If you couldn't attack yourself, certain spells would be unable to be used on yourself, like any melee or ranged touch attack spells. And a shambling mound wizard does like to hit itself with an orb of electricity.
Actually, none of the PrCs other than the one level of Shadow Sun Ninja advances FoB. So Chaos Monk (though nice) doesn't help. Also, it's a standard action, so you can't gain extra attacks anyway. Also, I don't know if you can take the passive Way variant with ChM. And free Combat Expertise (and thus the ability to dump int) is nice.
I guess I should break it down to a bare minimum: one level of SSN, 8 of IoDM, 3 of FotF, and 7 effective monk levels (so 6 monk/1 SSN works, 2 monk/2 psywar with Tashalatora/1 SSN/2 unarmed SS works as well), Tomb-Tainted Soul somewhere in the party, a monk's belt, a monk's tattoo, SUS, and the ability to reach colossal damage, my method was Greater Mighty Whallop. This gets you the maximum of 36d8 (or 48d8, depending) base unarmed damage and the ability to heal that.
The reason I had those other levels was I was trying to make it viable in a party too, and not just a healbot that's not a cleric.
So. The build (variations will be listed after wards):
stat priorities: str, wis, con and dex, int, cha
skills of note: hide, concentration, jump, know (arcana), know (religion), tumble (luckily, these are all 4 or 6 ranks except jump and hide, so you can get by with 10 int if human by leaving the 4 ranks at 4). After level 5, skills are whatever you want them to be.
class progression: monk 2 (passive way variant)/psywar 2/ unarmed swordsage 1/Initiate of Draconic Mysteries 2/unarmed SS +1/Shadow Sun Ninja 1/Shiba Protector 1/Fist of the Forest 3/Wizard 1/Initiate of Draconic Mysteries +6
Skill progression (since it's oh so tricky to get the pre-reqs)
1: hide 4, concentration 4, know (relig) 4, know (arcana) 4, jump 0, tumble 4
2: hide 5, concentration 5, know (relig) 4, know (arcana) 5, jump 2, tumble 4
3: hide 5, concentration 6, know (relig) 4, know (arcana) 5, jump 4, tumble 4
4: hide 5, concentration 6, know (relig) 4, know (arcana) 6, jump 5, tumble 4
5: hide 8, concentration 6, know (relig) 4, know (arcana) 6, jump 8, tumble 4 (with one left over)
and you meet all the prereqs
feat progression:
1: Combat Expertise (bonus), Power Attack, Combat Reflexes (human)
2: Improved Trip (bonus)
3: Alertness, Iron Will (bonus)
4: Great Fortitude (bonus)
6: Tashalatora
9: Superior unarmed Strike
12: Practiced Manifester
15: open
18: open
Powers known: Expansion, open (if there's one that gives you a bonus on trip attempts, good for you, take it now)
essential equipment: Monk's Belt, Monk's Tattoo, Wand of Greater Mighty Whallop (CL 16), and the obligatory stat boosts, AC boosts, flight item, defense items, and Necklace of Natural Attacks (note: it will not affect your Touch of the Shadow Sun), and maybe a permanent Greater Magic Fang CL 20.
Variants:
Intuitive Attack: prioritize wis over all others and take Intuitive Attack, but unless you can get trip based on wis there's not much for you here, other than, oh wisx2 to attack and wis to damage.
No Shiba Protector: eliminates wis to attack and damage, but means you don't need to be human anymore. Granted, human is a great race for this (bonus feats rock)
feat shuffle: the feats aren't in a particularly necessary order, other than Combat Expertise, Improved Trip, Alertness, Power Attack, and Iron Will. The first two are set bonus feats, and the second two need to be taken before level 6 (or at level 6). Iron Will needs to be taken before level 10, and Great Fortitude before level 11.
class shuffle: the first 9 levels are pretty set, but after that, the levels can come in pretty much any order. Note though: taking IoDM 4 before the second SS level will net you a damage dice boost earlier, but will delay taking SSN by two levels.
Notes: is not able to heal until level 9, but is a decent character before that, especially with the reach and tripping at level 3 (and more at later levels)
EDIT: note that having a party arcanist willing to cast Greater Mighty Whallop frees up that one wizard level (you only need it for the spell list anyways, though going epic does open up some interesting options with Enlightened Fist or other casting PrCs) for maybe another IoDM level or a SS level, the first for a x3 crit and the second for more maneuvers. IL max of 12 I believe, so level 6 maneuvers if taken at 20.