Gendarme (3.5e Class)

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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)
Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (History, Nobility, and Geography) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).

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.

Ex-Gendarmes[edit]

.

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]

Weapons: .

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

Skill Ranks Ability Armor
Check
Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Gendarme[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

Gendarmes in the World[edit]

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Gendarme Lore[edit]

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

DC Result
5 .
10 .
15 .
20 .

Gendarmes in the Game[edit]

Adaptation: .

Sample Encounter: .

EL whatever: .


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