Character Name Player Name Campaign
Ariadne   Tok'onak
Race Origins Class Level HD
Tok'ra Artificial, Refugee Scientist 10 d8

Strength
chevron
10
0
Dexterity
chevron
10
0
Constitution
chevron
13
1
Intelligence
chevron
20
5
Wisdom
chevron
14
2
Charisma
chevron
14
2
Skills
0 Acrobatics (DEX)
* 4 Animal Handling (WIS)
4 Athletics (STR)
6 Culture (WIS)
* 4 Deception (CHA)
9 Engineering (INT)
* 4 Insight (WIS)
9 Intimidation (INT)
9 Investigation (INT)
6 Medicine (WIS)
9 Nature (INT)
* 4 Perception (WIS)
* 4 Performance (CHA)
* 4 Persuasion (CHA)
0 Pilot (DEX)
9 Science (INT)
0 Sleight of Hand (DEX)
4 Stealth (DEX)
* 4 Survival (WIS)
Hit Points Determin.
73 6
Prof. Init. Moxie
4 2 5
Armor Class Speed
16
TL 2
6
Death Saves
Successes      
Failures      
Saves
1 Strength
1 Dexterity
2 Constitution
10 Intelligence
7 Wisdom
3 Charisma
Bulk
3 / 8
Proficiencies
  • Common Weapons
  • Engineering Kit
  • Explosives
  • Jaffa Weapons
  • Light Armor
  • Longarms
  • Research Kit
  • Sidearms
  • Translator
Attack Name To Hit Dmg Type Range (m) Cap Reload Special
Chemist Research Kit +9 1d8+5 A 5m - - Eureka
Combat Knife (TL 2) +4 1d4 P - - - Finesse
FN P90 (TL 2) +9 4d6 P 200m / 1800m 60 1 action Automatic, Burst (3), Extended Capacity, Laser/Reflex Sight
Unarmed Strike +4 1 B - - -
Zat'nik'tel (TL 3) +9 Special E 10m / 30m - - Recharge (1)
               
Base Kit Equipment
  • 2 Longarm Magazines (x1)
  • 2 Sidearm Magazines (x1)
  • 3 Uniforms (x1)
  • Climate Protection Clothing (x1)
  • Combat Knife (x1)
  • Combat Tent (x1)
  • Filtration/Radiation Mask (x1)
  • Flashlight (x1)
  • FN P90 (x1)
  • Med Kit, Personal (x1)
  • MREs (mission duration) (x1)
  • Multi-Tool (x1)
  • Personal Tactical Radio (x1)
  • Research Kit (x1)
  • Tactical Vest (x1)
  • Water Purifier Canteen (x1)
  • Zat'nik'tel (x1)
Loadout
  • Asgard Defensive Drone (x1)
  • Engineering Kit (x1)
  • Healing Device* (x1)
  • Specialized Tau'ri Computer / Tablet* (x1)
Notes
Features
  • [Racial Ability] Regeneration - Heal to full HP during long rest
  • [Racial Ability] Synergistic Symbiote - Gain advantage on mental saves
  • [Origin Feature] Life or Death Repairs - You gain advantage on engineering checks made when failure would deal damage or endanger your life (such as repairing an airlock before it fails or diffusing a bomb).
  • [Origin Feature] New Environments - You gain advantage on any Athletics Checks to navigate an unknown wilderness environment.
  • [Class Feature] 1st Discovery (A Moment's Thought) - Gain a Discovery feat
  • [Class Feature] 2nd Discovery (Hyper-Focus) - Gain a Discovery feat
  • [Class Feature] 3rd Discovery (Chemist) - Gain a Discovery feat
  • [Class Feature] Ability Score Improvement (4th Level Medic) (INT +2) - Increase your Intelligence or Wisdom by +2 or two ability scores of your choice by +1
  • [Class Feature] Ability Score Improvement (4th Level Scientist) (INT +2) - Increase your Intelligence or Wisdom by +2 or two ability scores of your choice by +1.
  • [Class Feature] Apt Analogy - Grant an ally a +TD bonus on a INT or WIS skill check once per short rest
  • [Class Feature] Casual Genius - Begin each mission with a number of Eureka points equal to half your Proficiency bonus (rounding down).
  • [Class Feature] Cross-Discipline Studies - 1/2 proficiency bonus to non-proficient INT, WIS, and CHA skills.
  • [Class Feature] Equipment Kit (Scientist) - Add Research Kit to base kit
  • [Class Feature] Eureka - Earn Eureka points on failed INT and WIS checks, which can be used to gain advantage on such checks
  • [Class Feature] For Science! - Spend a Eureka point to gain advantage on Charisma checks in addition to Intelligence and Wisdom checks.
  • [Class Feature] Great Mind - You are immune to the Charmed condition, and you gain advantage on any Insight checks to discern lies.
  • [Class Feature] Resilient Mind - When you suffer Intelligence, Wisdom, or Charisma damage, reduce the amount of damage suffered by 1 point (minimum 1).
  • [Feat] A Moment's Thought - Whenever you take a short or long rest you may spend a Eureka point to re-roll an Intelligence or Wisdom skill check to learn information that you failed since your last rest. 
  • [Feat] Ability Score Increase x2 (INT) - An ability score of your choice is increased by +1.
  • [Feat] Advanced Training: Soldier - You gain the Soldier’s Tactical Flexibility ability (see page 55).
  • [Feat] Attack Specialist (Longarms) - Roll 2x damage dice with chosen weapon
  • [Feat] Ballistics Expert - Use INT mod in place of DEX mod for ranged attack rolls
  • [Feat] Chemist - Gain a ranged acid attack, using your INT mod to hit instead of DEX. Range: 5m. Damage: 1d6 per Eureka point spent, increasing to 1d8 at level 5, 1d10 at level 11, and 1d12 at level 17.
  • [Feat] Hyper-Focus - You may spend one Eureka point to add the tension die to an INT or WIS check.
  • [Feat] Skill Proficiency x2 (Engineering) - Gain one skill proficiency
  • [Feat] Story Feat: +2 to CON saves to avoid exhaustion from hot environments
  • [Feat] Story Feat: Former Host - Can use technology requiring Naquadah in the bloodstream, and gain advantage on Insight Checks against characters with symbiotes.
  • [Feat] Story Feat: Hero of Parva - Once per mission, you have advantage in a Charisma check with a Tok'ra NPC.
  • [Feat] Story Feat: Heroes of Season 1 (CON) - An ability score of your choice is increased by +1. No ability score can be raised above 20.
  • [Feat] Story Feat: Phoenix’s Blessing - +1 to all saving throws
  • [Feat] Tool Proficiency (Engineering Kit) - Gain proficiency in a tool of your choice.
  • [Feat] Unusual Approach (INT, Intimidation) - Substitute INT, WIS, or CHA mod when making a specific INT, WIS, or CHA skill check
  • [Feat] Weapon Proficiency x2 (Longarms) - Gain weapon proficiency