Gendarme
A government enforcer sent after dangerous criminals disarms a foe as readily as striking them, a flail blow leaving targets reeling.
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.
In play
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.
Its flail strike applies Improved Knockdown on a hit.
Level 8
Perception +19 · Languages Common · Skills Athletics +18, Intimidation +16, Legal Lore +14
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +4 | +1 | +4 | +0 | +3 | +2 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 26 | +19 | +14 | +17 |
HP 120
Speed 25 feet
Actions
- Melee Flail [Single Action] +19 (Disarm, Magical, Sweep, Trip), Damage 2d6+10 bludgeoning plus
- Melee Gauntlet [Single Action] +19 (Agile, Free-Hand, Magical), Damage 1d4+10 bludgeoning plus
- Ranged Composite longbow [Single Action] +16 (range 100 ft, deadly d10, Magical, Propulsive, volley 30 feet), Damage 1d8+8 piercing