Undead Familiar: You can summon an undead familiar rather than a living being.
	Benefit: Rather than a living creature, your familiar is an undead version of a normal animal. Note that you cannot convert an existing non-undead familiar to an undead familiar by taking this proficiency, although if your familiar is slain and you have this proficiency, you can reanimate your dead familiar with a raise dead spell. Undead familiars tend to be associated with character of evil alignment, particularly necromancers.
	Undead familiars can be turned or controled. Use the familiar’s effective Hit Dice for purposes of turning or controling. A familiar fleeing or cowering as the result of a successful turn can’t obey commands from the master. Raising a destroyed undead familiar brings it back as a living creature.

Undead Legion: You can control more undead than normal.
	Prerequisites: Cha 13+, the nonweapon proficiency of Religion with a +3 check.
	Benefits: You can create and control an additional 4 Hit Dice of undead creatures when casting the spell Animate Dead. If you are a cleric attempting to command undead by virtue of a turning check, you can control an additional 2 Hit Dice worth of undead creatures. Also, as a cleric who is attempting to control a single undead creature with more Hit Dice than you have levels, you may control a creature with 2 Hit Dice more than your cleric level without concentrating continously.
	Normal: Using Animate Dead, you can control only 2 Hit Dice worth of creatures per caster level. As a cleric using your control undead ability, you can only control any number of undead whose total Hit Dice do not exceed your level.

Unorthodox Flurry : You are trained in a monastic tradition that uses nontraditional weapons.
	Prerequisites: Monk level 6th +.
Benefit : Choose one weapon that weights 5 lbs or less. You become proficient with that weapon and can use it as a special monk weapon. You can use your unarmed attack roll when striking with it, including your more favorable number of attacks per round. You can also make a flurry of blows attack with this weapon.
Normal: Without this proficiency, Monks only gain these benefits with specific weapons: the kama, siangham, or nunchaku.

Weapon Expertise : You are an expert in combat with one weapon.
Benefit : This proficiency allows a character to gain extra attacks as if a weapon specialist with one weapon. At first level, a character with the weapon expertise in long sword would attack three times every two rounds instead of its normal one attack per round.
Special : This proficiency may be purchase several times by spending other proficiency slots in it and the benefit would apply to a new weapon each time. (The attack per round table shown below is an example of a warrior in purpose of level advancement.)
		Expertise Attack Per Round
Weapon			Lvl 1-6		Lvl 7-12		Lvl 13+
Melee weapons		3/2		2/1		5/2
Blowgun		2/1		5/2		3/1
Bolas			1/1		3/2		2/1
Bows			2/1		3/1		4/1
Hand Crossbow		1/1		3/2		2/1
Light Crossbow		1/1		3/2		2/1
Heavy Crossbow		1/2		1/1		3/2
Pelette Bow		1/1		3/2		2/1
Repeating Crossbow	2/1		5/2		3/1
Dagger/Knife		3/1		4/1		5/1
Dart			4/1		5/1		6/1
Firearms
	Arquebus	1/3		1/2		1/1
	Matchlocks	1/2		1/1		3/2
	Snaplocks	1/1		3/2		2/1
	Wheelock Belt
		Pistol	1/1		3/2		2/1
	Wheelock Horse
		Pistol	1/2		1/1		3/2
Javelin			3/2		2/1		5/2
Sling			3/2		2/1		5/2
Staff Sling		1/1		3/2		2/1
Shuriken			3/1		4/1		5/1
Other thrown weapons	1/1		3/2		2/1

Weapon Finess : You are especially skilled at using a certain weapon, that can benefit as much from dexterity as from strength. Choose a weapon that weights 5 lbs. or less. The weapon may not be a size larger then your character.
Prerequisites : Proficient in the weapon.
Benefit : With the selected weapon, you may use your dexterity missile adjustement bonus instead of your strength to hit modifier. Since you need your secound hand for balance, you can’t wear a shield or carry something in that hand or you will loose this ability.
Special : You can get this proficiency several times for different weapons if you spend other proficiency slots.

