Arrows free just as a monk does. No prerequisites are required.
Nature Sense. At level 3 a mendicant identifies plants and animals (their species and special traits) with perfect accuracy. The mendicant can tell whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).
Slow Fall. At level 4, a mendicant gains a monk's ability to slow a fall by remaining in contact with an adjacent barrier. This ability is identical in all ways to the monk ability.
Natural Wellness. A mendicant in a natural, wild environment is immune to all non-magical diseases starting at level 5. If the mendicant spends more than a week in an urban environment, this ability is lost until a full day is spent back in the wilds.
Improved Trip Feat. At 6th level, a mendicant gains the Improved Trip feat just as a monk does. No prerequisites are required.
Nature's Healing. At 7th level, a mendicant in a natural environment, outside of any town or city, can heal his or her wounds. The mendicant can cure up to twice his or her class level in hit points each day, and can spread this healing out among several uses. Nature's healing is a supernatural ability.
Leap of the Hart. At 7th level and higher, a mendicant's jumping distance (vertical or horizontal) is not limited according to the mendicant's height.
Improved Evasion. At 9th level, a monk's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, but henceforth she only takes half damage on a failed save.
Nature's Strike. At 10th level the mendicant can summon the life-force of nature to power his attacks. This allows the mendicant's unarmed attacks to strike incorporeal or damage resistant targets as if using a +1 magical weapon. Nature's strike may be taken again to improve the bonus, up to a total enhancement of +3.
Body of Earth. At 11th level the mendicant can expel poison out of his body by touching natural soil, either by walking barefoot or simply reaching down and touching the ground. This may be done as a free action any time the mendicant feels the need. If the mendicant walks in a natural environment while barefoot, the effect is continual, so the mendicant is effectively immune to poison. If the mendicant is indoors or otherwise not touching soil this ability cannot be used.
Tree Stride. At 12th level the mendicant may use Tree Stride as a Druid of equal level. The use of this spell-like ability may be performed as a free action. No components are necessary other than access to a living tree of adequate size.
Wilde Soul. At level 13, the mendicant becomes attuned to the flow of magic in the world, gaining resistance to spells equal to class level +10. In order to affect the mendicant with a spell, a spellcaster must roll the mendicant's spell resistance or higher on 1d20 + the spellcaster's level.
Withering Touch. Attuned to the flow of the life-force in living creatures, the mendicant can cut-off the flow of life energy in a creature's body with a mere touch starting at 15th level. The area touched shrivels and becomes useless. Each time this power is used, the mendicant must select a limb or sense organ (eye, ear, nose, etc.) to target. Limbs require a strike at -4 to hit; sense organs require a strike at a -8 penalty. A withered arm cannot be used to attack, use skills, or even pick up or carry objects. A withered leg reduces speed to 1/2 normal, and removes all dodge bonuses the victim may have. A single withered eye bestows a -5 penalty on all spot and search checks. Ranged attacks are also at a -2 to hit, and all ranges are considered one category farther away. If both eyes are withered the victim is blinded. A withered ear reduces Listen checks by -5. If both are withered the victim is deafened. A withered nose removes the Scent ability and gives the victim a -2 penalty on saves against inhaled or ingested poisons.
Timeless Body. After achieving level 16, a mendicant no longer suffers ability penalties for aging and cannot be magically aged. Any penalties the mendicant may have already suffered, however, remain in place. Bonuses still accrue, and the mendicant still dies of old age when his or her time is up.
Meld into Stone. Once per day, the 19th level mendicant can merge with stone or earth as per the spell for up to 20 minutes. If the mendicant merges with the ground or a wall, travel through the object at normal walking speed is possible, either horizontally or vertically.
Free Spirit. At 20th level, the mendicant is freed of normal mortal constraints both in mind and body to become a creature of spirit. The Mendicant is now treated as an Outsider (extra-planar creature) rather than as a Humanoid. This ability is identical the monk ability Perfect Self, except that the mendicant is a creature of Chaos, and thus affected by spells and powers that affect chaotic entities, as opposed to the monk, who is lawful.
 

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