Admiral
ADVENTURES: Sailors, explorers, and leaders, the Admirals will take on any adventure for her men. Admirals can simply be hired to be the captain of a ship for a group of adventurers or be the adventure themselves. There always willing to prove themselves to their followers.
CHARACTERISTICS: An Admiral is the leader of the group. Being Tacticians, the admiral can prepare her unit for anything. They can also teach their units to better the group as a whole.
ALIGNMENT: any. Evil is called “pirate”
BACKGROUND: Pilgrams from the sea’s needed a strong diplomat and fierce leader to guild them through foreign lands.
RACES: Lexophiles.
OTHER CLASSES
GAME RULE INFO
Abilities: Cha
Alignment: any
Hit Die: 1d8
Class Skills:
Class: Alchemy, balance, bluff, decipher script, Diplomacy, forgery, gather info, innuendo, intuit direction, knowledge, listen, read lips, profession, scry, sense motive, speak language, spot,
Cross-class: animal empathy, appraise, climb, concentration, craft, disable device, disguise, escape artist, handle animal. Heal, hide, intimidate, jump, Move silently, open lock, perform, pick pocket, ride, search, spellcraft, swim, tumble, rope, wilderness lore.
Skill points at 1st level: (4+int mod)x4
Skill points at each additional level: +4 int mod
Class Features:
Weapon and Armor Proficiency: uses simple weapons, and martial ranged. Light, and medium armor.
Starting Packages: Lexophile.
Armor: Scale mail: +4 AC. +3 dex max.
Weapons:
Mele: S-M halfspear (1d6 x3crit) 10ft. 3lb piercing.
L- Shortspear(1d8 x3 crit) 20ft 5lb piercing.
Ranged (20 arrows) : s-m Shortbow (1d6 X3 crit) 60ft. 2lb
L- Longbow (1d8 x3 crit) 100ft pierce.
Skill selection: 4+ int mod.
Feat: Skill focus.
Gear: backpack, Tent, soap, spyglass, fishhook, fishnet, flint steel, ink, inkpen, lantern, mirror, parchment, oil 3, sack. Waterskin,
Gold: 4d4
Alternate Starting Package:
Table 1.5: Admiral
------------Base
Level -- Att bonus ------ Special
1 ------ 0 ------ ------Tactic,------ Unite
2 ------ 1 ------ Share Feat 1/day
3 ------ 2 ------ unite
4 ------ 3 ------ Tactic
5 ------ 4 ------ unite------ Share Feat 2/day
6 ------ 5 ------ Leadership
7 ------ 6/1 ------ unite------ Tactic
8 ------ 7/2 ------ Share Feat 3/day
9 ------ 8/3 ------ unite
10 ------ 9/4 ------ Tactic
11 ------ 10/5 ------ unite ------ Share Feat 4/day
12 ------ 11/6/1
13 ------ 12/7/2------ unite------ Tactic
14 ------ 13/8/3 ------ Share Feat 5/day
15 ------ 14/9/4------ unite
16 ------ 15/10/5 ------ Tactic
17 ------ 16/11/6/1 ------ unite ------ Share Feat 6/day
18 ------ 17/12/7/2 ------ unite
19 ------ 18/13/8/3 ------ Tactic
20 ------ 19/14/9/4 ------ unite------ Share Feat 7/day
:Special Admiral description:
Unite: The Admirals key unique ability. Unite allows the Admiral to take the roll of the commander of the battle. Being in a unit requires the players to be 5 feet from the Admiral. Each member of a unit receives a +1, but the Admiral receives the total number of people in the unit added to her Attack roll. The Admirals Level acts as the limit to how many can be in her unit.
Requires 5 feet. (ever odd level, 5 feet is added to unite distance)
Tactics: Once the unit is formed, the Admiral can teach tactic methods its unit before a battle. The teaching takes one hour out of the day. Tactics can’t be taught during battle, and can only be used during battle. Once a tactic has been taught, it will stay as the Admirals tactic for any remaining battle, until the admiral teaches a new tactic. An Admiral has to learn a tactic before teaching.
List of tactics: The number added will be the Charisma mod of the Admiral
1. Stand united : + initiative
2. Retreat/mobialize : Gives unit Double movement.
3. Blockade: + AC
4. Siege: + bonus att.
5. Encirclement: Removes targets dex to AC must surround target.
6. Ambush. If admiral succeeds in surprise attack unit also
receives surprise attack
7. Rush: x2 + Attack roll x2 - AC
Share Feat: at level 2, and every 3 levels after that, (2, 5, 8, 11…) The Amiral can share one of his or hers feats with one person in the unit. This only lasts until the end of battle.
Leadership. (45 DM manual)
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