Halberdier (3.5e Class)

Halberdier
A halberdier is a master of a single weapon, which he believes is the pinnacle of all tools of war. In his hands, a halberd is exceedingly deadly, as his complete mastery of its use allows the halberdier to fight off just about anything.

Making a Halberdier
A halberdier is a controller of the battlefield. Boasting large range, adaptability and, when necessary, sheer power, he is capable of limiting his opponents' options while at the same time strategically eliminating certain foes.

Abilities: Strength and Constitution allow the halberdier to survive in melee, as well as increasing the chances of a trip working out (at least at lower levels). Since he can't wear heavy armor, a little Dexterity couldn't hurt either. As he gains levels, Intelligence becomes gradually more valuable to the halberdier.

Races: Any race can be a halberdier, but militaristic races are more common. Because Intelligence is so valued, many races that lack that trait may spurn the path of the halberdier for something a little more direct.

Alignment: Any.

Starting Gold: 3d6&times;10 gp (105 gp).

Starting Age: Simple.

Class Features
All of the following are class features of the halberdier.

Weapon & Armor Proficiency: A halberdier is proficient with all simple and martial weapons as well as light and medium armor, and bucklers.

 (Ex): As his title implies, a halberdier specializes in the use of the halberd. He gains an exra 5 feet of reach when using a halberd, allowing him to use it either as a reach weapon or a normal melee weapon at his discretion. If he so chooses, he may also use a halberd as a double weapon (with the other end dealing damage like a quarterstaff), but incurs all normal penalties for doing so. In addition, he must forfeit his extra reach when he chooses to use his halberd as a double weapon. Shifting between these two distinctive styles is a move action.

 (Ex): So long as he wears a shield, a halberdier of second level gains the benefits of the Deflect Arrows feat (he does not need to have a hand free in order to deflect the projectile).

 (Ex): When a halberdier successfully attacks a prone opponent, he deals 1d6 additional damage per halberdier level with each attack. This even applies if the halberdier attacks with a bonus attack acquired through Improved Trip. Creatures immune to critical hits only take half damage from this ability, and the halberdier can only make one execution attack on any one opponent in one round.



 (Ex): A halberdier is so skilled in the use of a buckler that he can increase the amount of defensive ability it offers him. If a 3rd level halberdier is wearing a buckler, he gains a +1 non-magical enhancement to the normal shield bonus it offers. This enhancement increases every four levels thereafter and stacks with all other enhancement bonuses the buckler offers.

 (Ex): The halberdier's weapon deals lethal damage when set against a charge. Starting at 4th level, his halberd deals triple damage when set against a charge. This improves to quadruple damage at level 10 and quintuple damage at level 16.

 (Ex): A halberdier uses his analytical abilities to more effectively counter his foes. Starting at 4th level, he may make a number of attacks of opportunity per round equal to his Intelligence modifier.

 (Ex): Experience is everything, and by level five, the halberdier is no longer green as grass. He has seens his fair share of bloodshed and then some, and struggled mightly against beasts intent on tearing him limb from limb. As a result, he has learned that most things on the battlefield can be dealt with, gaining a bonus on all saving throws equal to his Intelligence modifier.

 (Ex): One of the best ways to defend against a charging opponent is to put a big, long, pointy thing in his way. The halberdier excels at executing this maneuver and may ready his halberd against a charge as an immediate action.

In addition, a halberdier who sets his halberd against a charge automatically stops the charge attack of an opponent if they have equal reach.

 (Ex): As a full-round action, a halberdier may bring his halberd low and make a single attack (as well as a trip attempt) on every opponent within his reach.

 (Ex): The halberdier can now shift his position before setting his halberd in order to shield an ally, all as part of the same action. He may now move up to one half his base speed before setting his weapon against a charge. This ability may still be used as an immediate action.

 (Ex): A halberdier values the ability to think quickly and cannily rather than brute strength, and uses his quick wit. Starting at 8th level, he may substitute his Intelligence modifier for his Strength modifier on all of his trip checks.

 (Ex): A halberdier makes every move in combat count. He may take one additional swift action or immediate action per round starting at ninth level and two such actions per round at 18th level.

 (Ex): A halberdier is capable of bringing down opponents much larger than himself. At ninth level he make trip attempts on opponents up to two size categories larger than himself (one size larger than normal). This ability is extended by one additional size category at 13th and 17th levels. In addition, when a halberdier trips an opponent larger than himself, their size modifier to their roll to oppose the trip check (if any) is reduced by half.

