Weapon Specialization

​By spending an extra proficiency slot on a weapon, a single-class fighter character can become a specialist. A fighter may only specialize in one weapon at a time. If she wishes to change her specialization to a different weapon, she must spend two extra proficiency slots to become a specialist in the new weapon, and loses all benefits of specializing in the previous one (although she is still proficient with it and always will be). Any more changes cost three slots each, so it’s a good idea to pick one weapon and stick with it. The exact benefits of weapon specialization vary with the particular weapon involved. Generally, the types of benefits fall into one of five categories: melee weapons, missile weapons, bows, crossbows, unarmed combat (Martial Arts).​

 
Melee Weapons

Specializing in a melee weapon provides a character with two main benefits: first of all, he gains a +1 bonus to attack rolls and a +2 bonus to damage rolls with that weapon; secondly, he gains an extra attack once per two rounds. A 1st-level fighter normally attacks once per round, but a 1st-level long sword specialist attacks three times per two rounds.​

 
Missile Weapons

This category includes slings and thrown weapons. Generally, specialists gain an increased rate of fire with these weapons and a +1 bonus to attack rolls. If a character specializes in a weapon that can be used either for melee or as a missile weapon (spears, daggers, hand axes, etc.), he gains the melee benefit described above when using the weapon for hand-to-hand combat and the increased rate of fire for using the weapon for ranged attacks. Refer to the table below for the exact number of attacks available to the specialist for the various types of missile weapons.​

 
Bows

Characters who specialize in the bow gain a +1 bonus to hit at any range (normal range penalties still apply, of course), an increased rate of fire, and a new range category: point-blank. Point-blank is any shot of 30 feet or less. At point-blank range, the character gains a +2 to damage. In addition, bow specialists can automatically fire first as a very fast action if they have their target covered. This supersedes the specialization rules found in the Player’s Handbook.

 
Crossbows

Specialists with crossbows gain a +1 bonus to hit at any range, an increased rate of fire, and a pointblank range category, just like archers. For crossbows, point-blank range extends out to 60 feet. Crossbow specialists have a +2 bonus to damage rolls against any target at point-blank range. In addition, they share the archer’s quick-shot benefit when covering an enemy.​

 
Unarmed Combat (Martial Arts)

A single-class fighter may also specialize in Martial Arts. After the fighter has taken a basic martial art (any, at 1 W.P.), they "upgrade" it to their new martial art. If this is done perfectly, the player would select the best precursor martial art (i.e. take "generic martial arts" before taking "Aikido") and then discard that proficiency for their new style (even if it does not align perfectly, it is assumed those studies prepared them for their new style). This new style may be any "Advanced" Martial Art or "Exclusive" martial art. Additional W.P may be spent to add moves, purchase powers, or add bonuses to hit or damage for any specific move in the art (at a cost of 1 W.P. per +1).


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