A'charka

From The Z-Team Wiki
Jump to navigation Jump to search
Stargate: Phoenix
StargatePhoenixLogo-sm-white.jpg
Dungeon Master
Tim
Level/Mission Points Earned
34 Mission Points
Exploration Team
A'charka
Lt. Bong Ha, USAF
Lt. Dawn Martinez, USAF Reserve
Pak'Nal
Ku'Vig
Hermogenes of Argos
Extras
House Rules


Background

Character Sheet

Str 12 +1
Dex 9 -1
Con 12 +1
Int 16 +3
Wis 16 +3
Cha 12 +1

Proficiency: +3
Hit Points 47
Determination Points 5
Armor Class 15 / Speed: 6m (land & Swim)
Initiative (Wis/Dex) +3
Moxie (Int/Cha) +3
Mission Points - 6 of 31.
Level - 5

Proficiencies

  • Armor: Light
  • Weapons: Common Weapons, Sidearms
  • Tools: Explosion, Research kit, Translator, Medical Kit
  • Saving Throw: Wisdom & Intelligence

Skill Proficiencies

  • Culture (Wis)
  • Investigation (Int)
  • Nature (Int)
  • Science (Int)
  • Perception (Wis)
  • Survival (Wis)
  • Deception (Chr)


Unas
Impressive Resilience - When I am the target of an attack, as a reaction gain resistance to damage, and cannot fall below 1 HP for a number of rounds equal to a TD roll, may only be used once per Long Rest
Underestimated - Non-Unas have a tenancy to assume you understand less than you do. I have advantage on any check to conceal the truth, or otherwise lie to a non-Unas
Claws - Unas always have claws that act as a 1d6 melee weapon
Background
Student - Once per session, make a Intelligence Save in place of another save.
Oceanic - +1 Wis. You gain a 6m swim speed (Included)
Scientist
Eureka: When I fail an Intelligence or Wisdom check during a mission, I gain 1 Eureka point.I can have a maximum number of Eureka points equal to the higher of my Intelligence or Wisdom bonus (3). I may use Eureka points to gain advantage on an Intelligence or Wisdom check
Apt Analogy: Can employ an easy to understand analogy to help others work through complex or esoteric problems. Once per short rest I may give a friendly character a +TD bonus on an Intelligence or Wisdom check
Great Minds: I am difficult to deceive and confuse. I am immune to the Charmed condition, and gain advantage on Insight checks to discern lies.
Cross Discipline Studies: Get 1/2 Proficiency Bonus Rounded Down to any Int, Wis, or Cha skills I do not get my full bonus to.
Resilient Mind: When I suffer Intelligence, Wisdom, or Charisma damage, reduce that damage by 1 (minimum 1)
Casual Genius: I start with a number of Eureka Points equal to half proficiency Rounded Down.
FOR SCIENCE: May spend Eureka Points to gain advantage on Charisma Checks
Attack Specialist (Sidearm): Double base damage dice on Sidearm attacks.


Discovery /Feats
Archaeology: As an action I can spend a Eureka point to automatically locate any secret chambers, or otherwise hidden rooms within a structure no larger than 20m x Proficiency bonus (40m). This does not indicate how many secret areas may be accessed within the area. In addition, I gain advantage on any Perception check to find hidden elements of architecture such as Secret Levers, Trap Triggers, or Hidden Doors.
Hyper Focus: May Spend a Eureka Point to add a tension die to an Int or Wis roll I am making. I must decide to do so before making the roll.
Physicist: I may spend a Eureka Point to increase the range of an attack by +50%
Astronomer: I may spend Eureka Points to reduce the amount of time it takes to activate an astronomical device (including Stargates) by 1 round per point spent

General /Feats
Tool Proficiency [FREE]: Make the Medical Kit a Tool Proficiency

Equipment

Pan Flutes of Puck

Languages

  • English
  • Unas
  • Goa'uld
  • Asgard

Mission Logs