 (Ex): The halberdier has learned to adopt the same principles he uses to stop a charge to his charge attack at 11th level. He now deals the damage indicated by Tip of the Spear when he makes a charge attack with a halberd.

 (Ex): When a 12th level halberdier hits an opponent with an attack that multiplies its damage due to Tip of the Spear or with consecutive attacks in a single round normal melee combat, he may make a trip attempt on that opponent as a free action.

 (Ex): By level 14, the halberdier is an expert at pinpointing the weaknesses of his foes and hitting them hard. He may now use his Intelligence modifier in place of his Strength modifer on all attack and damage rolls.

 (Ex): A halberdier of 15th level can deliver a swift, finishing blow immediately after tripping an opponent. The halberdier may take an immediate action to deliver a single melee attack (to which he may add execution damage) after he has tripped an opponent when he would normally not get a free attack. If the halberdier can already make a free attack on the opponent, he cannot use this ability to acquire a second attack.

 (Ex): By level 20, the halberdier is renowned as a master of the execution. His execution attack now deals normal damage (instead of half) to creatures immune to critical hits.

Epic Halberdier
Superior Shield: The epic halberdier continues to gain further enhancements to the shield bonus he recieves from wearing a buckler at 23rd and 27th level.

Tip of the Spear: The epic halberdier deals six times his normal damage when he sets a halberd against a charge at level 22 and seven times his normal damage at 28th level.



Epic Halberdier Bonus Feat List: Armor Skin, Damage Reduction, Energy Resistance, Epic Endurance, Epic Prowess, Epic Toughness, Epic Weapon Focus, Exceptional Deflection, Fast Healing, Great Constitution, Great Strength, Infinite Deflection, Perfect Health, Reflect Arrows, Superior Initiative.

Human Halberdier Starting Package
Weapons: Halberd, 5 javelins.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: Improved Initiative.

Bonus Feats: Power Attack.

Gear: Scale Mail, buckler, mundane equipment.

Gold: 25 gp.

Playing a Halberdier
Religion: Halberdiers are not universally bound by the tenets of any particular group; their religion is determined by their upbringing, but given their choice of profession their are more likely to favor gods of war (particularly those whose portfolios favor bold tacticians over vicious brutes) and, occasionally, an element of justice.

Other Classes: Many halberdiers loathe the directness of barbarians and their ilk, since such a method requires no wit or strategy, but are pragmatic enough to see their value from a tactical standpoint. This appreciation of certain skills extends to all other companions; so long as they are useful, the halberdier will tolerate their presence if not welcome their comraderie.

Combat: A halberdier is a zone controller, able to ward away foes with the long reach of his halberd and trip them up when they get to close. In addition, his ability to stop a charge makes enemies think twice before closing in to attack, allowing him to dictate the movements of others on the battlefield through his mere presence.

Advancement: Many halberdiers find themselves in leadership positions where their ability to think tactically and quickly comes in handy. As a result, many favor the Legendary Strategist prestige class. They may also take other martially inclined prestige classes to increase their plethora of abilities.

Halberdiers in the World
"Lay down my weapon? Why don't you come and get it?"

Halberdiers are the consummate tacticians that can be found in every military across the globe; they always have a plan, and maybe a few backup plans in case the first one goes awry. It pays to be well-prepared, and never caught off guard. This approach to thinking tends to cross over in every aspect of their life.

Daily Life: Because most halberdiers hail from a military background, every part of their life is regimented as if it were a military drill. They are extremely mindful of rank and tend to respect the voice of authority, even if they do not always obey.

Notables: None.

Organizations: Militaries worldwide count halberdiers across their ranks as officers and leaders, be there is no organization of exclusively colluding halberdiers.

NPC Reactions: The reaction to a halberdier is entirely dependent on his allegiance, and can range from respect to loathing to complete ambivalence.

Halberdier Lore
Characters with ranks in Knowledge (local) can research halberdiers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Halberdiers in the Game
In combat, the halberdier is an excellent zone controller who is also capable of terrorizing foes with swift, efficient death-dealing. They can also serve as the brain trust of a party, using their high level of knowledge to aid in group strategy and the gathering of information.

Adaptation: The halberd is a tremendously versatile weapon, and is only made moreso by its wielder's expertise. Similarly adaptable weapons can replace it if the DM and player agree that the class features can still be effectively utilized, or changes can be made to fit the abilities of the other weapon.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL <- EL Number ->: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.