Medicant Preacher (Inquisitor/Monk)

Not every servant of the gods is a warrior or even a skilled combatant. Legends exist about holy men and women that despise worldly wealth and commodities who roam the lands in ascetic poverty, using only their faith as their shield and their words as their weapon. These mendicant preachers preach to both animals and sentient creatures alike, in hopes of converting them to their deities' edicts. They possess great diplomatic abilities, and without swords or armor their greatest defense and weapon is their inspired words that weaken the enemies of their faiths and strengthen the members of their flocks. Mendicant preachers are devotees of the divine virtues, endowed with a godly power far different from any other, thanks in part to their strict vows and discipline, and have the capacity to talk with all living beings. Though most mendicant preachers are pacifists are good aligned, evil friars do exist, preaching the virtues of wicked gods such as fear, blind obedience, and self-flagellation as means to achieve divine perfection in this life. (Original Concept by Bardess)

Primary Class: Inquisitor.

Secondary Class: Monk.

Alignment: A mendicant preacher’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: The mendicant preacher may select three monk skills to add to her class skills in addition to the normal inquisitor class skills. The mendicant preacher gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The mendicant preacher is proficient with all simple weapons, but not with armor or shields.

Spellcasting: A mendicant preacher casts divine spells drawn from the inquisitor’s spell list, but removes the following spells from that list: 0th–acid splash, sift; 1st–bed of iron, bowstaff, deadeye's lore, disguise self, Gorum's armor, horn of pursuit, interrogation, keep watch, linebreaker, longshot, true strike, wartrain mount; 2nd–bestow weapon proficiency, bloodhound, brow gasher, effortless armor, follow aura, hunter's lore, instrument of agony, knock, litany of defense, magic siege engine, savage maw, spell gauge, tactical acumen; 3rd–battle trance, blessing of the mole, blood scent, deadly juggernaut, false alibi, fearsome duplicate, frosthammer, hunter's eye, improve trap, keen edge, locate weakness, night of blades; 4th–battlemind link, blightburn weapon, coward's lament, crusader's edge, defile armor, divine power, find quarry, forceful strike, interrogation (greater), judgment light, magic siege engine, greater, named bullet, shadow barbs, stoneskin, ward shield; 5th–divine pursuit, resounding blow, righteous might, stoneskin, communal; 6th–blade barrier, named bullet (greater), tactical insight.

A mendicant preacher adds the following spells to the inquisitor’s list: 0th–enhanced diplomacy, purify food and drink; 1st–abstemiousness, ceremony, charm person, cultural adaptation, detect charm, detect the faithful, diagnose disease, invigorate, remove sickness, share language, tap inner beauty, veil of positive energy; 2nd–bear’s endurance, bestow curse, book ward, charitable impulse, eagle’s splendor, gentle repose, martyr’s bargain, owl’s wisdom, page-bound epiphany, revelation, share language, communal, suppress charms and compulsions, touch of mercy; 3rd–accept affliction, collaborative thaumaturgy, create food and water, guiding star, helping hand, imbue with spell ability, martyr’s last blessing, nap stack, restore mythic power, share glory, symbol of healing, water walk; 4th–aura of doom, blessing of fervor, control summoned creature, control water, debilitating portent, elemental speech, lesser planar ally, rest eternal, soothe construct, spiritual ally, symbol of revelation, symbol of slowing, truespeak; 5th–breath of life, curse, major, hymn of mercy, serenity; 6th–hymn of peace, music of the spheres, symbol of persuasion.

While a mendicant preacher has access to the lend judgment and greater lend judgment spells, they produce the following alternate effects when cast by a mendicant preacher.

Lend Judgment: The mendicant preacher and an ally gain the benefits of his active preach sermon instead of a judgment.

Greater Lend Judgment: This functions as lend judgment, except that the mendicant preacher and an ally, plus one additional ally for every three levels beyond 13th level gain the benefits of his active preach sermon.

A mendicant preacher can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level. A mendicant preacher otherwise learns and casts spells as an inquisitor of her level. She also gains bonus spells for a high Wisdom score.

Aura (Su): A mendicant preacher of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to her deity's alignment (see detect evil for details).

Domain: This is exactly like the inquisitor ability of the same name, except that the mendicant preacher may only select a domain, not an inquisition. A good or neutral mendicant preacher that worships a good aligned deity may instead choose one of the subdomains associated with one of the virtues listed below, even if it is not normally granted by her deity. While an evil or neutral mendicant preacher that worships an evil deity receives the same benefits from a particular virtue as those of good alignment, she choose from the following subdomains according to a specific virtue’s associated vice: despair (Tyranny), doubt (Revolution), greed (Lust), malice (Ferocity), pain (Torture), recklessness (Insanity), turmoil (Inevitable), war (Blood), weakness (Fear).

