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Zhang Sephia

Harpy
6-Level Ranger

A young harpy out to explore the world.


Parties & Groups

The SNAFU Posse

Storytelled by Jarissa
Zhang Sephia
Character Name
Harpy
Race
Ranger
6
Level And Class
M
Size
30
Age
Female
Gender
Chaotic Good
Alignment
Nezha
Jade Empire
Deity
Homeland
5"4"
110
Height
Weight
Brown'-black
Green
Hair Color
Eyes Color
Zhang Sephia
Harpy
Ranger
6

 
M
30
Female
Chaotic Good
Nezha
Jade Empire
5"4"
110
Brown'-black
Green
ATTRIBUTES
Ability Name
Score
Abil Mod
Temp Adj
Cur Mod
Str
Strength
14
+2
+0
+2

 
Dex
Dexterity
16
+3
+0
+3

 
Con
Constitution
12
+1
+0
+1

 
Int
Intelligence
14
+2
+0
+2

 
Wis
Wisdom
12
+1
+0
+1

 
Cha
Charisma
8
-1
+0
-1

 
HIT POINTS & RESISTANCES
Total
HD
Dam Red
Spell Res
49
0
Initiative
Dex
Modifier
3
3
0
Base Attack Bonus
6
ARMOR CLASS
Total
Armor
Shield
Dex
13
0
0
3
Size
Natural
Deflection
Misc
0
0
0
0
Touch
13
Flat Footed
10
FORTITUDE Constitution
Total
Base
Ability
Magic
Misc
Temp
6
4
1
0
1
0
Reflex Dexterity
Total
Base
Ability
Magic
Misc
Temp
10
4
3
0
3
0
WILL Wisdom
Total
Base
Ability
Magic
Misc
Temp
3
1
1
0
1
0
Saving Throws additional notes

+2 trait bonus vs charm, compulsion, and emotion effects

Combat Maneuver Bonus CMB
CMB
BaB
Strength
Misc
15
6
2
7
Combat Maneuver Defense CMD
CMB
BaB
Strength
Dexterity
Misc
32
6
2
3
21
SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
0
21
8
6
0
0
0
0
0
0
Per Day
0
1
0
0
0
0
0
0
0
0
Bonus
0
0
0
0
0
0
0
0
0
0

 
Spell casting notes

Only one spell per day so why bother casting magic when you can just fly away?

Speed
Base
With Armor
Fly
Swim
Climb
Burrow
20
25
40
SKILLS
Skill
Total
Abilty
Ranks
Misc
Acrobatics
+11
DEX
+3
5
+3

 
Appraise
+4
INT
+2
0
+2

 
Bluff
-2
CHA
-1
0
-1

 
Climb
+4
STR
+2
0
+2

 
Craft (Bows )
+6
INT
+2
4
+0

 
Diplomacy
+0
CHA
-1
2
-1

 
Disable Device*
+6
DEX
+3
0
+3

 
Disguise
+0
CHA
-1
2
-1

 
Escape Artist
+6
DEX
+3
0
+3

 
Fly
+9
DEX
+3
3
+3

 
Handle Animal*
+1
CHA
-1
3
-1

 
Heal
+5
WIS
+1
3
+1

 
Intimidate
+0
CHA
-1
2
-1

 
Knowledge (Geography )*
+5
INT
+2
1
+2

 
Linguistics*
+4
INT
+2
0
+2

 
Perception
+4
WIS
+1
2
+1

 
Perform (Sing )
+0
CHA
-1
2
-1

 
Profession (Profession )
+2
WIS
+1
0
+1

 
Ride
+6
DEX
+3
0
+3

 
Sense Motive
+4
WIS
+1
2
+1

 
Sleight of Hand*
+6
DEX
+3
0
+3

 
Spellcraft*
+5
INT
+2
1
+2

 
Stealth
+10
DEX
+3
4
+3

 
Survival
+6
WIS
+1
4
+1

 
Swim
+4
STR
+2
0
+2

 
Use Magic Device*
-2
CHA
-1
0
-1

 
Skills additional notes

One year of good luck due to Swallowtail butterfly landing on me during festival.

Feats

Agile Maneuvers, Altitude Affinity, Light Armor Proficiency, Medium Armor Proficiency, Dodge, Endurance, Martial Weapon Proficiency, Precise Shot, Shield Proficiency, Simple Weapon Proficiency.