Weapon Grand Master Specialization : You are truly the most exceptionally skilled fighter in a weapon without a doubt.
Prerequisites : Weapon High Mastery Specialization in the choosen weapon, fighter level 9+.
Benefit : For Melee and missile/thrown weapons : You gain one extra attack per round with the choosen weapon and the damage/knockdown die increase to the next greater die size.
Special : This proficiency may be purchase several times if you are a fighter by spending other proficiency slots in it, provided that you are a high master in the new weapon, and the benefit would apply to a new weapon each time.

Weapon High Mastery Specialization : You are even more skill in a weapon than a master specialize character.
Prerequisites : Weapon mastery specialization in the choosen weapon, fighter level 6+.
Benefits : For Melee weapons : The weapon speed factor is reduce by 3 and critical hits are on a roll of 16+ instead of 18+. For Missile/thrown weapons : You gain extreme range (1/3 longer than long range with a 10 to attack rolls).
Special : This proficiency may be purchase several times if you are a fighter by spending other proficiency slots in it, provided that you are a master in the new weapon, and the benefit would apply to a new weapon each time.

Weapon Mastery Specialization: You are more skill in a weapon than a specialize character.
Prerequisites: Weapon Specialization in the choosen weapon, fighter level 1+, paladin/ranger/barbarian/avenger, gladiator/knight of solamnia/harper level 4+.
Benefit: For Melee weapons: You gain a total of +3 to all attack and damage rolls.For Missile/thrown weapons: You gain a total of +2 to all attack rolls with range weapons and a total of +3 to all damage rolls on point blank range.
Special : This proficiency may be purchase several times if you are a fighter by spending other proficiency slots in it, provided that you are specialize in the new weapon, and the benefit would apply to a new weapon each time.

Weapon Of Choice : You have devoted many of your combat skill into one weapon that you favor.
Prerequisites : Proficient in/able to use the weapon without any penalties/restriction.
Benefit : Your character receive a +1 bonus to all it’s attack rolls with that weapon.
Special: You may gain this proficiency multiple times. Each time it applies to a new weapon.

Weapon Proficiency : You have trained yourself to know how to use 1 or more weapon in combat.
Benefit : For 1 slot : The character may choose any single weapon and become proficient in it loosing any penalty for non-proficient weapon use during combat.
For 2 slots : The character may choose any one tight group of weapons and become proficient in them loosing any penalty for non-proficient weapon use during combat.

