Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide

Affiliations: The Old Republic

From the Admiral of the Fleet to the lowest rear admiral, the right to "Raise one's flag" is the signal achievement for all in the Republic Navy. Of the several kinds of admiral, the full admirals typify the Naval ideal. Unlike the aged admirals of The Core Worlds, they continue to fly for The Old Republic, commanding fleet battles. And while the "Junior flags"- vice and rear admirals- can still lose their careers after an embarrassing loss, Admirals have enough connections at Admiralty Plaza to survive anything. More important, they have clout at the shipyards, getting priority on repairs and provisions.

Full Admirals do not run their own vessels, instead traveling within the fleet and transferring their command to whatever ship they are on. However, many find ships thy like and captains they enjoy working with- and they have the influence necessary to bring those ships into whatever actions they are mounting.

Each admiral, regardless of rank, receives an office at Admiralty Plaza and the use of a permanent clerical staff. Most admirals eschew the Coruscant work and bring their entarounge with them. Secretary to an admiral is an ideal learning experience for any cadet.

 Republic Navy Admiral Statistics (CL 15) Edit

Medium Human Nonheroic 4/Noble 7/Officer 7

Force Points: 4

Initiative: +19; Senses: Perception +21

Languages: Basic, Bocce, Bothese, Durese, High Galactic, Mon Calamarian, Sullustese, Zabrak

Defenses Edit

Reflex Defense: 27 (Flat-Footed: 27), Fortitude Defense: 25, Will Defense: 31; Vehicular Combat

Hit Points: 56, Damage Threshold: 25

Offense Edit

Speed: 6 Squares

Melee: Unarmed +11 (1d4+6)

Ranged: Blaster Pistol +12 (3d6+7)

Base Attack Bonus: +12, Grapple: +12

Special Actions: Bolster Ally, Born Leader, Command Cover (+3), Deployment Tactics, Field Tactics, Inspire Confidence, Outmaneuver, Rally, Republic Military Training, Share Talent (Bolster Ally, Field Tactics, Inspire Confidence)

Base Stats Edit

Abilities: Strength 9, Dexterity 11, Constitution 10, Intelligence 16, Wisdom 15, Charisma 17

Talents: Bolster Ally, Born Leader, Deployment Tactics, Distant Command, Field Tactics, Inspire Confidence, Outmaneuver, Rally

Feats: Armor Proficiency (Light), Improved DefensesH, Linguist, Republic Military Training, Skill Focus (Deception), Skill Focus (Initiative), Skill Focus (Knowledge (Tactics)), Skill Focus (Perception), Skill Focus (Persuasion), Skill Training (Initiative), Skill Training (Knowledge (Bureaucracy)), Skill Training (Knowledge (Galactic Lore)), Vehicular Combat, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

Skills: Deception +22, Initiative +19, Knowledge (Bureaucracy) +17, Knowledge (Galactic Lore) +17, Knowledge (Tactics) +22, Perception +21, Persuasion +22, Pilot +14H

Possessions: Blaster Pistol, Code Cylinder, Comlink (Short-Range, Encrypted), Officer's Uniform

H- Human bonus Feat or Trained Skill

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