MONK
SCHOOL OF THE EAGLE
    This school focuses more upon defense and agility.  
Members of this school will never knowingly provoke a fight and
will try to avoid fighting opponents to the death.  Opponents who
fail to surrender or yield may have to be killed.    
    Monks in this school add 8% to their defense per rank, and
2% to magic  resistance  per rank.  The add 3% to attacks with
their hands and feet per rank. Special abilities are gained with
each rank.
Rank 1:  Gains talent of resist pain, +1 damage with hands & feet, +10% to defense vs trip & charge attacks.  
Natural armor = 2   +2 IV hands and one other weapon

Rank 2: Extra attack with hands & feet, land on feet from fall of 20 feet +10 feet per rank, must roll under 2 X AG
+6% per rank.

Rank 3: +1 damage with hands and feet,  perform Roundhouse kick: counts as two attacks and does 1.5 damage
and opponent must roll under 3 X AG or fall down and drop  whatever he is holding if he fails to roll under 2 X MD.

Rank 4:  Instant stand - monk can stand up and attack at the cost of one attack.  Natural armor = 6  +1 damage
with throwing darts, +2 IV with hands and one other  weapon. +10% with one other weapon of the character’s
choice, extra attack with that weapon.

Rank 5: Extra attack with hands & feet and one other weapon other than hands & feet, perform Flying Kick,
damage is doubled, opponent must roll under AG or fall down,  will be pushed back one hex no matter what and
must roll under MD or drop hand held items, this is the only attack the monk may make.    If a grievous or
endurance is scored the neck of the opponent is broken.     Deflect thrown weapons: 2.5 X MD +3% per rank after
5, this ability is used after a hit has been scored on the monk.  Deflect or dodge missile weapons 2.5 X AG +5% per
rank after 5,  Monk may leap 10 feet and change facing without making a roll on agility, this counts as two attacks,  
they may leap 15 feet or more  by rolling under  3 X AG +5% per ranks - 2 per every foot after 15.  All rolls for agility
are factored up by two for the School of the Eagle.

Rank 6: Intense Meditation: Monk may gain 4 FT per hour of meditation.   Talon Punch:  -15% to strike &  opponent
is knocked out if monk rolls under 15% of need percentage to hit and does at least one point of damage. + 1 IV with
hands and one other weapon. Immune to control spells.  Natural armor = 8   Resistant to natural poisons, 3 X EN.
                            
Rank 7: +1 damage with hands & feet, extra attack with hands & feet, +5% and +2 damage with one other weapon.

Rank 8: Perform Running Flying Kick must be at least 3 hexes away and charge the opponent, damage is tripled
and opponent is knocked off of feet unless he/she rolls under ½ AG.   This is the only attack the monk may make.
+2 IV with hands. Resistant to artifical poisons, 3 X EN.

Rank 9: Monk can heal himself once per day of all FT damage by meditating for one hour. +1 damage with hands &
feet. Immune to natural poisons.

Rank 10: Extra attack with hands & feet.   Flying round-house kick, may effect up to three other opponents if they
are all adjacent, damage is doubled and opponents must roll under AG or fall down and drop hand held items.  
Monk may repair grievous injuries by meditating for one hour, this ability may be used once per day.