Pak'cha's page

43 posts. Alias of Dennis Harry.


Thri Kreen (Wizard/Psion/Archmage) WP 40 | VP 24 | MP 6/7 | PP 13/27 | SP 5 |HP 4 | AC 17/T 13/FF N/A| F+6 | R+5 | W+9 | Ini +8 | Perc +11

About Pak'cha

Thri-Kreen Wizard (Abjurer)/Psion (Seer) 4 (Gestalt) – Mythic Archmage (Dual Path Overmind) 2

L-G – Medium Monstrous Humanoid

Init +8; Senses Darkvision 60’; Perception +10

Hero Points - 4


AC 17 (+3 Dex, +2 Natural, Carapace Attunement +1, +1 Deflection) , touch 13, flat-footed N/A
Wound points 40 (Con x2 +8 Psionic Body)
Wound threshold 16
Vigor points 25 (19+6 Mythic)

Fort +6, Ref +5, Will +9

Defensive abilities Resistance 5 (Element Selected anew Daily); Never Surprised - Constant Watcher + Ready Response + Naturally Focused

If caught unawares during a surprise round, you do not lose your Dexterity bonus to AC. You can act on your initiative count in the surprise round, but can only take a move action. At the beginning of a surprise round, if you would not normally take an action, you can expend your psionic focus to roll initiative and take a standard action or a move action. If you do move normally in a surprise round, you can expend your psionic focus to take a full round of action, rather than only a standard or move action.


Speed 30’

Melee Claws (Attuned) (x4) [dice]1d20+4[/dice] - Damage [dice]1d3+1[/dice]
Bite [dice]1d20+3[/dice] - Damage [dice]1d3+1[/dice] + Poison 1x day Fort DC 12 1d2 Dex Damage

Ranged Heavy Crossbow [dice]1d20+6[/dice] - Damage [dice]1d10[/dice]
Spells – Rays/Ranged Touch [dice]1d20+6[/dice]

Stamina Pool – 5

Special attacks Spells


Exotic Frame – Armor & Clothing cannot be used and costs double.

Jumper - Always have running start when making Acrobatics checks to jump.

Protective Ward – Create 10’ area granting allies +1 AC for 4 rounds – 7x per day. (AC Bonus & Duration change as I level & increase Int).

Detect Psionics - All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.

Discipline Ability - Recovered Information (Su): At 2nd level, as long as you maintain psionic focus, when someone successfully saves against a Clairsentience power you’ve manifested, you learn about a single psionic effect currently in effect (if any) on the target. Each subsequent successful save against a Clairsentience power you manifest transfers information about another psionic effect currently in effect (if any) on the target. If there are no psionic powers in effect on the target that you do not already know, then you learn information about a single psionic item the creature currently possesses, as if you had identified the item. This effect does not give any information on artifacts. The number of psionic effects or items you learn about per save increases by one every four psion levels thereafter.

ABP – Resistance +1, Armor & Weapon Attunement +1, Deflection +1, +2 Mental Attributes (INT)

Psionic Wild Talent - Telepathic Lash

Mythic Tier 1 Archmage (Dual – Overmind):
Mythic points: 7/7
Mythic Surge (Su):

You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Mythic Power:

Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Hard to Kill (Ex):

Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Wild Arcana (Su):

As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Amazing Initiative:

At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.

Mythic Tier 2 Path Ability - Extra Feat (Mythic Power - INcrease use of Mythic Power 2x per day max now 7).

str 10, dex 16, con 16, int 21, wis 18, cha 9

4th Level Ability Increase - INT to 19

Base Atk +2; CMB +2; CMD 16

Feats Scribe Scroll, Arcane Bond (Familiar), Constant Watcher, Psionic Body, Psionic Meditation (Gain Psionic Focus as a Move Action), Ready Response, Psionic Talent (+2 PP)

Mythic Feat – Dual Path - Overmind – Path Selection – Naturally Focused - You do not lose your psionic focus when you sleep, lose consciousness, or enter a meditative trance, and you are always treated as having your focus for effects that require maintaining psionic focus. In addition, you can expend one use of mythic power as a free action when you expend your psionic focus to automatically regain psionic focus. This does not allow you to use two effects that require expending psionic focus on a single action.

Skills – 7+1 Favored Class Per Level = 32
Autohypnosis (4) +11
Diplomacy (4) +6
Knowledge Arcana – (4) +12
Knowledge Local – (2) +10
Knowledge Nature – (3) +12
Knowledge Psionics – (4) +12
Knowledge Religion – (1) +9
Psicraft – (1) +9
Perception – (4) +11
Spellcraft – (1) +9
Survival – (4) +12

Background Skills – 4 Per Level = 12
Knowledge Engineering (3) +11
Knowledge (geography) (2) +10
Knowledge History (3) +11
Lore – (Blue Age) (4) +12
Sleight of Hand (4) +10

Languages Common, Thri-Kreen, Giant, Halfling, Elven, Dwarven

Gear Heavy Crossbow, 20 x bolts;
12 x waterskin + 6 x rations (3 days);

Wary Warrior - (Thri-Kreen only) Born and bred to the harsh realities of the desert, you are keenly aware of your surroundings and respond quickly to danger. You gain a +2 trait bonus on Initiative checks.

Know the Land - +1 Trait bonus on Knowledge Nature & Survival – Survival a Class Skill.

