Halberdier (3.5e Class)
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Halberdier are disciplined in the ways of the spear. They stride the battlefields with spear in hand and confidence in heart. Usually appointed as Captain ranked individuals of Town Guard Units, they are tactical as well as strong and are the first to respond to high-level threats.
Making a Halberdier
Class description: Halberdiers are the specialist frontline men of nearly every army, clashing first upon the battlefield. They focus on holding back entire lines of men, and protecting one another. Whilst working toward putting a singular enemy to its demise. In times of peace these men usually play as gate keepers or captain of the guard for most cities and towns. Working purely with the spear and shield, these men are normally mocked by Fighters and Barbarians, but upon being able to show their might, are soon welcomed into excursion parties.
Abilities: Halberdiers for the most part are balanced allies. Needing Constitution and Strength to withstand the blows and push the enemy back to protect allies. Dexterity is mainly only used to increase AC and Initiative.
Races: A Halberdier can be any race, and of any Alignment. More often then not they are Dwarves, Humans, or Orcs.
Alignment: Halberdier's alignment has little to do with their abilities, but simply gives a glimpse of their morals. May they be city defenders, adventurers, or sinister raiders.
Starting Gold: Same as Fighter.
Starting Age: As a Fighter.
|1st||+1||+2||+0||+2||Spear Mastery Bonus Feat|
|3rd||+3||+3||+1||+3||Enhanced Strike 1D6|
|4th||+4||+4||+1||+4||Bulwark of Defense Bonus feat|
|5th||+5||+4||+2||+4||Defend the Weak|
|6th||+6/+1||+5||+3||+5||Enhanced Strike 2D6 Bonus Feat|
|8th||+8/+3||+6||+3||+6||Vigilance Bonus Feat|
|9th||+9/+4||+6||+4||+6||Keen, Enhanced Strike 2D8|
|10th||+10/+5||+7||+4||+7||Unstoppable, Defend the Weak Bonus Feat|
|12th||+12/+7/+2||+8||+5||+8||Enhanced Strike 2D12 Bonus Feat|
|15th||+15/+10/+5||+9||+6||+9||Hold the Line|
|17th||+17/+12/+7/+2||+10||+6||+10||Defend the Weak|
|19th||+19/+14/+9/+4||+11||+7||+11||Enhanced Strike 4D12 and bleeding|
|20th||+20/+15/+10/+5||+12||+7||+12||Impale Bonus Feat|
Class Skills (8 + Int modifier per level, ×4 at 1st level)
Balance* (Dex), Climb* (Str), Concentration (Con), Craft (Spear) ([[SRD:Intelligence|Int), Diplomacy (Cha), Disable Device (Int), Escape Artist* (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide* (Dex), Intimidate (Cha), Jump* (STR), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (Nobility/Royalty) (Int), Listen (Wis), Profession (Bodyguard) (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim* (Str), Use Rope (Dex)
All of the following are class features of the Halberdier.
Weapon and Armor Proficiency: Halberdiers are proficient with spears and polearms, excluding exotic. Gaining the defense bonuse from a Buckler even though they are wielding a two handed weapon. They also gain proficiency with all armor and shields, except tower. A Halberdier is also proficient with Light, Medium, and Heavy Armor.
Spear Mastery: At level one, a Halberdier has focused himself to use all spears and polearms as either two handed or one. Using them two handed he is able to "choke up" or "let out" the length of his blade, allowing him to attack both adjacent and at reach enemies. If he wields his weapon in one hand, he may also wield a shield, though he is stuck attacking at range, he may now use his weapon for both it's natural attacks, but also for swiping at enemies in reach of the Halberdier. Issuing natural weapon damage, but also allowing him to initiate a trip or disarm. But either attempt must be stated before the attack.
Bonus Feat: A Halberdier can take any fighter feat that he qualifies via level as one of his bonus feats.
Bulwark of Defense (Ex): A Halberdier's precision and skill in controlling the area around them is truly remarkable. From 4th level on, opponents moving through any square that a Halberdier threatens treats all the squares that this Halberdier threatens as difficult terrain.
Defend the Weak:If an ally falls prone or stunned within 10 ft of the Halberdier, starting at level five, the Halberdier can move to the person as a free action, and gains a +4 to AC and +3 to BAB if they fight defensively to protect the fallen ally. This improves to +5 AC and +4 BAB at level 10, and again to +9 AC and +8 BAB at level 17.
Enhanced Strike:With practice comes power. At third level a Halberdier now inflicts 1D6 extra damage per attack with his weapon. This improves to 2D6 at level 6, 2D8 at 9th level. 2D12 at 12th level and finally to 4D12 at level 19 along with Bleeding for 3D6 rounds.
Unstoppable (Ex): At 11th level, the Halberdier is always on alert and willing to do whatever it takes to help his companions, granting him a +4 to all saves for fear, stun and daze effects.
Vigilance (Su): At level eight a Halberdier gains 60ft night vision from his post of keeping a vigilant watch even at night. He even gets a +2 on saving throws against unnatural darkness and magical blindness. He also gain the ability to forgo one nights sleep and still hold off exhaustion.
Keen: The Halberdier has mastered his spear to the point he is more accurate at targeting vitals. Starting at level nine, she treats all polearms as though they had the Keen enhancement.
Inspirational Shout: At 11th level, as a standard action, a Halberdier can shout, giving his allies +5 AC and +5 attack bonus for 2d6 rounds. This shout also has a chance to intimidate the Halberdier's enemies, causing them to be shaken for one round, DC 10+CHA mod will save to negate.
Footman's art: Upon reaching 7th level, a halberdier gains a +2 AB with his polearm as well as a +4 AC bonus if he is wielding it with two hands. At 13th level those bonuses improve to +5 AB and +7 AC.
Holder of the Line (Sp):Upon reaching level 15, a Halberdier has learned how to keep the enemy at bay, doing a sweeping slash with his polearm, knocking all in his threatening squares back 5ft (one square) with a Strength check opposed of 10+str modifier.
Impale (Ex): At 20th level, a Halberdier is capable a full force strike, dealing an additional 2d10 damage and another 2d10 if done in tandem with a charge. Upon impaling the Halberdier gets a free grapple check to lock the opponent in place with his weapon.
Playing a Halberdier
Roleplay: The halberdiers tend to place themselves in a superior mindset, but still lay themselves to be more for assisting others then their own egos. But at the end of the day, the inflated head tends to appear when resting at the campfire. But in it all, they know it was their party that won the day, even it was through their taken lumps so the cleric or wizard didn't get splattered.
Combat: Halberdiers strive to be on the front lines. Being able to take a lot of punishment and still push many enemies back. They do not fare well alone, though skilled combatants, they work best in either large numbers or in unison with Fighters, Barbarians and Casters. Allowing other classes the peace of mind that someone can "Hold the line!" when the fragile wizards get too close to the fray.
Halberdiers in the World
"I fight with heart, a spear, and a heart on my spear" Kaitzur Aki, Half-Elf Halberdier
A Halberdier is usually the one at the frontlines, fending off enemies with Spear and Shield.
Daily Life: A day in the life as a Halberdier usually consists of either patrolling city roads. Or training subordinates. They tend to tell boisterous stories about fending off many foes at a bottleneck or cliff pass.
Organizations: Halberdiers are either part of Town Guard Units or even Imperial Armies. They have learned the riches of adventuring as well though. And with their ability to hold any foe at bay, they are easily welcomed by any party.
NPC Reactions: NPCs will usually react to this class with respect, given their courage and skill.