Str 10, Dex 12, Con 11, Int 22, Wis 15, Cha 15
Vitality/Wounds: 100/11
Defense: 27 (+15 class, +2 Dexterity; touch 27, flat-footed 25) [incorporeal or energy (DR 30/--)]
Initiative: +10 (+8 class, +2 Dexterity)
Speed: 30 ft, fly 50 ft (perfect)
Fort +8, Ref +6, Will +13
Special Qualities: 10-second solution 1/session, brilliant +4, improvise +9, know it all 1/mission, learned, PhD (Languages, Xeno-Languages), professor, research (inspiration 1/session, Xeno-Cultures/Xeno-Languages), beyond mortality, energy form, incorporeal form, awe (DC 30), control stargate, deflect energy.
Skills: Appraise +16, Bureaucracy +8, Computers +14, Concentration +16 (threat 18-20), Cryptography +13, Cultures +20, Diplomacy +11, Driver +4, Electronics +13, First Aid +8, Forgery +9, Knowledge (Abydos) +13 (threat 18-20), Knowledge (Archeology) +26 (threat 18-20), Knowledge Ancients) +25 (threat 18-20), Knowledge (Goa'uld) +17 (threat 18-20), Knowledge (History) +22 (threat 18-20), Knowledge (Philosophy) +19 (threat 18-20), Languages +31, Listen +10, Mechanics +16, Profession (Archaeologist) +9, Search +19, Spot +10, Survival +10, Swim +5, Xeno-Cultures +23, Xeno-Languages +25.
Feats: Advanced Skill Mastery (Scholarly), Armor Group Proficiency (Light), Control Stargate, Grease Monkey, Great Fortitude, Mathematical Genius, Scholarly, Stargate Explorer, Weapon Focus (FN P90), Weapon Group Proficiency (Handgun, Melee, Rifles), World Traveler, Xeno-Studies.
ATTACKS
BAB: +9/+4
Unarmed: +9/4 1d3 (subdual)
Energy Blast: +10/+5 ranged touch; Fort save (DC 32) or be destroyed (is reduced to -25 Wounds)
Gear: None.
Beyond Mortality: The Ascended loses player character status. He is under the control of the GM and is considered an NPC for as long as he remains Ascended.
Energy Form: The Ascended has the ability to become a being of pure energy — his “true” form — at will. While in energy form, the Ascended suffers no damage from weapons which require power cells for ammunition, and gains damage reduction 30/— against all other sources of damage except those inflicted from attacks by other Ascended beings. Ascended characters in energy form are invulnerable to all environmental effects (including poison) and may fly at a speed of 50 feet. While in energy form the Ascended may grasp objects and manipulate tools, but may not fire weapons or inflict damage of any kind, save for the use of other Ascended features as detailed below.
Incorporeal Form: When not in energy form, the Ascended is considered incorporeal; he cannot be seen by any non-Ascended character, and is invulnerable to all forms of harm. He may choose to become visible if he wishes at any time, and may select which characters he is visible to (i.e., he may appear to one character, but remain invisible to another character standing right next to him). The Ascended may interact verbally with anyone he chooses while in this state — even unconscious characters — though he is severely limited by the laws of his kind. He may take no other direct action in this form: he may not fire weapons or inflict damage of any kind (save for the use of other Ascended features as detailed below) and all skill checks involving physical interaction of any kind automatically fail.
Awe: The Ascended gains the ability to overwhelm lesser beings with his very presence. Any non-Ascended character who has line of sight to an Ascended character in energy form must make a Will save (DC 10 + the Ascended’s total character level + the Ascended’s Constitution bonus) or be considered helpless for 2d4 rounds. If the character is struck by an attack during this period, he is no longer considered helpless. Activating this ability is considered a free action.
Control Stargate: The Ascended gains the Control Stargate feat, if he did not already possess it. All prerequisites for this feat are waived.
Deflect Energy: The Ascended may extend his or her essence into the path of any ranged weapon that uses a power cell to provide ammunition. Doing so requires a Ref save with a DC equal to the attack check. If successful, the effects of the attack are negated. The Ascended may use this ability to deflect an attack targeting the Ascended itself, or any character within 50 ft. Use of this ability is considered a free action.
Furthermore, as a full round action, the Ascended may unleash a blast of "cosmic" energy. This is a ranged touch attack, and the Ascended may not take an aim or brace action for this attack; further, the Ascended may not perform the autofire, burst attack, cover fire, or suppressive fire actions, but may take a strafe attack action. Targets and objects struck must make a Fortitude save (DC 10 + Ascended's total character level + Charisma modifier), or be destroyed (reduced to -25 wounds) and the Ascended need not spend an action die to activate a threat on the attack check. (This is the closest thing to his energy strike I could make.)
Daniel Jackson passed away ("Meridian"; Season 5, Episode 21) due to radiation poisoning preventing the deaths of many people on the world Langara. Upon his death, he is offered a chance to ascend to a higher plane of existence, and accepts. For a time, he travels the Universe in energy form, as one of the Ascended, until the actions of Anubis cause him to break the rules of the Ancients, and he is returned to life, sans memories ("Full Circle"; Season 6, Episode 22). While an Ascended, Daniel had great powers, and wide-spanning knowledge. He could not be affected by virtually anything from our world, but nor could he do much to ours, by order of the Ancients.

The above information was assisted by Rob Vaux several years ago. Later, I found this on another site (http://www.alderac.com/forum/viewtopic.php?t=21181). I haven't used it here, but it may very well see use some day in the future, and it might seem that I did, but mine is from elsewhere.
