Weapon Specialization

The following rules supercede the Player's Handbook and Player's Options: Combat and Tactics rule books

Levels of Specialization

Level of Skill # of Attacks Speed Factor To Hit Damage Notes
Unproficient 1 +1 -2 to -5 -1 The player has no skill with the weapon
Familiar normal +1 -1 to -3 +0 The player has skill in the weapon's tight group
Proficient normal +0 +0 +0 The player has skill with the weapon
Weapon of Choice normal +0 +1 +0 The weapon has been chosen as "favored"
Expertise normal -1 +1 +1 Highest for multi-classed non-fighters
Specialized +1/2 -1 +2 +1 Highest for non-fighters, multi-classed fighters
Master
+1/2 -1 +4 +2 Single-classed fighters only
High Master +1/2 -2 +4 +2 Improved critical hits
Grand Master +1/1 -3 +6 +3 Improved critical hits

A player may declare a weapon of choice for free (between adventures only) if the dungeon master is using the non-weapon proficiency system, or for 1 point in the Skills and Powers system. They must posses proficiency with the weapon chosen. New weapons of choice are gained according to the Specialization Advancement table. Single-class fighters start with a weapon of choice, all other classes must wait until at least 2nd level.

Depending on class, a weapon of choice may be advanced to either specialization (single-class fighters) or expertise (all other classes) at the cost of one proficiency slot. The minimum level of this varies from class to class. A weapon of expertise can be advanced to a weapon of specialization at the cost of an additional proficiency slot.

Single class fighters may either choose to progress to Mastery, or to specialize in a second (and eventually third) weapon. If they choose Mastery, all additional weapon specialization opportunities are lost. Each additional weapon specialization or step of mastery requires an additional proficiency slot.

Specialization or mastery may be spread out to an entire tight group at the cost of one additional proficiency per step, including expertise (so a long sword Grand Master may expand to expertise in all large swords for one proficiency slot, or to Grand Mastery for 5 additional slots)

Specialization Advancement

Single-class Fighters

Single-class fighters gain weapons of choice at 1st, 4th, and 8th level. They may specialize (or improve mastery) at 3rd, 6th, 8th, and 12th level.

Multi-classed Warriors and Rangers or Paladins

Multi-classed warriors gain weapons of choice at 2nd and 6th level, and may gain expertise at 4th level. They may specialize (in their weapon of expertise) at 8th level, or pick a second weapon of expertise. Treat rangers and paladins as multi-classed warriors, regardless of if they are single- or multi- classed.

Priests

Priests gain weapons of choice at 2nd and 7th level. The first weapon of choice must be a favored weapon of their deity. They may gain expertise at 4th level, and specialize (or pick a second weapon of expertise) at 10th level.

Rogues

Rogues gain weapons of choice at 2nd and 6th level. They may gain expertise at 4th level, and specialize (or pick a second weapon of expertise) at 8th level.

Wizards

Wizards gain a weapon of choice at 3rd level. They may gain expertise in that weapon at 7th level.

Other Multi-classed Characters

Any multi-classed character other than a Warrior gains specialization at one level higher than their most favorable class.