For 3 slots : The character may choose any one broad group of weapons and becomes proficient in them loosing any penalty for non-proficient weapon use during combat (they also become proficient in the unrelated weapons if they have chosen a broad group).
Normal: Most classes may use only a restricted selection of weapons but they are proficient in all of them so they can use them without any restriction or thaco penalty, but if they use weapons that are not in their list, they will suffer a thaco penalty as mention in their class description under the number of weapon and nonweapon proficiency gained at each level until they proficient themselves in them.
				Weapon Groups
3 slots broad group		Axes, Picks, and Hammers
	2 slots tight group	Axes: Battle Axe, Hand/Throwing Axe, Hatchet, Shoka, Two-handed Battle Axe, Sword-axe, Mace-axe
	2 slots tight group	Picks: Farming Tool Pick, Footman’s Pick, Horseman’s Pick, Ice Pick, Zaghnal
	2 slots tight group	Hammers: Warhammer, Maul, Sledge
				Unrelated: Adze, Gada, Hora
3 slots broad group		Clubs, Maces, and Flails
	2 slots tight group	Clubs: Club, Great Club, Knobkerrie, War-club, Ankus, Morning Star
	2 slots tight group	Maces: Footman’s Mace, Horseman’s Mace, Mace-axe
	2 slots tight group	Flails: Footman’s Flail, Horseman’s Flail
				Unrelated: Trombash, Kiseru, Tui-fa
3 slots broad group		Polearms
	2 slots tight group	Spear-like Polearms: Awl Pike, Partisan, Ranseur, Spetum
	2 slots tight group	Poleaxes: Bardiche, Halberd, Voulge
	2 slots tight group	Bills: Bil-guisarme, Glaive-guisarme, Guisarme-voulge, Hook Fauchard
	2 slots tight group	Glaives: Glaive, Fauchard, Naginata, Nagimaki, Fauchard-fork
	2 slots tight group	Beaked: Bec de Corbin, Lucern Hammer
				Unrelated: Military Fork, Fork, Tetsubo, Lajatang
3 slots broad group		Spears & Javelins
	2 slots tight group	Spears: Spear, Long Spear, Awl Pike, Heavy Spear, Paddle Spear, Throwing Spear, Assegai
	2 slots tight group	Javelins: Javelin, Pilum, Dart, Uchi-ne
				Unrelated : Harpoon, Trident, Brandistock, Kumade
3 slots broad group		Swords
	2 slots tight group	Ancient: Broad Sword, Sapara, Khopesh, Sword-axe, Short Sword, Khandar, Kyek-ple-nen-toh, Shotel, Talwar, Kora, Kukri, Madu, Peshkabz
	2 slots tight group	Roman: Broad Sword, Drusus, Gladius, Spatha
	2 slots tight group	Oriental: Gunsen, Cutlass, Katana, Wakizashi, No-dachi, Ninja-to, Boku-to
	2 slots tight group	Large: Bastard Sword, Claymore, Two-handed Sword, Great Scimitar, No-dachi
	2 slots tight group	Medium: Broad Sword, Long Sword, Cutlass, Sabre, Falchion, Estos, Machette
	2 slots tight group	Short: Short Sword, Gladius, Drusus, Sapara, Dagger, Tulwar, Sword Stick, Snow Blade, Swordlet
	2 slots tight group	Fencing: Rapier, Sabre, Main-gauche, Parrying Dagger, Gunsen
2 slots tight group		Bows: Short Bow, Composite Short Bow, Long Bow, Composite Long Bow,				Daikyu, Kenyan
2 slots tight group		Crossbows: Hand Crossbow, Light Crossbow, Heavy Crossbow, Pellet Bow, Cho-ku-no
2 slots tight group		Daggers & Knives: Dagger, Stiletto, Jambiya, Main-gauche, Parrying Dagger, Knife, Katar, Dirk, Throwing Knife, Death Knife, Bagh Nakh
2 slots tight group		Lances: Heavy Horse Lance, Jousting Lance, Light Horse Lance, Medium Horse Lance, Pata
2 slots tight group		Chain & Rope Weapons: Chain, Kau Sin Ki, Kusari-gama, Kawanaga, Chijikiri, Kyoketsuogi, Shikomi-zue
2 slots tight group		Martial Arts Weapons: Sai, Jitte, Nunchaku, Sang Kauw, Three-piece Rod, Bo Stick, Gunsen, Jo Stick, Kiseru, Lajatang, Siangkam

Weapon Specialization : You are exceptionally good with a weapon that you get extra attacks, deals more damage and able to hit more efficeintly your foes.
Prerequisites : Proficient/able to use the choosen weapon without any penalties/restriction, fighter level 1st +, ranger/paladin level 2nd +, priest level 3rd +, rogue/psionicist level 4th +, wizard level 5th +.
Benefit : For Melee Weapons : You get a +1 to all your attack rolls and a +2 to all damage rolls with the choosen weapon. You also get the same benefit as the weapon expertise proficiency. For Missile/thrown weapons : You get a +1 to all attack rolls in all range for slings, a +2 to all damage rolls at point blank range (30’ for bows and 60’ for crossbows. You also get the same benefits as the weapon expertise proficiency. A specialize character who wish to make a no move attack, a move of one square only, can attack as if he was one step higher for it’s attack per round limits, ex.: a fighter of level 5 with a 3/2 attacks per round can make a no move attack for a 2/1 attack per round as if he was a 7th level fighter.
Special : This proficiency may be purchase several times if you are eligible to by spending other proficiency slots in it and the benefit would apply to a new weapon each time.
			Specialist Attacks Per Round
Weapon			Lvl 1-6		Lvl 7-12		Lvl 13+
Melee weapons		3/2		2/1		5/2
Blowgun		2/1		5/2		3/1
Bolas			1/1		3/2		2/1
Bows			2/1		3/1		4/1
Hand Crossbow		1/1		3/2		2/1
Light Crossbow		1/1		3/2		2/1
Heavy Crossbow		1/2		1/1		3/2
Pelette Bow		1/1		3/2		2/1
Repeating Crossbow	2/1		5/2		3/1
Dagger/Knife		3/1		4/1		5/1
Dart			4/1		5/1		6/1
Firearms
	Arquebus	1/3		1/2		1/1
	Matchlocks	1/2		1/1		3/2
	Snaplocks	1/1		3/2		2/1
	Wheelock Belt
		Pistol	1/1		3/2		2/1
	Wheelock Horse
		Pistol	1/2		1/1		3/2
Javelin			3/2		2/1		5/2
Sling			3/2		2/1		5/2
Staff Sling		1/1		3/2		2/1
Shuriken			3/1		4/1		5/1
Other thrown weapons	1/1		3/2		2/1

