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Season Three NPCs
The following characters appeared in the third season of Stargate,
but were not included in the Season Three sourcebook for space
considerations. All of them have appeared in at least two
previous sourceboooks. Their statistics are reposted below, along
with a page reference to their original appearance.
Apophis (Jolinar’s Memories)
(see Season One, page 84, System Lords, page 23, and Season
Two, page 122)
15th-level Pointman: Goa’uld Noble. CR 15. SZ M; w/vp 10/97; Init +8
(+6 class, +2 Dex); Spd 30 ft.; Def 18 (+6 class, +2 Dex); Atk: unarmed
+10 (dmg 1d3–1 subdual), kinetic blast +14 (dmg 2d6 and 2d6 subdual);
Face 1 square; Reach 1 square; SA None; SQ +4 to Bluff and Innuendo
threat ranges, assistance (H), cross-class ability (bonus combat feat
x2, damage reduction 1/–, uncanny dodge (Dex bonus)), dominated body,
generous, immunity to disease, inherited memory, lead 7/session, long
life, parasite, radiation resistance, serendipity 1/session, strategy
1/session, tactics 3/session (+2 bonus), versatility (Appraise,
Computers, Concentration, Cultures, Disguise, Gather Information,
Innuendo, Intimidate, Listen, Sense Motive, Spot); SV Fort +9, Ref +9,
Will +9; Str 8, Dex14, Con 10, Int 14, Wis 11, Cha 20; Skills: Appraise
+6, Bluff +21, Bureaucracy +17, Concentration +9, Computers +6, Cultures
+7, Diplomacy +21, Disguise +8, Gather Information +19, Innuendo +9,
Intimidate +17/+23, Knowledge (Replicators) +6, Knowledge (System Lords)
+16, Listen +10, Sense Motive +10, Spot +13, Xeno-Languages +10. Feats:
Advanced Skill Mastery (Persuasive), Armor Group Proficiency (Light,
Medium), Grand Skill Mastery (Persuasive), Great Fortitude, The Look,
Naquadah Sense, Persuasive, Political Favors, Political Clout, Weapon
Focus (Kara Kesh), Weapon Group Proficiency (Melee, Handgun, Rifle).
Gear: Kara kesh, sarcophagus (aboard ha’tak).

Bra’tac (Into the Fire)
(see Season One, page 85, and Season Two, page 122)
Low-Level
5th-level Guardian/1st-level Prime: Jaffa Serpent Guard. CR 6. SZ M;
w/vp 17/63; Init +4 (+3 class, +1 Dex); Spd 30 ft.; Def 15 (+4 class, +1
Dex); Atk: unarmed +8 (dmg 1d3+3 subdual), staff weapon +5 (dmg 6d6
normal, error 1-2, threat 18-20, range 75 ft., qualities and mods: AP,
AK); Face 1 square; Reach 1 square; SA None; SQ death squad +1, Enforcer
(Basic), prepared, radiation resistance, soak 1/session, unbreakable; SV
Fort +6, Ref +2, Will +7; Str 16, Dex 12, Con 15, Int 12, Wis 14, Cha
12; Skills: Balance +3, Bluff +3, Climb +4, Concentration +7, First Aid
+4, Hide +3, Intimidation +16/+14, Jump +5, Knowledge (Goa’uld) +4, Move
Silently +3, Pilot +5, Spot +6, Survival (Desert) +7. Feats: Armor Group
Proficiency (Light, Medium, Heavy), Enforcer, Iron Will, Speed Trigger,
Stone Cold, Symbiote (Long Life), Toughness, Weapon Focus (Staff
Weapon), Weapon Group Proficiency (Handgun, Hurled, Melee, Rifle,
Tactical). Gear: Staff weapon, Jaffa armor (chain).
