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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.
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