Healing Palm (Monk/Cleric)

Most monastic orders focus on the mental discipline, martial training, and perfecting the body of its initiates. However, certain factions provide special training to those with a divine propensity. Healing palms employ their martial training in much the same way as other monks, but have learned to channel the divine energy of their god to heal the injured and cast spells. It is also believed that the most powerful of these chosen ascetics can simultaneously breathe new life into a number of his dead and dying allies, but at the cost of their very lives. (Original Concept by Elghinn Lightbringer)

Primary Class: Monk.

Secondary Class: Cleric.

Alignment: Lawful good or lawful neutral.

Hit Dice: d8.

Bonus Skills and Ranks: The healing palm may select three cleric skills to add to his class skills in addition to the normal monk class skills. The healing palm gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The healing palm is proficient with the brass knuckles*, cestus*, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear, temple sword*, and his deity’s favored weapon. The healing palm is not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, the healing palm loses his AC bonus, as well as his fast movement and flurry of blows abilities. (*Advanced Player’s Guide)

Aura (Ex): At 1st level, the healing palm gains the cleric’s aura ability.

Domains: At 1st level, a healing palm gains the cleric’s domains ability and chooses two domains, one of which must be the Healing domain or one of its subdomains. If the healing palm worships a deity, that deity must be one that grants the Healing domain. The second domain must be chosen from among those belonging to his deity, or one of his choice if he does not worship a deity. The healing palm gains his domain powers at the described levels. A healing palm gains one domain spell slot for each level of spell she can cast, from 1st on up. Each day, a healing palm can cast one spell from either of her two domains in that slot without preparing it before hand. She gains her 1st–level domain spell slot at 2nd level, and each subsequent domain spell slot every two levels thereafter, up to his 9th–level domain spell slot at 18th level, as indicated on Table: Healing Palm. When casting a domain spell, a healing palm has a caster level equal to his healing palm level. The healing palm otherwise follows all other parameters pertaining to cleric domains. This ability replaces bonus feat at 2nd, 6th, 10th, 14th, and 18th level, still mind, slow fall, diamond soul, timeless body, and tongue of the sun and the moon.

Unarmed Strike: This is exactly like the monk ability of the same name, except that the healing palm deals unarmed damage as indicated on Table: Healing Palm.

Channel Energy (Su): At 4th level, a healing palm gains the cleric’s channel energy ability, except that the healing palm must channel positive energy, and when he does, he cannot choose to target undead. In addition, the amount of damage healed is equal to 1d6 points of damage at 4th level, and an additional 1d6 points of damage every three levels thereafter, to a maximum of 6d6 at 19th level.

In addition, a healing palm may spend uses of his channel energy ability to cast additional Healing domain (or a subdomain) spells. He may spend one use of his channel energy ability to cast a Healing domain spell of 1st-3rd level, two uses to cast a Healing domain spell of 4th-6th level, or three uses to cast a Healing domain spell of 7th-9th level. This ability replaces ki pool, high jump, wholeness of body, abundant step, and empty body.

Flurry of Blows (Ex): Starting at 4th level, a healing palm gains flurry of blows as a monk equal to his healing palm level, as indicated on Table: Healing Palm.

Channeled Life (Su): At 11th level, a healing palm can sacrifice all his remaining uses of channel energy to bring a person back to life. It takes 1 hour to perform this ritual. At the end of the ritual, the healing palm sacrifices all his channel energy uses in order to cast raise dead (as the spell) with a caster level equal to his healing palm level. The healing palm must have at least four uses of channel energy to use this ability. At 15th level, the healing palm may sacrifice his channel energy to cast resurrection. The healing palm must have at least six uses of channel energy to use this ability. These rituals do not require material components. When this ability is used, the healing palm’s channel energy ability is not replenished until 24 hours have passed. This ability replaces both diamond body and quivering palm.

Sacrifice Self (Su): At 20th level, in a final selfless act, the healing palm can focus all channeled and life energy within himself, which then explodes outward in a 50-foot-radius emanation. All dead allies within the emanation are brought back to life, as if they were the subject of a true resurrection spell with a caster level equal to the healing palm’s level. When the healing palm does this, he immediately dies and is sent to halls of his deity, there to dwell forever in glory and eternal bliss. A healing palm that dies in this way can never come back to life, not even by way of a wish or miracle spell or by the power of a deity. However, the healing palm’s name is forever spoken with respect, and all written mentions of his name shimmer with a divine glow. This ability replaces perfect self.

Table: Healing Palm