Halberdier Knight (3.5e Class)
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- 1 Halberdier Knight
- 1.1 Making a Halberdier Knight
- 1.2 Campaign Information
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
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.
|1st||+1||+2||+2||+0||Two-Handed Defense, Dismounting|
|14th||+14/+9/+4||+9||+9||+4||Braced for Charge|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
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.
Epic Halberdier Knight