Great Halberd (3.5e Equipment)

A great halberd is much like a long halberd except it blade and shaft is much thicker and heavier. Because of it sheer size a great halberd requires strength 15 to wield in the first place, with a -2 penalty on attack rolls. At strength 19, the penalty to attack rolls vanishes. The great halberd is so awkward that it cannot be wielded to make attacks of opportunity. A great halberd has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. If you use a ready action to set a great halberd against a charge, you deal double damage on a successful hit against a charging character. You can use a great halberd to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped.

A great halberd can be used to make the following special maneuvers:

Overhead Swing:: As a standard action you can make a mighty attack at a -2 penalty. If you hit with the attack you add twice your strength modifier as bonus damage in addition to the bonus damage already granted by strength and double the damage dealt by power attack.

Sweeping Attack: As a standard action, the great halberd may be swung in a wide arc that hits any three squares connected within your reach. They all are subject to your attack roll and if you hit they must make a Reflex save, DC 10 + 1/2 BAB + Str modifier, or fall prone.