Special Abilities

Favored Enemy Aberrations +2, Fire Outsiders +4, Favored Terrain Mountain +2, Share Spells with Companion, Track +2, Wild Empathy +6, 17 CMD when flying

Traits

Evasive Sting, Principled, Signature Moves (Masterwork) Darkvision (60 feet), Captivating Song, Provincial

Name Attack Bonus Critical Type Range Ammunition Damage
Longsword 0+8 19-20 X2 Physical 2' 1d8+2 (1d8+4 w both hands)
Longbow 0+9 x3 Piercing 100' Lightening Arrow 1d6 electrical
MasterworkKukri Knife 0+9 8-20 X2 Physical 1d4+3
Lungchaun Tamo 0+9 2D4+6 Piercing/Slashing 10" 1d4+3
Talons 0+9 2d6+6 Slashing Touch 1d6+3

 
Name AC Bonus Type Check Penality Spell Failure Weight Properties
Lamellar +4 Silk & Leather -2 20% 1 lb Smooth as silk

 

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

Speak with Animals


divination; \ \ bard 3, druid 1, psychic 2, ranger 1

Casting time: 1 standard action
Range: personal
Duration: 1 min./level
Targets: you

Description

Components V, S

You can ask questions of and receive answers from animals, but the spell doesn’t make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.
Advanced Player's Guide pg. 201

Ant Haul


transmutation \ \

Casting time: 1 standard action
Range: touch
Duration: 2 hours/level

Description

The target’s carrying capacity triples. This does not affect the creature’s actual Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry.
bard 2, druid 2, psychic 2, ranger 1, shaman 2

Animal Messenger


enchantment (compulsion) [mind-affecting]; \ \

Casting time: 1 minute
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 day/level
Targets: one tiny animal

Description

Components V, S, M (a morsel of food the animal likes)   Saving Throw none; see text; Spell Resistance yes   You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.   Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can’t find a destination on its own. You can attach a small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.   During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it’s written in a language he doesn’t know, for example).  

Charm Animal


enchantment (charm) [mind-affecting]; \ \ druid 1, psychic 1, ranger 1, shaman 1

Targets: one animal

Description

This spell functions like Charm Person, except that it affects a creature of the animal type.
SRD

Delay Poison


conjuration \ \ healing

Casting time: 1 standard action
Range: Touch
Duration: 1 hour/level
Targets: creature touched

Description

The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Delay poison does not cure any damage that poison may have already done.

Entangle


transmutation; \ \ druid 1, ranger 1, shaman 1;

Casting time: 1 standard action
Range: long (400 ft. + 40 ft./level)
Duration: 1 min./level (D
Area: plants in a 40-ft.-radius spread
Domain: plant 1;

Description

Components V, S, DF
Saving Throw Reflex partial; see text; Spell Resistance no

This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.   If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.
SRD

Read Magic

You can decipher magical inscriptions on objects


divination \ \

Casting time: 1 standard action
Range: Personal
Duration: 10 min / level

Description

You can decipher magical inscriptions on objects – books, scrolls, weapons, and the like – that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).   Read magic can be made permanent with a permanency spell.

Statblocks for your Trinkets, businesses, building, castles, empires.

Grolm 9, 578

Out of house and into trouble

by Zhang Sephia

I help Bart to grab the dead woolie and cart it into the room the pisky had been held captive in. I overhear her and the druid talking about some device and how to transport it. I suggest that we don't have time for this discussion and we need to MOVE IT! Bart and I take the lead with Xifeng and Rowtag scouting ahead and reporting back. Bart heads for the door we can in by and steps to the side, I gather the others and head for the door, turning to face back the way we came to let Miro know where to head out. Then Spiro is racing towards Miro and there is a sound of singing that is very haunting. At the sound, we all race outside and get down off the roof of the porch. We land beside some curtained windows so we are probably not detected.
 
