Gendarme (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: missing starting package and campaign setting.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Gendarme
Rating: Not rated
(Rate this class)
Status: Starting out
Editing: Constructive edits welcome

Gendarme[edit]

<-The word gendarme derives originally from the French homme d'armes (man-at-arms), proper plural of which is gens d'armes. The plural sense was later shortened to gendarmes and a singular made of this, gendarme. They use their speed, combined with their unique training in melee combat and an arsenal of special attacks to smash through enemy defenses. They excel at , so much so that the more adept Gendarmes can use their overwhelming Knock Back ability to break through enemy defenses.->.

Making a Gendarme[edit]

The Gendarme is a melee warrior, whose relentless assault can leave enemies reeling. Their defense against magic is frequently lacking, and heavy armor can get in the way of a number of their abilities. They tend to rely on spell-casting classes to provide support, and have a tendency to just shrug off a lot of abuse. Fighters, Monks and Paladins are superior in a battle of attrition, however.

Abilities: Gendarmes are a class most suited to guerrilla tactics, so they benefit from Strength and Constitution the most. They also place high value on Intelligence, which contributes to their AC.

Races: Humans are the most common example of a Gendarme, though it isn't unusual to see other races become one.

Alignment: Any.

Starting Gold: 5d4×10 gp .

Starting Age: Complex.

Table: The Gendarme

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special AC
Bonus
Fort Ref Will
1st +1 +2 +2 +0 Fast Movement, Weapon Skill, AC Bonus +0
2nd +2 +3 +3 +0 Combat Style +0
3rd +3 +3 +3 +1 Special Training +0
4th +4 +4 +4 +1 +0
5th +5 +4 +4 +1 +1
6th +6/+1 +5 +5 +2 Improved Combat Style +1
7th +7/+2 +5 +5 +2 +1
8th +8/+3 +6 +6 +2 +1
9th +9/+4 +6 +6 +3 +1
10th +10/+5 +7 +7 +3 Special Attack +2
11th +11/+6/+1 +7 +7 +3 Combat Style Mastery +2
12th +12/+7/+2 +8 +8 +4 +2
13th +13/+8/+3 +8 +8 +4 Special Attack +2
14th +14/+9/+4 +9 +9 +4 +2
15th +15/+10/+5 +9 +9 +5 +3
16th +16/+11/+6/+1 +10 +10 +5 Special Attack +3
17th +17/+12/+7/+2 +10 +10 +5 +3
18th +18/+13/+8/+3 +11 +11 +6 +3
19th +19/+14/+9/+4 +11 +11 +6 Special Attack +3
20th +20/+15/+10/+5 +12 +12 +6 +4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities)->.

Class Features[edit]

All of the following are class features of the Gendarme.

Weapon and Armor Proficiency: Gendarmes are proficient with all martial and simple weapons, light armor, but no shields. They are also proficient with the Bastard Sword, the Dwarven Waraxe, and the Two-Bladed Sword.

Fast Movement (Ex): A gendarme’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the gendarme’s speed because of any load carried or armor worn.

AC Bonus (Ex): Gendarmes add their Intelligence modifier to their AC. In addition, a gendarme gains a +1 bonus to AC at level 5. This increases to +2 at level 10, +3 at level 15, and +4 at level 20.

Weapon Skill (Ex): Any weapon in a Gendarme's possession is one that can deliver a strike from any angle. Gendarmes do not take a -4 penalty to attack rolls when attempting to use a weapon in an unusual fashion.

Combat Style (Ex): At level two, a gendarme must choose one of three combat styles: Flying Knight, Two-Handed Warrior, or Brawler. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If the gendarme selects Flying Knight, he is treated as having the Dodge feat, even if he does not have the normal prerequisites for that feat.*

If the gendarme selects Two-Handed Warrior, he is treated as having the Power Attack feat, even if he does not have the normal prerequisites for that feat.*

If the gendarme selects Brawler, he is treated as having the Improved Unarmed Strike feat, even if he does not have the normal prerequisites for that feat.*

  • The benefits of Combat Style are only available when the Gendarme wears light armor or no armor.

