Halberdier Knight (3.5e Class)

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Halberdier Knight[edit]

The Halberdier is a knight who specializes in the use of a halberd. He can easily utilize it's axe head, pike head, and hooked fluke in combat to be a very versatile warrior, capable of taking out most contenders on the battle field. However, he specialty was dismounting and defeating mounted knights, snagging the knight's armor or reigns and dragging him to the ground, and besting him with the pike and axe heads.

Making a Halberdier Knight[edit]

The Halberdier is a very common foot soldier in armies. He is versatile, but lacks the straight up defense of the more armored knights. Still, the Halberdier is really good at skill and technique.

Abilities: The most important skill for a Halberdier Knight is Strength, allowing him to do fierce damage with his halberd. Due to his armor proficiency, he greatly values Dexterity and Constitution.

Races: Humans are the most likely to take this class, but any race with a well formed military unit is likely have Halberdier Knights.

Alignment: Any, although most who choose this class are Lawful.

Starting Gold: 1d6x10 (30 gp).

Starting Age: Moderate.

Table: The Halberdier Knight

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Two-Handed Defense, Dismounting
2nd +2 +3 +3 +0 Combat Reflexes
3rd +3 +3 +3 +1 Haft Strike
4th +4 +4 +4 +1 Improved Trip
5th +5 +4 +4 +1 Pike Head
6th +6/+1 +5 +5 +2 Bonus Feat
7th +7/+2 +5 +5 +2 Spinning Defense
8th +8/3 +6 +6 +2
9th +9/+4 +6 +6 +3 Spinning Halberd
10th +10/+5 +7 +7 +3 Pole Balance
11th +11/+6/+1 +7 +7 +3 Crowd Control
12th +12/+7/+2 +8 +8 +4 Bonus Feat
13th +13/+8/+3 +8 +8 +4
14th +14/+9/+4 +9 +9 +4 Braced for Charge
15th +15/+10/+5 +9 +9 +5 Bonus Feat
16th +16/+11/+6/+1 +10 +10 +5
17th +17/+12/+7/+2 +10 +10 +5 Whirlwind Attack
18th +18/+13/+8/+3 +11 +11 +6
19th +19/+14/+9/+4 +11 +11 +6 Bonus Feat
20th +20/+15/+10/+5 +12 +12 +6 Skewer

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Concentration (Con), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Nobility and Royalty), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Halberdier Knight.

Weapon and Armor Proficiency: The Halberdier Knight is proficient with simple and martial weapons

Two-Handed Defense: At first level, the Halberdier Knight becomes skilled at defensive fighting. When you are wielding a two handed weapon, you gain a +1 shield bonus to your AC.

When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Dismount: If you set a ready action against a charge with a piercing pole arm, and you are charged by a mounted enemy, and you successfully hit that enemy, they are dismounted.

Combat Reflexes: As feat.

Haft Strike: At third level, the Halberdier Knight has become skilled at utilizing the haft of his weapon in combat as well. When making a Full Attack Action with a pole arm that is not a double weapon, you may make an off-hand attackwith the haft of the pole arm that does damage as a Club. All normal Two-Weapon fighting rules apply.

If the pole arm is magical, its haft counts as a magic for purposes of overcoming Damage Reduction.

Improved Trip: As feat.

Pike Head: At fifth level, the Halberdier Knight can use a thrust to increase his range in combat. When you are using a pole arm that can deal piercing damage, it can deal piercing damage at both 5' and 10'.

Bonus Feat: As Fighter.

Spinning Defense: By seventh level, a Halberdier Knight has shown true promise in defensive fighting. While wielding a pole arm during a Total Defense Action, you gain the following:

 a) an addition +1Dodge bonus to AC; and
 b) you may use Deflect Arrows any number of times until your next turn, even if you don't have the Deflect Arrows feat.

Spinning Halberd: By ninth level, a Halberdier Knight can follow up his attacks with a attack with the haft. When you make a Full Attack with a pole arm, you recieve a +1 Dodge bonus to AC & an additional attack attack with the staff end at a -5 penalty which is a 1d6+1/2 Strength modifier Bludgeoning damage.

Pole Balance: By tenth level, the Halberdier Knight has become adept as using the pole of his weapon to help him balance. When wielding a pole arm in two hands, you recieve a +2 Circumstance bonus to resist being Bull Rushed and being tripped. The bonus also applies to Balance checks to keep your footing as long as their is a solid surface to brace the pole arm against. This can't be used while flat footed.

Crown Control: By eleventh level, a Halberdier Knight can easily maintain a large radius around himself under control. He increases his threatened squares to ten'. Any attacks of opportunity done at 10' must be a piercing attack.

Braced Charge: At level fifteen, the Halberdier Knight is great at countering charges. If you already have a pole arm to receive a Charge, it does double damage.

Whirlwind Attack: As feat.

Skewer: By the twentieth level, the Halberdier Knight can hit the best spots of any charging enemy. If already braced for a Charge, and the strike hits the charging opponent, treat it as a Critical Hit.

Ex-Halberdier Knight[edit]

Epic Halberdier Knight[edit]

Table: The Epic Halberdier Knight

Hit Die: d10

Level Special
22nd Bonus Feat
24th Bonus Feat
26th Bonus Feat
28th Bonus Feat
30th Bonus Feat

4 + Int modifier skill points per level.

Bonus Feats: The epic Halberdier Knight gains a bonus feat (selected from the list of epic feats) every two levels after 20th.

Epic Halberdier Knight Bonus Feat List:

Half-Elf Halberdier Starting Package[edit]

Weapons: Halberd, Short Sword

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

Skill Ranks Ability Armor
Bluff 4 Cha -
Intimidate 4 Cha -
Jump 4 Str -2
Tumble 4 Dex -2

Feat: Dodge

Gear: Chain Shirt, Bedroll, Flint and Tinder, Trail Rations (3 days), Waterskin

Gold: 20 GP

Campaign Information[edit]

Playing a Halberdier Knight[edit]

Religion: Most Halberdier Knights follow deities of war or honor, but they have been know to follow any deity.

Other Classes: Halberdier Knights get along well with most classes, especially martial classes like the fighter. Many look up to the paladin for strength as well. They can have a disdain for ranged fighters, but most concede that fireballs and arrows are very helpful.

Combat: Halberdier Knights are always up in the fray, typically serving as a second main melee fighter, allowing more armored fighters to take the hits as they out maneuver their enemies.

Advancement: Many Halberdier Knights embrace the Fighter lifestyle, as their superior armor options and higher damage potential is very desirable.

Halberdier Knights in the World[edit]

"Trip, sunder, pike in the eye," Myrin, Half-Elf Halberdier Knight

Daily Life: Most Halberdier Knights spend their days training, preparing to serve their king during the next war.

Notables: Foot soldiers of the army.

Organizations: Usually found in the military, although they can be found anywhere.

NPC Reactions: Most people look up to Halberdier Knights as heroes, unless they are their enemies.

Halberdier Knights Lore[edit]

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

Knowledge (local)
DC Result
5 Halberdier Knights are common soldiers.
10 Halberdier Knights are experts at pole arms, especially the halberd.
15 Halberdier Knights are great at dismounting enemies.
20 Halberdiers usually spend years as squires to become true masters.

Halberdier Knights in the Game[edit]

Adaptation: As anyone can be pick up and learn to use a halberd or other pole arm, they can be anywhere or anyone.

Sample Encounter: Typically in town, serving as a guard or preparing for a battle.

EL : ECL 8

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