We rush to the east to get to safety as quickly as possible and happen upon a group of woolies on dinner break. They are looking at us, but not for us. They appear to have been listening to the song so I quickly fire two arrows at the lead sheep and hit it. Bart also hits it with an arrow and then they are rushing towards us making a horrible racket. The one we hit isn't really running that fast however so I am going to fly up and attempt to shoot it again. I fire two arrows at it, but I miss the first time in the dark, but then it's horns start glowing and paint a nice target so I manage to hit it with the second arrow. Sadly, that does not kill it, but it is at least incapacitated. Decision time, do I finish this one off? Or since we have observed that glow going out and away do I leave it on the ground with XIfeng to guard it and warn me if it gets up again and hit another target.
 
I decide to leave Xifeng guarding the one that is down and turn to fire two arrows at the one trailing the pack. I manage to hit it in the back with both arrows and it is now down. I don't want to kill them and let that weird glow getaway so I fire only one arrow at it to further incapacitate it and fire my second arrow at the next woolie in line to slow it down some. The first arrow hits the dirt beside the woolie, but at least I manage to hit the second woolie and slow it down a little bit. I glance back to check on Xifeng and she is still guarding the first one and maybe trying to make it more unhappy. Below me I see a poor little cactus attempting to fly and not making it. I fire at the two woolies that I had previously attacked. One is attempting to rush across the battlefield and Xifeng is holding on with one talon and attempting to scratch out an eye with the other talon. I can't tell if she is making progress or not. I manage to hit both, but neither goes down.
 
I decide that Xifeng and Spiro have that one woolie under control so I fire at the one that keeps tossing cacti at me. I hit it twice again so now it has five arrows sticking out of it. Maybe that will finally slow it down enough to get it taken care of. Then I notice Xifeng spiral up to me apparently deciding that she will leave the wet rain of Spiro's attack and get away to where the air is clear - or at least dry. I manage to hit that woolie with another arrow and shout down to the team that we need to hurry this up and get over the ridge as riders are coming. Then I glance over towards the house and now there is a herd of hell bovines coming to! Can this day get any longer!
 
Now there is a tumbleweed in the air so I fire back a couple of arrows, but obviously the wind has picked up and nothing hits. Xifeng dives down and the sheep dodges. Some of the arrows lodge deeper into the sheep and some fall out and there are some words exchanged between the two animals and I am happy that I don't speak their languages even though they seem to be able to communicate with each other on some level. Finally we are down to one woolie and it looks dead on its foot so, with a herd on the hunt for us, we take off running to make it back to the cart and hopefully get away from the danger on this farm.
 
We get to the cart, hitch the horses, and take off with Miro driving. We start to discuss our next steps and what we should do next. I have to reprimand Lee Chung for his inability to remember who is his superior. The way he thinks he can talk to me is beyond belief. He has been too long away from the homeland. The decision is made to go to Purgatory Gulch and pick up supplies and the people from the caravan and then head to Arjory Pond for the night. We figure that we can get a night of rest and be fully healed for the next battle - which everyone seems to think should be that cave with the waterfall inside. As we approach the town, all we can see is a barrel cactus - all that is left of purgatory gulch. We can hear a meaty sounding whack from somewhere but can see nothing else. Bart heads towards the cactus, but I fly towards the sound of the whacking. I am sure that it is the townsfolk trying to beat their way out of the cactus. I fly over and see Ms. Melinda, covered in cactus pulp, using a rock to try and beat her way in to where her tree and shop were located. I leave her to it and fly up and see that there is a hole in the top - not really big, but I could probably get in if there was a need to. I raise my voice a little bit and shot down into the town, but I can only hear some confused noises. I raise my voice some more and ask if anyone is alive. I hear Scaevola Aemula say no.
 
I think she might be inside and being her lovely sarcastic self. I ask her a bunch of rapid-fire questions trying to get to the bottom of what happened. She responds with rapid-fire answers and tells me that I shouldn't come down. When I question her as to why I can't, she doesn't have an answer and then I decide "oh, what the hell!" and spiral up, fold my wings, and then dive down through the hole, opening them once I am through the hole to land near the west wall of the chapel which has the most light inside the cactus. I go around to the door to go in and grab a candle or some other light source and see that the front door has been busted open - it looks like it was rammed by something big and I can hear bees. Once I get inside, I can see the candles at the end of each pew as well as the time-keeping candle next to the altar are all lit. I go to grab one of the pew lanterns and look around some. There has been fighting inside the chapel, but I don't see any bodies so I leave the chapel and head towards the saloon.
 