Mid-Level
5th-level Guardian/4th-level Prime/3rd-level Grunt: Jaffa Serpent
Guard. CR 12. SZ M; w/vp 18/114; Init +7 (+6 class, +1 Dex); Spd 30 ft.;
Def 17 (+6 class, +1 Dex); Atk: unarmed +14 (dmg 1d3+3 subdual), staff
weapon +11 (dmg 6d6 normal, error 1-2, threat 18-20, range 75 ft.,
qualities and mods: AP, AK); Face 1 square; Reach 1 square; SA None; SQ
alpha-strike, death squad +1, Enforcer (Basic), overkill (+1d8,
1/session), prepared, radiation resistance, ring of death 1/session,
second prime, soak 2/session, unbreakable, uncanny dodge (Dex bonus); SV
Fort +13, Ref +5, Will +13; Str 16, Dex 12, Con 16, Int 12, Wis 15, Cha
12; Skills: Balance +5, Bluff +4, Climb +5, Concentration +10, First Aid
+6, Hide +5, Intimidation +24/+22, Jump +8, Knowledge (Goa’uld) +5,
Listen +6, Move Silently +3, Pilot +7, Profession (Jaffa Military) +4,
Spot +7, Survival (Desert) +12. Feats: Armor Group Proficiency (Light,
Medium, Heavy), Endurance, Enforcer, Iron Will, Martial Arts, Speed
Trigger, Staff Basics, Stone Cold, Symbiote (Long Life), Toughness,
Weapon Focus (Staff Weapon), Weapon Group Proficiency (Handgun, Hurled,
Melee, Rifle, Tactical). Gear: Staff weapon, Jaffa armor (chain).
High-Level
5th-level Guardian/6th-level Prime/5th-level Grunt: Jaffa Serpent
Guard. CR 16. SZ M; w/vp 19/159; Init +10 (+9 class, +1 Dex); Spd 30
ft.; Def 20 (+9 class, +1 Dex); Atk: unarmed +17 (dmg 1d3+3 subdual),
staff weapon +14 (dmg 6d6 normal, error 1-2, threat 18-20, range 75 ft.,
qualities and mods: AP, AK); Face 1 square; Reach 1 square; SA None; SQ
alpha-strike, death squad +1, Enforcer (Basic), fire team, forced march,
prepared, overkill (+1d8, 2/session), radiation resistance, ring of
death1/session, second prime, soak 2/session, true warrior, unbreakable,
uncanny dodge (Dex bonus), voice of the masters); SV Fort +15, Ref +6,
Will +15; Str 16, Dex 12, Con 17, Int 12, Wis 15, Cha 12; Skills:
Balance +6, Bluff +4, Climb +6, Concentration +14, First Aid +9, Hide
+6, Intimidation +35/+33, Jump +10, Knowledge (Goa’uld) +5, Listen +9,
Move Silently +3, Pilot +8, Profession (Jaffa Military) +6, Spot +9,
Survival (Desert) +15. Feats: Armor Group Proficiency (Light, Medium,
Heavy), Endurance, Enforcer, Iron Will, Martial Arts, Speed Trigger,
Staff Basics, Staff Mastery, Stone Cold, Symbiote (Long Life),
Toughness, Weapon Focus (Staff Weapon), Weapon Group Proficiency
(Handgun, Hurled, Melee, Rifle, Tactical). Gear: Staff weapon, Jaffa
armor (chain).

Hathor (Into the Fire)
(see Season One, page 102, and System Lords, page 49)
15th-level Pointman/2nd-level Scientist: Goa’uld Queen. CR 17. SZ M;
w/vp 14/138; Init +9 (+7 class, +2 Dex); Spd 30 ft.; Def 20 (+8 class,
+2 Dex); Atk: unarmed +13 (dmg 1d3+1 subdual), kinetic blast +12 (dmg
2d6+2 and 2d6+2 subdual); Face 1 square; Reach 1 square; SA None; SQ +4
threat range to Bluff & Sense Motive (1/4), class abilities (accelerated
healing, all around the world, damage reduction 1/—, sneak attack +1d6),
dominated body, generous, immunity to disease, inherited memory, lead
7/session, learned, long life, parasite, radiation resistance, PhD.
