The gendarme cares less for the finer points of tactical precision than he does for the exhilaration of the charge: the rush of wind through the visor of his helmet, the feel of his couched lance, the satisfying shriek of armor giving way before his weapon’s force as the point drives past metal into his foes.
A gendarme trains to be a mounted terror, almost to the exclusion of all
other abilities. He gains bonus feats at 1st level, 5th level, and then
every three levels thereafter, but must select these bonus feats from
the following list: Improved Bull Rush, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Spring Attack, and Unseat. If the gendarme has already selected all of the listed feats, then he may select his bonus feats from those feats listed as Combat Feats.
At 20th level, a gendarme represents the epitome of Mounted Combat. Whenever he makes a charge
attack while mounted, he deals triple the normal damage (quadruple if
using a lance); this damage includes all increases from the Spirited Charge feat and from the use of a lance. In addition, if the gendarme confirms a critical hit on a charge
attack while mounted, the attack deals maximum damage for the weapon
wielded. Additional damage from weapon properties, magic effects,
precision-based bonuses, or other increases are rolled normally.
This ability replaces supreme charge.