Lore (Ex): A mendicant preacher adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. This ability replaces monster lore.

Penetrating Gaze: A mendicant preacher receives a morale bonus on all Perception and Sense Motive checks equal to 1/2 her mendicant preacher level (minimum +1). This ability replaces stern gaze.

Preach (Su): Starting at 1st level, a mendicant preacher can effectively and persuasively preach the virtues (or vices if evil) she believes in, giving specific bonuses to herself or an ally within 30 feet who listens to her sermon. These bonuses are based on the type of sermon made. Every sermon uses audible components (sing, oratory).

At 1st level, a mendicant preacher can use this ability once per day as a free action. Once the sermon is given, the designated subject (who may be the mendicant preacher herself) maintains the bonus for the time required to complete the current endeavor (a combat, a competition, or other); when the endeavor is concluded, all of the bonuses or penalties immediately end. The mendicant preacher can affect 1 additional ally (including herself) within 30 feet for every 3 ranks she has in her Perform skill.

When the mendicant preacher uses this ability, she must select one virtue or vice to preach. As a swift action, she can change her sermon. If the mendicant preacher is evil, she grants profane bonuses instead of sacred, as appropriate. Neutral mendicant preachers must select profane or sacred bonuses. Once made, this choice cannot be changed.

The subject of the sermon must be declared when the sermon starts, and must be able to hear the mendicant preacher to receive the benefits. A mendicant preacher can’t grant bonuses to an ally of an alignment opposed to her own or her deity’s (if she has one). At higher levels, the mendicant preacher can grant her bonuses to one additional ally for every additional daily use of her preach ability she consumes.

Confidence: The creature is fully aware of its own true value, gaining a +1 sacred (profane) bonus on all saving throws. This bonus increases by +1 for every five levels of the mendicant preacher. At 10th level, this bonus is doubled against compulsions, curses, negative emotions, and fear. This virtue’s associated vice is turmoil.

Courage: The creature is filled with divine wrath, gaining a +1 sacred (profane) bonus on all weapon damage rolls. This bonus increases by +1 for every three levels of the mendicant preacher. This virtue’s associated vice is doubt.

Daring: This virtue spurs the creature to defy danger, granting a +1 sacred (profane) bonus on all attack rolls. This bonus increases by +1 for every five levels of the mendicant preacher. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. This virtue’s associated vice is recklessness.

Endurance: This virtue surrounds the mendicant preacher with a protective aura, granting a +1 sacred (profane) bonus to Armor Class. This bonus increases by +1 for every five levels of the mendicant preacher. At 10th level, this bonus doubles against attacks made to confirm critical hits against the mendicant preacher. This virtue’s associated vice is weakness.

Generosity: This virtue improves a creature’s weapons and armor, making them shine like gold. The creature’s armaments gain extra hardness and hit points as if they had a +1 bonus. This bonus increases by +1 for every five levels of the mendicant preacher. This virtue’s associated vice is greed.

Joy: Unswerving optimism gives a creature a +2 bonus on all skill checks. This bonus increases by +1 for every three levels of the mendicant preacher. At 10th level, the bonus is doubled for Charisma–based skills. This virtue’s associated vice is despair.

Kindness: The creature is surrounded by a healing light, gaining fast healing 1. This causes the creature to heal 1 point of damage each round as long as the preach effect lasts. The amount of healing increases by 1 point for every three levels of the mendicant preacher. This virtue’s associated vice is hatred.

Peace: The creature is protected from damage, converting 1 point of damage received per hit into nonlethal damage. This increases by 1 point for every five levels of the mendicant preacher. This virtue’s associated vice is war.

Sorrow: Relentless compassion for the sad events of this world makes a creature resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels of the mendicant preacher. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that opposes the mendicant preacher’s. If she is neutral, the creature does not receive this increase. This virtue’s associated vice is pain.

A mendicant preacher’s preach ability counts as the judgment ability for the purpose of feat qualification, with the following changes. The Favored Judgment feat applies to bonuses gained by the subject of the mendicant preacher’s preach ability. The Righteous Healing feat makes the mendicant preacher’s healing spells more potent if cast while the preach ability is active. The Shared Judgment feat can be selected by an 8th level mendicant preacher to extend the benefits of her preach ability so that it affects a second ally, and a third ally at 16th level. This ability replaces judgment.