I find Miro, Jesse, and Ms. Melinda where her store used to be and I suggest that Jesse holler for his girlfriend. He says sure and then starts talking about Dagnabbit. I tell him that I am serious as she was talking to me earlier. He is shocked. I suggest we might be able to find some people in the schoolhouse cellar since there is no one in the chapel. Jesse is going to head to the livery to check on the animals. Lee Chung and Chef head into the saloon so I turn towards the schoolhouse to see if anyone might be hiding in the cellar. I open the secret door under the teacher's desk and start heading down and about halfway down, I start hearing weird noises. I can't see anything moving, but I can smell something cloying and thick. It makes me desperate to get into the air - like a half-mile up where the air is clear. However, I know that I need to continue on, and when I get to the bottom of the ladder it is DARK. But the crystals in the rock start to pick up and magnify the lantern light and I can see the same things I saw the last time I was here including a supply of continual light chips. I grab a handful of the chips and stow them in my bag to discuss with Miro. I then go back up the stairs to meet up with the rest of the group.
 
Chef has an idea to use the chandeliers as a means of sending fire into the plant army as they fill them with charcoal and honey, set it on fire, and then I carry it into the air above the army and drop it.

Zhang Sephia's Journal Ordered oldest to newest

  1. Purgatory 101
    26 Apr 2020 06:04:49
  2. Afternoon at Purgatory Gulch
    7th of Grolm, 578
  3. It was supposed to be a quiet night
    7th - 8th of Grolm, 578
  4. Finally to the pond!
    8th day of Fifth Month, Year 578
  5. Druids are weird
    Grohlm 8
  6. Entirely too many cows
    Grolm 9, 578
  7. Interlude in the Nightmare Cow Level
    Grolm 10, 578
  8. Haunted house?
    Grolm 9, 578
  9. Out of house and into trouble
    Grolm 9, 578

The major events and journals in Zhang Sephia's history, from the beginning to today.

Purgatory 101

Team Ranger: You and your birds head into the General Store, a two-story yellow building on Purgatory Gulch's main street. The store itself is laid out with most of the goods attractively arranged on shelves BEHIND the long counter, the idea being that a ...

06:04 am - 26.04.2020

Afternoon at Purgatory Gulch

We all get back to town and the stagecoach riders offer to buy us a round of drinks. Miro, Jesse, and I follow them into the saloon while Brathazmus stays to look over the stagecoach itself. Apparently there are some questions he has about it. The padre a...

04:23 am - 10.05.2020

It was supposed to be a quiet night

While we are setting up the schoolhouse to prepare for a possible battle with hell bovines, Dusty and Sundown wander by and I check to see why they aren't in the schoolhouse helping us. Miss Roselli sniffs in disapproval and it is obvious that they don't ...

04:27 am - 24.05.2020

Finally to the pond!

We get to Tarntaise farm while it is still dark. A low moon with some stars scattered across the sky like petals blowing in the spring breeze. However, the quiet is not the quiet of a farm at night. There is a stillness of danger in the air and possibly -...

04:13 am - 21.06.2020

Druids are weird

We enter the town and scatter to get the supplies as quickly as possible so we can get out again before full dark. I head towards the schoolhouse to chat with the kids. I run into Ms. Roselli as I am approaching and we get into a conversation about Miss...

03:37 am - 19.07.2020

Entirely too many cows

We begin a planning session to determine the best approach using the map the children gave me and the map Jesse made from his nighttime flight. Rescuing people is our most important priority, but we would also like the chance to lead the hell bovine army...

05:13 am - 02.08.2020

Interlude in the Nightmare Cow Level

I can see a dark cloud rising behind us. We begin to discuss strategy and Miro has a spell that can camouflage the wagon while I will fly to the demon and attempt to send her off to intercept and fight the hell bovines and hell woolies. I fly up and ove...

05:31 am - 16.08.2020

Haunted house?

We start to discuss what we should do. Our magic users need more sleep, but we need to get to the source of at least one of the problems and the farmhouse is closer than that whatever in the caves. Chica is determined to go and save her spouse and just kn...

05:34 am - 13.09.2020

Out of house and into trouble

I help Bart to grab the dead woolie and cart it into the room the pisky had been held captive in. I overhear her and the druid talking about some device and how to transport it. I suggest that we don't have time for this discussion and we need to MOVE IT...

05:27 am - 27.09.2020