Familiar – Kr’Kleek (Kes'trekel) = +2 Fortitude Save

Spells & Powers

Psion Powers: Power Points – 27

(0) Conceal Thoughts
(0) Lesser Fortify
(1) Precognition
(1) Call to Mind
(1) Energy Ray
(1) déjà vu
(2) Clairvoyant Sense
(2) Sustenance
(2) Sensitivity to Psychic Impressions
(2) Recall Agony
(2) Object Reading


(Opposition Enchantment/Transmutation)

All 0th,

First -
Protection from Evil
Magic Missile
Comprehend Languages
Mage Armor
Feather Fall

Second -
Protection from Arrows
Resist Energy

Spells Per Day:

0th – 4 – Mage Hand, Read Magic, Ray of Frost, Acid Splash
1st – 5 + Abjuration – Magic Missile x2, Alarm, Comprehend Languages, Mage Armor + Protection from Evil (A)
2nd – 3 + Abjuration – Invisibility, Web, Protection from Arrows + Resist Energy (A)


Ring of Transcendent Spells:

This jade ring is carved in the shape of an ouroboros. Three times per day, the wearer can use it to empower a spell she casts. This grants her a +2 bonus on caster level checks to overcome spell resistance, and increases the save DC of the spell (if any) by 2.

While enhancing a spell this way, the caster can expend one use of mythic power plus an additional use per two spell levels (minimum two uses), to instead cast the mythic version of her spell (though not an augmented version of the mythic spell) as if she knew the mythic version of that spell. This has no effect if the spell doesn't have a mythic version. The save DC increase for being a potent mythic spell stacks with the save DC increase granted by using the ring's power.

For example, if the wearer enhances fireball with this ring, she can expend two uses of mythic power to cast mythic fireball instead (one use plus one use for a 3rd-level spell).

This item I would attribute as a lost item of the Green Age used by Wizards of great power before the world was torn asunder by Rajaat and his Champions. While useful to a non-Mythic wizard, it is not so powerful that it would be the choice of daily wear versus another ring that offered protection or other abilities that enhanced survival in the harsh desert world of Athas. This particular ring has runes (slightly faded) that show that its original forge was by the Thri-Kreen, a rune only one of Pak's learning would know and thus more special to him than any other trinket in the Reliquary.



Quarterstaff (Plain Bone), Spellbook & Blank Spellbook, Sack, Silk Rope, Ink, Quill, Waterskin (2), Climber’s Kit


Pak has a brownish reddish carapace whose tone is slightly different than that of Thri Kreen which are normally encountered in the Tablelands. On his back are two what appear to be vertebrae that occasionally twitch as if there were once appendages attached to them. Almost as if he had wings at one time but has them no longer, an odd birth defect perhaps?

Astride his shoulder blades sits a kes’trekel which eyes all around it balefully.


Pak'cha spent his life dwelling in the Hinterlands as part of an Order associated with the Great Chak'sa Monument. He has long been a Sage of the Blue Age (are as many of his Order) and has studied the period at length.

As a scholar of History amongst almost all other disciplines, Pak ascertained that the only way to defeat the ancient Champions was to best them at their own game – the Way and the Art he must master to stand a chance to defeat these evil Tyrants and restore the lands to his people from whence they have been taken.

Recently, the order bade that Pak attach himself to the House Vordon caravan because there are rumors that ancient, powerful, and deadly Stoneburner technology is being unleashed in the ruins of Kalidnay. The obsidian technologies of the Green Age, including the orbs which power the Great Orrery, are remnants of the malificent Stoneburner influence on Athas at the close of the Blue Age, and are also responsible for the dragon metamorphosis process taught by Rajaat.

In addition, this trip will allow Pak to gather more direct knowledge of the burning lands thus he is quite enthusiastic about the ordeal. However, he was not paying attention when the call to gather and visit Nalcaros and his master Faalcuun the Lawkeeper was called. He hopes that he can find his way to do so even if late, perhaps his Invisibility magic can assist him…

My suggestion is your character is part of an order associated with the Great Chak'sa Monument in the Hinterlands, and preserve a tradition passed down from the Blue Age, when winged kreen who lived on island archipelagos were the only civilization on Athas.

Athas has several versions, so I'm am making my own spin on the canon -- your character has access to hidden knowledge about the history of the Blue Age which is alluded to earlier in the campaign if you read through the gameplay thread.

In this version of Athas, picking up on threads from late 2e products, the halflings are from off-world, and arrived from the stars. They are associated with another group of entities known as the 'teachers', who are the Fraal from the old Alternity StarDrive setting, and are responsible for the predominance of psionics on Athas. There are two theories among your group -- one that the halflings were the servitors of the Fraal, or that they were degenerated forms of the Fraal who are the result of a battle between these 'teachers' and hostile outside forces. The ancient teachers mentioned being in conflict with a mysterious power known as the 'Stoneburners' and that they were representatives of beneficent forces known as the 'Glassmakers'.

Many outside your order, including the Tyrian druids NPCs you'll read about in the gameplay thread, believe the Fraal were Avangions.

This whole 'Secret History of Athas' is unknown to most, even the kreen, and is a special preserve of your order.

You were engaged by your order to attach yourself to the House Vordon caravan because there are rumors that ancient, powerful, and deadly Stoneburner technology is being unleashed in the ruins of Kalidnay. The obsidian technologies of the Green Age, including the orbs which power the Great Orrery, are remnants of the malificent Stoneburner influence on Athas at the close of the Blue Age, and are also responsible for the dragon metamorphosis process taught by Rajaat.