(Knowledge (Biochemistry)), serendipity, strategy 1/session, tactics
3/session (+3 bonus), versatility (Cultures, Gather Information,
Innuendo, Intimidate, Languages, Listen, Perform, Search, Spot,
Xeno-Cultures, Xeno-Languages); SV Fort +9, Ref +9, Will +14; Str 12,
Dex15, Con 14, Int 16, Wis 15, Cha 20; Skills: Appraise +5, Bluff +17,
Bureaucracy +8, Computers +5, Concentration +6, Cultures +16, Diplomacy
+28, Electronics +4, First Aid +10, Gather Information +17, Innuendo
+19, Intimidate +17/+21, Knowledge (Biochemistry) +17, Knowledge
(Pheromones) +19, Languages +11, Listen +9, Perform (Dancing) +17,
Search +8, Sense Motive +18, Spot +9, Xeno-Cultures +18, Xeno-Languages
+14. Feats: Advanced Skill Mastery (Persuasive), Armor Group Proficiency
(Light, Medium), Grand Skill Mastery (Persuasive), Great Fortitude, The
Look, Naquadah Sense, Persuasive, Political Favors, Political Clout,
Weapon Focus (Kara Kesh), Weapon Group Proficiency (Melee, Handgun,
Rifle). Gear: Kara kesh, nish’ta.

Klorel (Pretense)
(see Season One, page 106, and Season Two, page 124)
5th-level Wheelman/3rd-level Ace: Goa’uld Warmaster. CR 8. SZ M; w/vp
15/77; Init +7 (+5 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2
Dex); Atk: unarmed +9 (dmg 1d3+3 subdual), kinetic blast +10 (dmg 2d6+2
and 2d6+2 subdual); Face 1 square; Reach 1 square; SA None; SQ +2 to
damage, battle born, custom ride (6 GPs), daredevil, dominated body,
familiarity +1, fancy flying (hardness), immunity to disease, inherited
memory, kick start 1/session, long life, lucky, parasite, radiation
resistance, taking wing (Aviator, Advanced); SV Fort +4, Ref +11, Will
+4; Str 13, Dex14, Con 15, Int 13, Wis 13, Cha 11; Skills: Balance +6,
Boating +5, Demolitions +4, Disguise +2, Driver +8, Electronics +3,
Handle Animal +4, Intimidate +7/+6, Jump +3, Knowledge (Aircraft) +6,
Mechanics +8, Pilot +16, Profession (Fighter Pilot) +8, Spot +15,
Surveillance +3, Survival (Desert) +7. Feats: Advanced Skill Mastery
(Aviator), Armor Group Proficiency (Light, Medium), Aviator, Combat
Instincts, Firm Hand, Lightning Reflexes, Naquadah Sense, Offensive
Driving, Oversteer, Surge of Speed, Weapon Group Proficiency (Melee,
Handgun, Rifle, Tactical), Wind Rider. Gear: Kara kesh, regal clothing.

Makepeace, Colonel Robert (Into the Fire)
(see Season One, page 89, and Season Two, page 124)
Low-Level
3rd-level Soldier: Marine Officer (Lt. Colonel). CR 3. SZ M; w/vp
15/35; Init +5 (+3 class, +1 Dex, +1 specialty); Spd 30 ft.; Def 12 (+1
class, +1 Dex); Atk: unarmed +5 (dmg 1d3+2 subdual), H&K MP5A3 +3 (dmg
1d10+1 normal, error 1-2, threat 20, range 30 ft., qualities and mods:
CP, CS, DP); Face 1 square; Reach 1 square; SA None; SQ accurate, damage
reduction 1/–; SV Fort +4, Ref +2, Will +3; Str 15, Dex 13, Con 14, Int
10, Wis 10, Cha 12; Skills: Climb +4, Demolitions +6, Intimidate +6/+5,
Jump +4, Profession (Military) +2, Spot +3, Survival (Desert) +2, Tumble
+2. Feats: Armor Group Proficiency (Light, Medium, Heavy), Explosives
Basics, Perfect Stance, Point Blank Shot, Precise Shot, Promotion,
Weapon Group Proficiency (Handgun, Hurled, Melee, Rifle, Tactical).
