The Healers

The Irreproachable Order
The Order of the Balm of Joy

Deity AMMON-RA the Golden, Lord of Light, God of the Sun
Sphere The Sun. Healing & Protection. Doing Good.
Alignment Lawful Good
Symbols Cross (red) or Disc/Sphere (gold)
Holy Days Summer & Winter Solstices (June 22nd & December 25th)
Services Weekly (Sunday). (Sunrise, noon and/or sunset).
Sacrifices Valuables, especially Gold items.
Weapons Staff only (for defence).
Armour No armour or shield.
Cult Skills First Aid, Diagnosis, Oratory, Any Lore.

Healer clerics are devout pacifists who seek to spread goodness by example. Harming any living thing is against their beliefs, and many healers are vegetarian. They wear distinctive yellow robes and shaven heads. Healers may carry a staff, for self-defence only. No other weapon is allowed. Healers are celibate and the two sects segregate the sexes: males belong to the Irreproachable Order, females to the Order of the Balm of Joy. The two sects are otherwise identical and fully co-operative. Brother and Sister Healers take vows of Obedience, Chastity and Poverty. They spend most of their time dispensing alms to the poor and ministering to the sick. They willingly use their healing skills to tend both friend and foe alike. The Temple-Hospitals of this religion are usually guarded by Fighters of the Order of the Spears of Light, a divergent Ammonite faith.  Upon reaching Acolyte status (1st Level) they are baptized and receive a "Permanent Sanctuary" spell - dispelled only by attacking a living being. If a Healer loses his/her "Permanent Sanctuary", suitable atonement must be provided before rebaptism is permitted. Note that undead creatures are not living and may therefore be attacked without affecting the "Permanent Sanctuary". 

Benefits 
Any creature intentionally causing the death of a Healer will immediately be struck with direct Divine Retribution, in the form of a Pillar of Fire. (Strikes the perpetrator for 2d6 physical damage per level of Healer). 

The Temples are usually too poor to pay ransoms for any Brother or Sister, but frequently act as go-betweens for others in such matters. 

Instead of weapons training, Healers are taught the useful skills FIRST AID and DIAGNOSIS (Healers know these skills at 10% + 10% per level). At Acolyte level (1st), Healers have just 1 weapon proficiency (in staff).

FIRST AID - This skill may be used the first time a creatures wounds are tended:
Critical +2d6 hp, Special   +d6 hp, Success   +d3 hp, Failure   Normal Binding

DIAGNOSIS - This skill may be attempted once per diseased person treated:
Failure   Normal disease recognition, Success   Know Cure (duration x1/2), Special   Know Cure (duration x1/4), Critical  Know Cure (duration x1/8)

SPELLS AVAILABLE TO AMMONITE HEALERS
Level 1: Bless, Cure Light Wounds, Light, Prot. from Evil, Purify Food, Remove Fear, Resist Cold, Sanctuary, Slow Poison (C2), Turn Undead*
Level 2: Cure Moderate Wounds, Find Traps, Resist Fire, Speak with Animals, Continual Light (C3), Cure Blindness (C3), Cure Disease (C3), Remove Curse (C3)
Level 3: Create Food, Dispel Magic, Locate Object, Speak with Dead, Cure Serious Wounds (C4), Exorcise C4), Neutralize Poison (C4), Prot. v Undead
Level 4: Detect Lie, Protection from Evil 10ft radius, Speak with Plants, Tongues, Cure Critical Wounds, Permanent Sanctuary*
Level 5: Atonement, Commune, Raise Dead, True Seeing, Heal (C6), Rest in Peace*
Level 6: Find the Path, Speak with Monsters, Word of Recall, Regenerate (C7), Restoration (C7), Reincarnation (M6)
Level 7: Astral Spell, Control Weather, Resurrection, Wind Walk, Mass Curing, Soothing Song*