Inspiration (Ex): At 2nd level, a mendicant preacher adds her Wisdom modifier on Perform skill checks, in addition to her Charisma modifier. Whenever a mendicant preacher uses her preach ability, she can make a Perform check as a free action. If she succeeds. This ability replaces cunning initiative.

Divine Armor (Su): Starting at 2nd level, a mendicant preacher can call upon her faith to create a shimmering, magical field around herself that protects her from attacks. The mendicant preacher gains a +4 armor bonus to AC, plus an additional +1 to the bonus for every four levels thereafter, up to a maximum of +8 armor bonus at 18th level. Activating divine armor is a swift action, and remains in effect for 1 minute per level the mendicant preacher possesses. These minutes do not need to be consecutive, but must be spent in 1-minute increments. This ability replaces track.

Faith Pool (Su): At 3rd level, a mendicant preacher gains a pool of faith points. This represents a reserve of divine power acquired through faith and devout meditation. The number of points in a mendicant preacher's faith pool is equal to 1/2 her mendicant preacher level + her Wisdom modifier. As long as she has at least 1 point in her faith pool, she can use the Diplomacy skill to make a request of a creature regardless of its attitude towards her. At 10th level, she also reduces the DC of Diplomacy skill checks made to influence attitudes and make requests by 1/2.

By spending 1 point from her faith pool, a mendicant preacher can do one of the following:

Each of these powers is activated as a swift action.

The faith pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. A mendicant preacher’s faith pool counts as a monk’s or ninja’s ki pool for purposes of class abilities and vows. This ability replaces solo tactics.

Faith Power (Sp): At 3rd level, the mendicant preacher gains her 1st–level domain spell as a spell-like ability with her caster level equal to her mendicant preacher level. At 6th level, and every three levels thereafter, she gains each subsequent level of domain spell as a spell-like ability, up to the 6th–level domain spell at 18th level. The mendicant preacher uses her Wisdom modifier as a bonus to any concentration checks made when using a faith power. A mendicant preacher must expend 1 faith point to cast a 1st– and 2nd–level domain spell, 2 faith points to cast a 3rd– and 4th–level domain spell, and 3 faith points to cast a 5th– and 6th–level domain spell. This ability replaces teamwork feats.

Purity of Body (Ex): At 5th level, a mendicant preacher gains the monk’s purity of body ability. This ability replaces bane.

Wholeness of Body (Ex): At 8th level, a mendicant preacher gains the monk’s purity of body ability. This ability replaces second judgment.

Diamond Body (Ex): At 11th level, a mendicant preacher gains the monk’s purity of body ability. This ability replaces stalwart.

Greater Faith (Su): At 12th level, a mendicant preacher can use her faith pool to regain uses of her domain powers. The mendicant preacher can expend 2 faith points to gain one additional use of her first domain power, or 3 faith points to gain one additional use of her second domain power.

In addition, a mendicant preacher can expend all her faith points to change her chosen domain to that of another granted by her deity for the rest of the day. This choice is made at the beginning of the day, after regaining spells and faith points. She immediately loses any domain powers and spells of the old domain and gains the new domain’s powers and spells. The mendicant preacher can’t regain faith points for a whole day after changing her domain. A mendicant preacher can use this ability once per week, and requires her deity’s permission to make the change. A mendicant preacher who changes her domain offends her deity, and must atone for her actions (see atonement). This ability replaces greater bane.

Diamond Soul (Su): At 11th level, a mendicant preacher gains the monk’s diamond soul ability. This ability replaces exploit weakness.

Tongue of the Sun and Moon (Su): At 16th level, a mendicant preacher gains the monk’s tongue of the sun and the moon ability. This ability replaces third judgment.

Favored Virtue (Ex): At 17th level, a mendicant preacher preaches more fervently the virtue she is most dedicated to. Whenever a mendicant preacher uses her preach ability, she is treated as if she were 5 levels higher for the purposes of determining the bonus granted by this virtue. Unlike other virtues, the one enhanced by this ability cannot be changed for the remainder of the sermon. This ability replaces slayer.

Paragon of Virtue (Su): At 20th level, a mendicant preacher becomes one with divine virtue. She is forevermore treated as an outsider rather than as a humanoid (or whatever her creature type was) for the purpose of spells and magical effects. Unlike other outsiders, the mendicant preacher can still be brought back from the dead as if she were a member of her previous creature type. Additionally, whenever the mendicant preacher uses her preach ability, she can affect all adjacent creatures for the duration of the sermon. Multiple uses of the ability at the same time extend the area of effect by 10 feet for each additional use spent. This replaces true judgment.

Table: Medicant Preacher

Table: Medicant Preacher Spells Known