Gear: SG team bundle, other bundles as needed (by mission).
Mid-Level
7th-level Soldier: Marine Officer (Colonel). CR 7. SZ M; w/vp 17/67;
Init +9 (+6 class, +1 Dex, +2 specialty); Spd 30 ft.; Def 14 (+3 class,
+1 Dex); Atk: unarmed +9 (dmg 1d3+2 subdual), H&K MP5A3 +7 (dmg 1d10+1
normal, error 1-2, threat 20, range 30 ft., qualities and mods: CP, CS,
DP); Face 1 square; Reach 1 square; SA None; SQ accurate, armor use +1,
damage reduction 1/–, weapon specialization (grenades); SV Fort +6, Ref
+3, Will +5; Str 15, Dex 13, Con 15, Int 10, Wis 10, Cha 12; Skills:
Balance +5, Bureaucracy +1, Climb +5, Demolitions +7, Intimidate +7/+6,
Jump +4, Profession (Military) +3, Spot +5, Survival (Desert) +6, Tumble
+2. Feats: Armor Group Proficiency (Light, Medium, Heavy), Coolness
Under Fire, Double Tap, Explosives Basics, Lay Down Fire, Perfect
Stance, Point Blank Shot, Precise Shot, Promotion, Weapon Group
Proficiency (Handgun, Hurled, Melee, Rifle, Tactical). Gear: SG team
bundle, other bundles as needed (by mission).
High-Level
12th-level Soldier: Marine Officer (Colonel). CR 12. SZ M; w/vp
20/123; Init +16 (+10 class, +2 Dex, +4 specialty); Spd 30 ft.; Def 17
(+5 class, +2 Dex); Atk: unarmed +14 (dmg 1d3+2 subdual), H&K MP5A3 +13
(dmg 1d10+1 normal, error 1-2, threat 20, range 30 ft., qualities and
mods: CP, CS, DP); Face 1 square; Reach 1 square; SA None; SQ accurate,
armor use +2, damage reduction 2/–, portable cover (H cover), weapon
specialization (grenades, pistols, SMGs); SV Fort +10, Ref +9, Will +9;
Str 15, Dex 14 Con 16, Int 10, Wis 10, Cha 12; Skills: Balance +6,
Bureaucracy +3, Climb +6, Concentration +5, Demolitions +9, Intimidate
+9/+8, Jump +6, Profession (Military) +5, Spot +7, Survival (Desert) +7,
Tumble +5. Feats: Armor Group Proficiency (Light, Medium, Heavy),
Blind-Fight, Career Operative, Coolness Under Fire, Double Tap,
Explosives Basics, Lay Down Fire, Lightning Reflexes, Perfect Stance,
Point Blank Shot, Promotion, Speed Trigger, Weapon Focus (FN P90),
Weapon Group Proficiency (Handgun, Hurled, Melee, Rifle, Tactical).
Gear: SG team bundle, other bundles as needed (by mission).

Maybourne, Colonel Harry (Foothold)
(see Season One, page 91, and Season Two, page 125)
Low-Level
5th-level Pointman: NID Officer (Colonel). CR 5. SZ M; w/vp 12/46;
Init +2 (+2 class); Spd 30 ft.; Def 14 (+2 class, +2 specialty); Atk:
unarmed +3 (dmg 1d3 subdual); Face 1 square; Reach 1 square; SA None; SQ
assistance (H), generous, lead, 2/session, tactics 1/session,
versatility (Computers, Cryptography, Electronics, Forgery, Gather
Information, Hide, Listen, Search, Surveillance); SV Fort +4, Ref +3,
Will +6; Str 10, Dex 11, Con 12, Int 13, Wis 13, Cha 13; Skills: Bluff
+5, Bureaucracy +6, Computers +5, Cryptography +4, Diplomacy +4,
Electronics +4, First Aid +3, Forgery +3, Gather Information +8, Hide
+2, Listen +3, Move Silently +1, Profession (Spycraft) +3, Search +5,
Sense Motive +3, Surveillance +8, Survival (Urban) +2. Feats: Armor
Group Proficiency (Light, Medium), Flawless Identity, Political Favors,
Traceless, Weapon Group Proficiency (Handgun, Melee, Rifle). Gear: None.