The Ancients
The Ancients were a race of “humanity” who evolved into, and out of, human form millennia before life as we know it on Earth began. A rare few of them exist today, and are beings of immense knowledge and power. Even though the Ancients themselves, for all practical purposes, no longer exist, their legacy is all around us, in the Stargates and other pieces of Ancient technology left behind by their once-great empire.
Note: “Ascended” versus “Non-Ascended”
Most (99%) of all Ancients encountered in the modern times will be Ascended. A rare few, however, never Ascended in the first place. Ascended Ancients will use the “Ascended” template.
Ancient (Species)
Shared Species traits
+4 Constitution, +8 Intelligence and Wisdom. The Ancients are supernaturally healthy, and they define “way smarter then us.”
Rapid Healing: An Ancient’s body repairs damage at an alarming rate. They gain 1 vitality every minute of rest, and one wound point every hour. They are also immune to the effects of any disease which does not specifically affect them, though they may still carry certain virulent diseases (those with a save DC over 20.) Lastly, their rapid healing grants them a form of hibernation in certain extreme environments. . . an Ancient can survive frozen in ice indefinately, though their mind may suffer deleterious effects from extended hibernation.
Long Life: Ancients age extremely slowly. Their age is treated as 1/10th it’s value for purposes of determining age. Example: A ten year old Ancient is biologically 1 year old, a 100 year old Ancient is ten years old, and a 1000 year old Ancient is only 100 years old. Hibernation can drastically extend this lifespan.
Ancient Knowledge: An Ancient may always take 10 or 20 on any check involving using, building, or repairing Ancient technology.
Species Feats: Ancients may select Ancient-only feats from the Species feat tree as their level-based feats. In addition, whenever an Ancient selects an Ancient-only level-based feat, they gain a bonus Ancient-only feat free (they must meet the requirments of the feat before selecting it.)
Ascended
“Ascended” is a template that can be added to any corporeal sentient being, hereafter referred to as the “base character.” Apply the following changes.
Base character becomes incorporeal.
Base character gains a fly speed equal to her base move with perfect maneuverability. She can only use this ability in her incorporeal state.
Corporealize: By spending half of her vitality points, an Ascended can reassume Corporeal form indefinately. These vitality points may not be regained until the Ascended returns to it’s non-corporeal state.
Re-Coporealize: At any time, an Ascended may choose to permanently reassume corporeal form. Once this happens, the former Ascended can never re-Ascended without aid from other Ascended.
Ancient Knowledge: The Ascended gains the Ancient Knowledge special ability, if she did not already possess it.
Species Feats: The character may take level-based feats from the Ancient species feat tree.
Share Knowledge: An Ascended can communicate with coporeal beings on a level beyond even telepathy. This sharing of thoughts and emotions is very intense, and can cause unconsciousness in unprepared persons. If the subject of communication is unprepared, they must make a Will save (DC 20) or be rendered unconscious for 1d4 hours, and gain no benefit from the communication. Aside from sharing thoughts and emotions, this communication can be used to impart knowledge to the subject. The subject gains a one-time bonus of the Ascended’s choosing (between +1 and +20) to any one skill check made for using, building, or repairing Ancient technology. This may constitute a “rules” violation.
“Rules” violations: Ascendeds are forbidden from interfering in the affairs of corporeal beings. Punishments for such interferance can include banishment to a specific world, a charge to defend a specific world (and ONLY that world,) or even forced re-corporealization.
Feats:
Species Feats
Healing Touch (Ancient)
You are able to extend your healing abilities to others.
Benefit: By touching a person as a full round action and spending Vitality, you are able to heal their wounds, vitality points, and even cure them of diseases and poisons. Each Vitality point restores 1 wound point, you may restore 1d10 vitality for 1 vitality. Poisons and diseases cost 2 vitality for each DC of the poison or disease (a DC 10 poison would require 20 Vitality.) If you are reduced to zero Vitality using this ability, any diseases or poisons active in your own body attack in full force (you have weakened your own immune system to a merely human level.)
Weather Control (Ancient, Ascended)
You are able to control the forces of nature.
Benefit: By making a Knowledge: Meteorology check, you may alter the weather drastically. The DC of the check depends on how dramatic the change is.
Mild change (sunny sky to sparse, fluffy clouds): DC 5
Medium change (sunny sky to overcast sky): DC 10
Unusual change (sunny sky to light rain): DC 15
Drastic change (sunny sky to heavy ran): DC 20
Dramatic change (sunny sky to thunderstorm): DC 25
Extreme change (sunny sky to immense thunderstorm with hail and tornadoes): DC 30
Unbelievable change (warm, sunny day to sub-zero temperatures and white-out blizzard): DC 40
These changes can be made all at once, or in stages.
You may attack other characters with weather phenomena, such as lightning bolts and tornadoes. This requires a ranged attack roll agains their defense.
Telekenisis (Ancient)
You may move objects with your will. This is often the first feat gained by Ascendeds.
Benefit: You may make a Wisdom check to move around objects. The DC is 1 per 5 pounds of the object to be moved.
Pyrokenesis (Ancient)
You may start, stop, or alter fires with your thoughts.
Benefit: To light or extinguish a flame requires a Wisdom check, DC 5 for small fires (up to a torch), 10 for medium fires (up to a large bonfire), 15 for large fires (up to a small burning building), or 20 for extremely large fires (a massive burning building.) You can increase or decrease a flame’s size, heat, or light with a DC 15 Wisdom check.
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