Weapon Style Specialization : You are quite good at fighting with a special style.
Benefit : There are seven styles that a character can specialyze in with their own special benefits. A character may only specialize in one style for all his career unless he is a warrior then he could specialize in all styles provided he had enought proficiency slots available.
One-handed Weapon : You are quite good at using one-handed weapons in combat that you get harder to hit. All classes knows how to use a one-handed weapon in combat so any classes able to use this proficiency can specialize in it.
Benefits : When using a one-handed weapon of any kind that your character is able to use, your character’s armor class improves by 1.
Specail : You can spend one other slot in the one-handed weaqpon style specialization and the bonus to your armor class would becomes +2.
Weapon & Shield : Your character is able to use a shield in combat as a defensive or offensive item with more ease than normal. Only warriors, priests, and psionicists can use a shield in combat, so only them can specialize in it.
 		Benefit : When specializing in weapon & shield your penalty for weilding two weapons  in combat is reduce by 2 for each hands. A character’s bonus to his dexterity/missile adjustment also reduce the penalty by the same number on each hands. You also get an extra attack per round with your shield only who may be use as a shield-punch or a parry maneuver. 
Special : A character can spend one other proficiency in weapon & shield style and would gain another reduction of +2 to the same penalty of weilding two weapons  in combat.
Two-handed Weapon : Your character is very good at using two-handed weapons in combat that it’s attack are faster than normal. All classes knows how to use a one-handed weapon in combat so any classes able to use this proficiency can specialize in it.
Benefit : When specializing in the two-handed style your character reduce the two-handed weapon’s speed factor by 3. Also a character of man size weilding the following weapons in two-handed mode will cause an additional +1 point of damage :  Battle axe, Club, Flails, Picks, Morning star, Long sword, Warhammer, Claymore. This damage bonus also apply to all weapons that your character can weild that is one size category larger than him. Example, a dwarf using a scimitar would get the additional +1 to the weapon’s damage.
Two weapon : You are quite agile and are able to weild a weapon in each hand that are not of the same size, one weapon must be smaller then the other. Only warriors and rogues are able to use two weapons in combat so only them can specialize in it.
Benefit : When specializing in the two weapons style, your character reduces the penalty of using two weapons in combat by 2. A character’s bonus to his dexterity/missile adjustment still reduce the penalty by the same number on each hands. You also get an extra attack per round with your second weapon only who may be use to attack as your primary weapon or to parry. You are also able to use weapons of the same size.
Normal: You may make an attack with a weapon + a touch spell attack with your off-hand with the same restriction as fighting with two-weapons, count the touch attack as a weapon size category one size smaller than the caster. You must already have a weapon in one hand while casting the touch spell, in order to hold the charge for your next action. If you cast the spell and then draw a weapon, the spell will discharge one charge per round if the spell has many uses or simply waste away.
Missile : Your character is quite good at using missile attacks that he is able to move and attack more efficently than normal. Only Warriors and rogues can specialize in the missile style.