Mid-Level
6th-level Pointman/4th-level Field Analyst: NID Officer (Colonel). CR
10. SZ M; w/vp 12/84; Init +4 (+4 class); Spd 30 ft.; Def 18 (+5 class,
+3 specialty); Atk: unarmed +7 (dmg 1d3 subdual); Face 1 square; Reach 1
square; SA None; SQ assistance (H), cross-class ability (bonus combat
feat), evidence analyst (Analyst, Advanced), eye for detail, favor for a
favor 1/session, generous, lead 2/session, leap of logic 1/session,
shutterbug, tactics 1/session, versatility (Computers, Cryptography,
Electronics, Forgery, Gather Information, Hide, Listen, Search,
Surveillance, 1 skill); SV Fort +5, Ref +7, Will +7; Str 10, Dex 11, Con
12, Int 13, Wis 13, Cha 14; Skills: Bluff +8, Bureaucracy +10, Computers
+10, Cryptography +5, Cultures +3, Diplomacy +7, Driver +2, Electronics
+4, First Aid +3, Forgery +3, Gather Information +14, Hide +2, Knowledge
(Stargate Program) +5, Languages +3, Listen +6, Move Silently +1,
Profession (Spycraft) +5, Search +12, Sense Motive +4, Spot +5,
Surveillance +12, Survival (Urban) +3. Feats: Advanced Skill Mastery
(Analyst), Alertness, Analyst, Armor Group Proficiency (Light, Medium),
Flawless Identity, Mark, Point Blank Shot, Political Favors, Traceless,
Weapon Group Proficiency (Handgun, Melee, Rifle). Gear: Surveyor bundle.
High-Level
9th-level Pointman/6th-level Field Analyst: NID Officer (Colonel). CR
15. SZ M; w/vp 12/124; Init +6 (+6 class); Spd 30 ft.; Def 23 (+9 class,
+4 specialty); Atk: unarmed +10 (dmg 1d3 subdual); Face 1 square; Reach
1 square; SA None; SQ assistance (H), cross-class ability (bonus combat
feat, research (Advanced Skill Mastery (Alertness))), evidence analyst
(Analyst, Advanced, Grand), eye for detail, favor for a favor 1/session,
generous, lead 4/session, leap of logic 1/session, shutterbug, tactics
2/
session (+2 bonus), versatility (Computers, Cryptography,
Electronics, Forgery, Gather Information, Hide, Listen, Search,
Surveillance, Survival (Urban), 1 skill); SV Fort +7, Ref +9, Will +9;
Str 10, Dex 11, Con 12, Int 14, Wis 13, Cha 14; Skills: Bluff +11,
Bureaucracy +12, Computers +16 Cryptography +7, Cultures +6, Diplomacy
+9, Driver +2, Electronics +6, First Aid +4, Forgery +4, Gather
Information +17, Hide +5, Knowledge (Stargate Program) +10, Languages
+6, Listen +10, Move Silently +1, Profession (Spycraft) +9, Search +15,
Sense Motive +6, Spot +7, Surveillance +16, Survival (Urban) +6. Feats:
Advanced Skill Mastery (Alertness, Analyst), Alertness, Analyst, Armor
Group Proficiency (Light, Medium), Extra Supplies, Extra Support,
Flawless Identity, Grand Skill Mastery (Analyst), Mark, Point Blank
Shot, Political Favors, Traceless, Weapon Group Proficiency (Handgun,
Melee, Rifle), World Traveler. Gear: Surveyor bundle.

