Meridian Master (Monk/Alchemist)

Through study of ancient texts and the tutelage of elder monks versed in the secrets of physiognomy, anatomy and herbal medicine, meridian masters excel at both hindering foes and healing their allies. The meridian master is both a potent warrior and a competent healer, though he prefers to allow his allies to bear the brunt of a battle. While his precision strikes to the nervous system can incapacitate opponents, the meridian master is highly skilled at concocting herbal curatives that offset a variety of conditions and ailments. Though often viewed as eccentric, their herbal expertise, wholesome living, and calm demeanor have ironically labeled them as nature-loving pacifists. Fortunately, this label is quickly shattered once they use their feared meridian strike to tear the most vile of foes down to size. (Original Concept by Oceanshieldwolf)

Primary Class: Monk.

Secondary Class: Alchemist.

Alignment: Any lawful.

Hit Dice: d8.

Bonus Skills and Ranks: The meridian master may select three alchemist skills to add to his class skills in addition to the normal monk class skills, one of which must be Heal. The meridian master gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The meridian master is proficient with brass knuckles*, cestus*, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear, and temple sword*. The meridian master is not proficient with any type of armor or with shields. (*Advanced Player’s Guide)

Ancient Medicine (Su): At 1st level, a meridian master becomes a master of creating balms, salves, and other curatives from natural herbs and roots. When using Craft (alchemy) to create an herbal item, a meridian master gains a competence bonus equal to his class level on the Craft (alchemy) check. A meridian master can use Craft (alchemy) to create any of the following herb-based substances: antiplague* (DC 25), antitoxins (DC 25), bloodblock** (DC 25), bodybalm** (DC 25), nashadir* (DC 20), smelling salts* (DC 20), soothe syrup* (DC 15), terra sap (distilled)** (DC 15), and vermin repellant** (DC 20). In addition, a meridian master can use Craft (alchemy) to identify poisons as if using detect poison. He must hold the poison for 1 round to make such a check. This ability replaces the bonus feat gained at 1st level. (*Advanced Player’s Guide, **Adventurer’s Armory)

Healing Tradition (Ex): At 1st level, a meridian master gains a +4 bonus on all Heal checks.

Meridian Strike (Ex): At 1st level, a meridian master has mastered the ancient technique of manipulating pressure points, allowing him to cause weakness and intense pain or heal injuries more quickl