FLAIL MASTER
 Lots of chain with a heavy steel ball at the end makes the
flail capable of both finesse and dealing wicked damage.
Some flail masters even go so far as to claim that they
wield a subtle weapon. No one takes them seriously. Even
in the hands of a master the flail ends up a brutal tool that
leaves bodies in unspeakable condition. Flail masters
specialize in attacks that bind and bypass normal
defensive measures. You can tell where a flail master has
traveled by the trail of crushed helmets and battered
shields left behind. The flail master’s abilities work with all
forms of flails, light, heavy, dire as well as morning stars.
  Flail Masters add 2% per rank on to their base chance. They add +1 damage at ranks 3, 6 and 9.  Flail
Masters must be full rank in a flail or morning star before they may choose this skill. They may choose one of
the following abilities at rank 1, 3, 5, 7, 9 and 10.

Bouncing strike: Your first strike does only ½ damage but the second one does double damage. You must hit
with the first one in order for the second one to be effective.

Bypass parry: Your opponents subtract 1 from their roll to parry for every two ranks you possess because of
your skill with the flail.

Bypass shield: You attack with more precision and less damage, -3 damage to your attack but your opponent
only benefits from ½ of the protection offered by a shield.

Chain entangle: You may use the chain to wrap around the arm or limb of an opponent. The entangled
creature can move at only half speed and cannot charge or run. If you maintain your hold on the weapon the
victim must roll under 2 X PS in order to move more than 5 feet from you. You may not use the weapon until it is
untangled.  Your opponent may not attack you with the entangled arm or limb unless they untangle which
requires a pass.

Entangle & kick: You entangle you opponent with one hit and then kick them while pulling them toward you. If
you use both hands on the flail you do double damage, if you use one hand you do 1.5 damage.  Your kick has
a +15% and +2 damage in addition to the modifiers from using one or two hands.

Disarm and toss: You may attempt to disarm and toss an opponents weapon 20 feet.  -20% from the chance
to hit to disarm and toss.

Rebounding strike: You must attack separate opponents with each strike in this variable length combination.  
Because of your study of the situation -5 to IV, but if you hit the first opponent you add +5% and +1 damage to
the next, and +10% and +2 to the third opponent, +15% and +3 to the third.

Whirling shield: By rapidly spinning your ball and chain you get an automatic opportunity to parry any hits
coming at you from your front facing. You may not make any attacks while performing this maneuver.  You may
block thrown weapons by rolling under 4 X MD and ranged weapons by rolling under 2 X MD.

Wind up: -20% from your first chance to hit which will do no damage to you opponent as you suddenly reverse
the swing to do double damage and double the base chance of an endurance and grievous. You must hit with
the first strike in order to execute the second strike.

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