“Raully, Dr. Sarah;” aka Mingala/Thina (Into the Fire)
(see System Lords, page 55, and Season Two, page 126)
Low-Level
5th-level Scientist: Tok’ra Undercover Agent. CR 5. SZ M; w/vp 10/24;
Init +2 (+2 class); Spd 30 ft.; Def 14 (+4 class); Atk: unarmed +2 (dmg
1d3 subdual), kinetic blast +2 (dmg 2d6 and 2d6 subdual); Face 1 square;
Reach 1 square; SA None; SQ improvise +3, immunity to disease, inherited
memory, learned, long life, professor, PhD (Knowledge (Chemistry)),
radiation resistance, research (Bluff/Gather Information), shared body,
symbiotic blending; SV Fort +1, Ref +1, Will +5; Str 11, Dex 11, Con 10,
Int 16, Wis 13, Cha 12; Skills: Bluff +11, Bureaucracy +5, Computers
+10, Concentration +8, Cryptography +11, Diplomacy +9, Gather
Information +10, Innuendo+8, Knowledge (Chemistry) +17, Search +7, Sense
Motive +10, Spot +8, Surveillance +9. Feats: Armor Group Proficiency
(Light, Medium), Field Operative, Flawless Identity, Mathematical
Genius, Naquadah Sense, Scholarly, Traceless, Weapon Group Proficiency
(Handgun, Melee). Gear: Kara kesh.
Mid-Level
8th-level Scientist/1st-level Field Analyst: Tok’ra Undercover Agent.
CR 9. SZ M; w/vp 10/49; Init +3 (+3 class); Spd 30 ft.; Def 17 (+7
class); Atk: unarmed +4 (dmg 1d3 subdual), kinetic blast +4 (dmg 2d6 and
2d6 subdual); Face 1 square; Reach 1 square; SA None; SQ brilliant +1,
evidence analysis (analyst), eye for detail, improvise +4, immunity to
disease, inherited memory, learned, long life, professor, PhD
(Chemistry), radiation resistance, research (Bluff/Bureaucracy/Gather
Information/Innuendo), shared body, symbiotic blending; SV Fort +2, Ref
+4, Will +7; Str 11, Dex 11, Con 10, Int 17, Wis 14, Cha 12; Skills:
Bluff +16, Bureaucracy +9, Computers +13, Concentration +14,
Cryptography +11, Diplomacy +10, Gather Information +15, Innuendo +10,
Knowledge (Chemistry) +17, Listen +5, Search +17, Sense Motive +14, Spot
+14, Surveillance +18. Feats: Advanced Technology, Alertness, Analyst,
Armor Group Proficiency (Light, Medium), Field Operative, Flawless
Identity, Naquadah Sense, Scholarly, Traceless, Weapon Group Proficiency
(Handgun, Melee, Rifle). Gear: Kara kesh.
High-Level
12th-level Scientist/5th-level Field Analyst: Tok’ra Undercover
Agent. CR 17. SZ M; w/vp 10/93; Init +7 (+7 class); Spd 30 ft.; Def 24
(+14 class); Atk: unarmed +9 (dmg 1d3 subdual), kinetic blast +9 (dmg
2d6 and 2d6 subdual); Face 1 square; Reach 1 square; SA None; SQ
brilliant +3, evidence analysis (Analyst, Advanced, Grand), eye for
detail, favor for a favor 1/session, improvise +6, immunity to disease,
inherited memory, know it all 1/mission, leap of logic 1/session,
learned, long life, professor, PhD (Knowledge (Chemistry, Genetics)),
radiation resistance, research (Bluff/Bureaucracy/Gather
Information/Innuendo), shared body, shutterbug, symbiotic blending; SV
Fort +5, Ref +8, Will +11; Str 11, Dex 11, Con 10, Int 19, Wis 14, Cha
14; Skills: Bluff +22, Bureaucracy +17, Computers +24, Concentration
+18, Cryptography +19, Diplomacy +17, Gather Information +25,
Innuendo+16, Intimidate +9/+11, Knowledge (Chemistry) +33, Knowledge
(Genetics) +32, Listen +5, Search +25, Sense Motive +17, Spot +16,
Surveillance +20, Xeno-Languages +10. Feats: : Advanced Skill Mastery
(Analyst), Advanced Technology, Alertness, Armor Group Proficiency
(Light, Medium), Field Operative, Flawless Identity, Grand Skill Mastery
(Analyst, Persuasive), Naquadah Sense, Persuasive, Scholarly, Traceless,
Weapon Group Proficiency (Handgun, Melee, Rifle).
