Weapon Proficiencies (WatW)

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All characters are automatically proficient at punching and wrestling, but some psionicist kits may be allowed to learn martial arts or to specialize in punching and wrestling. Detailed rules for specialization and martial arts appear in The Complete Fighter's Handbook. A psionicist may only choose one unarmed combat style to spend extra weapon slots on.
==Punching Specialization==
If a character spends a weapon proficiency slot to specialize in punching, he gains a +1 to attack and damage rolls, and one additional attack per round. He also gains a +1 table bonus. which may be used to move the result one place up or down.
==Wrestling Specialization==
If a character spends a weapon proficiency slot to specialize in wrestling, he gains a +1 to attack and damage rolls, and a +1 chart bonus. He gains a +1 damage bonus for continuing holds. The wrestling specialist also gains a +2 bonus to his Strength score for purposes of maintaining a hold.
==Martial Arts==
Unlike punching and wrestling, a character must spend a proficiency slot to learn martial arts. Using martial arts is just like punching or wrestling—25% of all damage is real, and the rest is temporary. A character with martial arts proficiency must make a successful attack roll and inflicts damage based on the Martial Arts Results Table plus his Strength bonus, if any.
 Martial Arts Results Table
AttackRoll*	Martial Arts Maneuver	Damage†	%KO‡
20+ 	Head Punch 	3 	15%
19 	High Kick 	2 	10%
18 	Vitals Kick 	2 	8%
17 	Vitals Punch 	2 	5%
16 	Head Bash 	2 	5%
15 	Side Kick 	1 	3%
14 	Elbow Shot 	1 	1%
13 	Body Punch 	1 	2%
12 	Low Kick 	1 	1%
11 	Graze 	0 	1%
10 	Body Punch 	1 	2%
9 	Low Kick 	1 	1%
8 	Body Punch 	1 	2%
7 	Knee Shot 	1 	3%
6 	Side Kick 	1 	5%
5 	Head Bash 	2 	10%
4 	Vitals Punch 	2 	10%
3 	Vitals Kick 	2 	15%
2 	High Kick 	2 	20%
1 or less 	Head Punch 	3 	30%
: * Attack Roll is the unmodified attack roll. If it is a hit, use this entry on the table to determine the result of the attack.
: † Damage is the amount of punching damage inflicted. This may be modified by Strength or specialization. Only 25% of punching damage is real; the rest is temporary.
: ‡ %KO is the chance of instantly knocking out a humanoid opponent. Thri-kreen and half-giants are immune to instant knock-outs, but can be knocked out by normal damage.
==Martial Arts Specialization==
Only sensei may specialize in martial arts for one more weapon proficiency slot. The character gains an additional attack per round, a +1 bonus to attack and damage rolls and a +1 table bonus.
==Continuing Specialization==
Only sensei may continue to specialize, spending additional weapon proficiency slots to improve their unarmed combat abilities. A character must first specialize in punching, wrestling, or martial arts before adding more slots to continue specializing. He can't continue specializing at 1st level.
For each specialization slot, the sensei gains an additional +1 bonus to attack and damage rolls, and an additional +1 table bonus. When his table bonus reaches +2 or better, he may select any maneuver within the bonus range.