The bashing master specializes in the use of
heavy, bludgeoning objects. They enjoy
breaking down doors and bashing in heads.
Bashing masters lack the finesse of other
master classes so they won’t look as poetic in a
fight. But some people (and monsters) just like
smashing things, knocking people off cliffs and
having a good time with a weapon that doesn’t
cause half damage to skeletons.

Bashing Masters add 2% per rank on to their
base chance. They add +1 damage at ranks 3,
6 and 9.  Bashing Masters must be full rank in
mace, war hammer or mattock before they may
choose this skill. They may choose one of the
following abilities at rank 1, 3, 5, 7, 9 and 10.
BASHING MASTER
Hammering Blows: By sacrificing 20% of you base chance and 2 on your damage you may strike in a
faster manner. For each increment of 20% and 2 you may gain an additional attack against a single target.

Fatiguing Strikes: By sacrificing 10% of you base chance you hit an opponent in such a way that they fight
as if fatigued.  Opponents hit by this strike must roll under 2 X EN or -10% from their base chance and -3
from damage.

Door bash: You may opt to strike a door with one well placed hit that will do triple damage to the door. You
must still roll for the hit, a 99 could mean a broken weapon.

Impact hit: By subtracting 15% from your base chance you may knock you opponent back a hex when doing
damage to them. They must roll under 3 X PS – damage done that pulse or they will be knocked backwards,
if the space is open they remain standing, if occupied they will fall if they fail to roll under 2 X AG.

Knock-out blow: By subtracting 20% from your base chance you may opt knock an opponent out with you
hits. You must penetrate armor for a knock out to occur.

Shattering Strikes: By making more precision hits you do increased damage against skeletons. You
automatically loose IV for the pulse and subtract 20% for you base chance, but all your hits will do double
damage, and any endurance hits will shatter skeletons.

Knee-capper: You hit at -20% but cause the target to loose ½ AG and TMR for the duration of the battle.

Extra Attack: You may make an additional attack with your weapon.