Gear: Kara kesh.

Sokar (Jolinar’s Memories)
(see System Lords, page 113, and Season Two, page 127)
13th-level Pointman/5th-level Tyrant: Goa’uld Noble. CR 18. SZ M;
w/vp 15/117; Init +9 (+7 class, +2 Dex); Spd 30 ft.; Def 20 (+8 class,
+2 Dex); Atk: kinetic blast +13 (dmg 2d6 and 2d6 subdual); Face 1
square; Reach 1 square; SA None; SQ +4 threat range to Bluff and
Innuendo, absolute power…, assistance (H time), …corrupts absolutely,
cross-class ability (accelerated healing, bonus combat feat x1, sneak
attack +1d6), dominated body, generous, imminent domain, immunity to
disease, inherited memory, lead 6/session, long life, parasite,
radiation resistance, reign of fear, serendipity 1/session, tactics
3/session (+2 bonus), tyrant’s offer, vast allure +2, versatility
(Appraise, Concentration, Gather Information, Intimidate, Listen, Pilot,
Search, Spot, Survival, Xeno-Cultures), ‘War, by other means’; SV Fort
+9, Ref +11, Will +15; Str 12, Dex15, Con 15, Int 16, Wis 17, Cha 20;
Skills: Appraise +15, Bluff +21, Bureaucracy +19, Concentration +17,
Diplomacy +21, Gather Information +19, Intimidate +20/+24, Knowledge
(System Lords) +19, Listen +14, Pilot +10, Search +17, Sense Motive +21,
Spot +16, Surveillance +13, Survival +14, Xeno-Cultures +16. Feats:
Advanced Skill Mastery (Persuasive), Armor Proficiency (Light, Medium),
Glint of Madness, Kara Kesh Basics, Naquadah Sense, Persuasive,
Political Clout, Political Favors, Rapid Healing, Stone Cold, Weapon
Group Proficiency (Handgun, Hurled, Melee, Rifle). Gear: Kara kesh,
regal clothing.

Trofsky; aka “Major General Trofsky” (Into the Fire)
(see System Lords, page 53, and Season Two, page 127)
Low-Level
4th-level Soldier: Jaffa Horus Guard. CR 4. SZ M; w/vp 12/40; Init +6
(+2 class, +2 Dex, +2 species); Spd 30 ft.; Def 14 (+2 Dex, +2 Jaffa
armor); Atk: unarmed +6 (dmg 1d3 subdual), staff weapon +4 (dmg 6d6
normal, error 1-2, threat 18-20, range 75 ft., qualities and mods: AP,
AK); Face 1 square; Reach 1 square; SA None; SQ accurate, armor use +1,
damage reduction 1/–, radiation resistance; SV Fort +3, Ref +3, Will +5;
Str 14, Dex14, Con 12, Int 10, Wis 13, Cha 13; Skills: Balance +5,
Concentration +5, Diplomacy +2, Intimidate +6/+5, Jump +5, Listen +2,
Spot +4, Survival (Desert) +4, Xeno-Languages +2. Feats: Armor Group
Proficiency (Light, Medium, Heavy), Blind-Fight, By the Book, Symbiote
(Immunity to Disease, Long Life), Weapon Focus (Dagger), Weapon Group
Proficiency (Hurled, Melee, Handgun, Rifle, Tactical). Gear: Jaffa
armor, staff weapon.