Benefit : When specializing in the missile style, your character is able to move up to half his movement rate and still attack with all his allowed missile attacks or make his full movement rate and make half of its attack that round. Also the character would gain a bonus of 1 ot it’s armor class when he is using a missile weapon and attacking that round against opponents using also a missile weapons.
Horse Archer : You are an expert of using missile and thrown weapons while riding a mount. Only warriors and rogues can specialize in the horse archer style.
Benefit : When specializing in the horse archer style, you get a penalty reduction of 2 for attacking on a mount. This means that a character with the horse archer style would suffer no penalty if its mount is moving only up to half it’s movement rate or he would only suffer a 2 penalty to it’s attack rolls if the mount is moving at its full movement rate.
Thrown Weapon/Sling : You are an expert at using thrown weapons and slings that you are able to move and attack more efficiently. All classes that can use the weapon style specialization may choose to specialize in the thrown weapon/sling style.
Benefit : When specializing in the thrown weapon/sling style, your character is able to move up to half his movement rate and still attack with all his allowed missile attacks or make his full movement rate and make half of its attack that round. Also the character would gain a bonus of 1 ot it’s armor class when he is using a thrown weapon or sling and attacking that round against opponents using also a thrown weapon or sling.
	Special: Wizards of any kind may never specialize themselves in any fighting styles unless they have bought the class ability to do so.

Whirlwind Attack : You can strike nearby opponents in an amazing, spinning attack.
Prerequisites : Int 13+, Dex 13+, Dodge, Mobility, Spring Attack, must possess a base thaco of at least 13 or higher.
Benefit : When you perfom an attack action, you can give up your regular attacks and instead make one attack against each opponent within 5 feet of you.

Widen Power(Metapsionic): You can increase the area of your powers.
	Prerequisites: must have one metapsionic weapon proficiency.
	Benefit: You can alter a burst, emanation, or spread power to increase its area. Powers that do not have an area of one of these three sorts are not affected by this weapon proficiency. Any numeric measurements of the power’s area increase by one-half. A widened power costs a number of PSPs equal to its standard cost +9.

Widen Spell (Metamagic)  : You can increase the area of your spells.
	Benefit: You can alter a burst, emanation, or spread spell to increase its area. Spells that do not have an area of one of these three sorts are not affected by this weapon proficiency. Any numeric measurements of the spell’s area increase by one-half. A widen spell uses up a spell slot three level higher than the spell’s actual level or as much spell points as a spell of three level higher than the spell’s actual level.

Wingover : You change direction quickly once per round while airborne.
	Prerequisite: Must possess the ability to fly.
	Benefit: This proficiency allows you to turn at an angle of up to 180 degrees in addition to any other turns you are normally allowed, regardless of your maneuverability. You cannot gain altitude during the round you execute a wingover, but you can dive.

Wizardly Signature Spell : Through hard work and extensive practice, you have become quite skilled at casting a specific spell.
Prerequisites : Must know and posess the spell who will become a signature spell. The wizard must research the spell and spend a minimum of 2 weeks + 1d10 x 100 GP per spell level to master the signature spell.
Benefit : Depending on which spell is becoming a signature spell, the cost in weapon proficiency will be as follow :
Spell Level		Specialist Slot Cost		Mage Slot Cost
1st - 3rd				1				2
4th B 6th				2				3
7th				3				4
First of all, the wizard casts his signature spell as if they were 2 levels higher for purpose of damage, duration, area of effect, range, and all other level-based characteristics. If the spell has no level-based characteristics, the wizard may choose to inflict a saving throw penalty of B2 on the subject=s saving throw when he cast the spell, or he can choose to reduce his casting time by 3. Secondly, the wizard may memorize one casting of his signature spell at no cost in spell available at that level. Only one spell per spell level may be choosen as a signature spell.
Special : You may purchase this proficiency several times by spending another slot in the wizardly signature spell proficiency and the benefit will apply to a new spell for each proficiency slots spend in this way. 

Zen Archery : Your intuition guides your hand when you use a ranged weapon.
	Prerequisites: Base thaco of 17 or better, Wis 13+.
	Benefit: The character can use her Wisdom/Magical defense Adjustment modifier instead of her Dexterity modifier when making a ranged attack at a target within the smallest range of the weapon, the one with no penalty.