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.