Mid-Level
6th-level Soldier/1st-level Prime: Jaffa Horus Guard. CR 7. SZ M;
w/vp 12/60; Init +10 (+6 class, +2 Dex, +2 species); Spd 30 ft.; Def 14
(+2 Dex, +2 Jaffa armor); Atk: unarmed +8 (dmg 1d3+2 subdual), staff
weapon +8 (dmg 6d6 normal, error 1-2, threat 18-20, range 75 ft.,
qualities and mods: AP, AK); Face 1 square; Reach 1 square; SA None; SQ
accurate, armor use +1, damage reduction 1/-, death squad +1, prepared,
radiation resistance, weapon specialty (dagger); SV Fort +6, Ref +5,
Will +7; Str 14, Dex14, Con 12, Int 10, Wis 13, Cha 13; Skills: Balance
+6, Concentration +6, Diplomacy +4, Intimidate +7/+8, Jump +6, Listen
+6, Spot +6, Survival (Desert) +5, Xeno-Languages +2. Feats: Armor Group
Proficiency (Light, Medium, Heavy), Blind-Fight, By the Book, Far Shot,
Point Blank Shot, Symbiote (Immunity to Disease, Long Life), Weapon
Focus (Dagger), Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle,
Tactical). Gear: Jaffa armor, staff weapon.
High-Level
8th-level Soldier/3rd-level Prime: Jaffa Horus Guard. CR 11. SZ M;
w/vp 12/90; Init +13 (+8 class, +2 Dex, +3 species); Spd 30 ft.; Def 15
(+2 Dex, +3 Jaffa armor); Atk: unarmed +12 (dmg 1d6+6 normal, threat
20), staff weapon +10 (dmg 6d6 normal, error 1-2, threat 18-20, range 75
ft., qualities and mods: AP, AK); Face 1 square; Reach 1 square; SA
None; SQ accurate, armor use +2, damage reduction 1/-, death squad +1,
prepared, radiation resistance, ring of defense 1/session, Second Prime,
soak 1/session, weapon specialty (dagger); SV Fort +8, Ref +6, Will +9;
Str 15, Dex14, Con 12, Int 10, Wis 13, Cha 13; Skills: Balance +8,
Concentration +9, Diplomacy +7, Intimidate +11/+10, Jump +8, Listen +8,
Spot +8, Survival (Desert) +7. Feats: Armor Group Proficiency (Light,
Medium, Heavy), Blind Fight, By the Book, Extreme Range, Far Shot, Lay
Down Fire, Point Blank Shot, Symbiote (Immunity to Disease, Long Life),
Weapon Focus (Dagger), Weapon Group Proficiency (Hurled, Melee, Handgun,
Rifle, Tactical). Gear: Jaffa armor, staff weapon.

Warner, Dr. William (Legacy)
(see Season One, page 121, and Season Two, page 127)
3rd-level Scientist: Air Force Officer (Major). CR 3. SZ M; w/vp
14/24; Init +2 (+1 class, +1 Dex); Spd 30 ft.; Def 14 (+3 class, +1
Dex); Atk: unarmed +1 (dmg 1d3 subdual); Face 1 square; Reach 1 square;
SA None; SQ improvise +2, learned, professor, PhD (Knowledge
(Medicine)); SV Fort +3, Ref +2, Will +5; Str 11, Dex12, Con 14, Int 17,
Wis 13, Cha 12; Skills: Bureaucracy +5, Computers +9, Concentration +9,
Cultures +6, Diplomacy +4, Driver +5, Electronics +8, First Aid +9,
Knowledge (Goa’uld) +11, Knowledge (Medicine) +11, Languages +6,
Mechanics +7, Pilot +3, Profession (doctor) +7, Profession (Military)
+3, Search +6, Sense Motive +4. Feats: Armor Group Proficiency (Light),
False Start (Knowledge (Medicine)), Fortunate, Scholarly, Weapon
Proficiency (Melee, Handgun), World Traveler. Gear: SG medical bundle
(off-world missions only).
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