Gendarme
Powerful governments retain gendarmes to guard important magistrates, enforce laws protecting national security, reinstate order amid unrest, and capture…
- AC
- 26
- HP
- 120
- Perc
- +19
- Fort
- +19
- Ref
- +14
- Will
- +17
- STR
- +4
- DEX
- +1
- CON
- +4
- INT
- +0
- WIS
- +3
- CHA
- +2
- flail +19 2d6+10 bludgeoning plus
- gauntlet +19 1d4+10 bludgeoning plus
- composite longbow +16 1d8+8 piercing 100 ft
- AC
- 26
- HP
- 120
- STR
- +4
- DEX
- +1
- CON
- +4
- INT
- +0
- WIS
- +3
- CHA
- +2
Powerful governments retain gendarmes to guard important magistrates, enforce laws protecting national security, reinstate order amid unrest, and capture unusually dangerous criminals. They're also sent to deal with important cases in rural areas without substantial guards of their own.
AC 26
Fort +19
Ref +14
Will +17 (nerves of steel)
HP 120
Nerves of Steel When the gendarme succeeds against a fear effect, they get a critical success instead.
Reactive Strike [Reaction] The gendarme can Disarm instead of Striking.
Speed 25 feet
Melee
[Single Action]
flail +19 (Disarm, Magical, Sweep, Trip),
Damage 2d6+10 bludgeoning plus Improved Knockdown