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Monks in this school add 7% to their defense per rank, and 3% to magic resistance per rank. The add 4% to attacks with their hands and feet per rank. Special abilities are gained with each rank.
Rank 1: Gains talent of resist pain, +2 damage with hands & feet. Scale walls like a thief of same rank, +1 IV with hands and one other weapon.
Rank 2: Extra attack with hands & feet, tightrope walk with no problem, must roll under 3 X AG +4% per rank if carrying something in hands, Natural armor = 3.
Rank 3: +2 damage with hands & feet, perform Tiger punch: counts as two attacks does 1.5 damage, opponent must roll under 3 X EN or be short of breath and make a pass action next pulse. +2 IV with hands.
Rank 4: Instant stand - monk can stand up and attack at the cost of two attacks, Natural armor = 5 If opponent misses monk, and monk successfully parries then the monk may throw the weapon 10 feet in any direction. +1 IV with hands and one other weapon.
Rank 5: Extra attack with hands & feet, +1 damage with hands, perform Body Throw: The monk must successfully hit with two attacks, the monk then grabs his/her opponent and flips the opponent over the back, opponent takes double damage drops anything held in hands, and must roll under 2 X EN + Current FT or be knocked unconscious. Catch thrown weapons: 3 X MD +5% per rank after 5, this ability is used after a hit has been scored on the monk. If caught the weapon may be used by the monk or simply thrown to the ground. Perform Fist of Iron: This ability allows a monk to shatter material with the force of his mind and hands, if the Monk rolls under (2 X WP + MD) +5% per rank, he/she may shatter a wooden or enforced door, shatter a 3 by 3 section of rock, or break a lock open without destroying it, if the attempt fails nothing happens, this ability may not be used in combat and take 10 seconds of concentration to perform.
Rank 6: Perform running leap: leap over 15 feet forward from a running start of at least 15 feet success percentage: 3 X AG +3% per rank. Dismount rider: Monk may leap and grab opponent off of his/her mount, only attack and rider must roll under ½ PS or fall off of mount and take double damage from the hit as well as double damage from the fall. Monk must roll under 4 X AG to land successfully after a hit or miss. Catch or dodge missile weapons at 2 X AG +3% per rank after 6, Natural Armor = 8.
Rank 7: +2 damage with hands and feet, extra attack with hands & feet, immune to control spells, +10% and +2 damage with one other weapon.
Rank 8: Perform Bone-breaker attack: takes two attacks and will do double damage, this attack will incapacitate an opponents limb for 8 hours. EN or less will break arm or leg, if made against opponents head monk must - 20% and a successful hit will knock opponent out if the he/she does not roll under current EN. Grievous will automatically break neck. Resistant to natural poisons, 3 X EN.
Rank 9: +2 damage hand/feet, Meditation can heal monk of all FT damage in two hours. Extra attacks with hands and feet. Natural armor = 10. Resistant to artificial poisons, 3 X EN.
Rank 10: Perform Flail attack: effect up to four adjacent opponents doing double damage to each one, -20% to strike and each opponent is struck once. Mind over body: ignore the effects of a non-fatal grievous for up to three hours, heal grievous injury by meditating for three hours.
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