Special Training (Ex): At level three, a gendarme must choose one of two areas for Special Training: Big Brute or Long Reach.

A gendarme who chooses Big Brute is treated as having the Massive Frame feat.

A gendarme who chooses Long Reach is treated as having the Reach Weapon Fighting feat.

Damage Reduction (Ex): Starting at 4th level, a gendarme gains Damage Reduction. Subtract 1 from the damage the gendarme takes each time he is dealt damage from a weapon or a natural attack. At 8th level, and every four gendarme levels thereafter (12th, 16th, and 20th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Improved Combat Style (Ex): At 6th level, the gendarme's ability in his chosen combat style improves.

If the gendarme selected Flying Knight at level 2, he gains the benefit of the Mobility feat, even if he does not have the prerequisites for that feat.*

If the gendarme selected Two-Handed Warrior at level 2, he gains the benefit of the Cleave feat, even if he does not have the prerequisites for that feat.*

If the gendarme selected Brawler at level 2, he gains the benefit of the Stunning Fist feat, even if he does not have the prerequisites for that feat.*

  • The benefits of Combat Style are only available when the gendarme wears light armor or no armor.

Special Attack: At 10th level, and at every three levels thereafter (13th, 16th, and 19th), a Gendarme gains a special attack of his choice from among the following options.

Sundering Strike (Ex): A gendarme with this ability can strike with such force that the impact leaves their enemy's defenses shattered. An opponent damaged by his Critical Hit also loses two points of AC. This effect persists until the end of the enemy's next turn.

Crushing Blow (Ex): A gendarme with this ability can attack opponents with such precision that his blows weaken them. An opponent damaged by this Special Attack also takes 2 points of Strength, Constitution, or Dexterity damage. The Gendarme can take this Special Attack up to three times; Each selection enables them to deal damage to a different attribute.

Surprise Impact (Ex): After learning this Special Attack, a gendarme must choose to fight defensively as a Full-Round Action in order to use it. In the event that they are attacked while defending, they receive an attack of opportunity. They may only use this attack of opportunity to attempt to disarm their attacker, but they are not subject to being disarmed in the event of rolling a natural 1.

Knock Back (Ex): A gendarme with this Special Attack controls the battlefield by driving his enemies away from him. The gendarme must make a Full Attack in order to use Knock Back. An enemy hit by this Special Attack must pass a Strength check or be pushed five feet back. This provokes an attack of opportunity from anyone who is able, other than the gendarme. The repulsing effect of this Special Attack increases to ten feet with the use of a Power Attack and fifteen in the event of a Critical Hit.

Combat Style Mastery (Ex): At 11th level, a Gendarme's aptitude in his chosen combat style improves again.

If the Gendarme selected Flying Knight at level 2, he gains the benefit of the Spring Attack feat, even if he does not have the prerequisites for that feat.*

If the Gendarme selected Two-Handed Warrior at level 2, he gains the benefit of the Great Cleave feat, even if he does not have the prerequisites for that feat.*

If the Gendarme selected Brawler at level 2, he gains the benefit of the Improved Grapple feat, even if he does not have the prerequisites for that feat.*

  • The benefits of Combat Style are only available when the Gendarme wears light armor or no armor.

Epic Gendarme[edit]

Table: The Epic Gendarme

Hit Die: d8

Level Special
21st
22nd Special Attack
23rd
24th
25th Special Attack
26th
27th
28th Special Attack
29th
30th

4 + Int modifier skill points per level.


Human Gendarme Starting Package[edit]

This section is not complete, and needs to be finished. Edit this Page

Weapons: <-Weapon selection for starting at 1st level with this class.->.

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

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a Gendarme[edit]

This section is not complete, and needs to be finished. Edit this Page

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

This section is not complete, and needs to be finished. Edit this Page
<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregtate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

This section is not complete, and needs to be finished. Edit this Page

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

This section is not complete, and needs to be finished. Edit this Page

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

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

EL whatever: <-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.->.



Back to Main Page3.5e HomebrewClassesBase Classes

Personal tools
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors