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Zhang Sephia

6-Level Ranger

A young harpy out to explore the world.

Campaign & Party


Hit points Out of of 49 total.

Current Temp Hit points

Total Temp Hit points

Ability Temporary Adjustments (Flat number not modifier)







Saving Throw Modifier




Quick notes
Spell Slots

Level 0

Level 1

Level 2

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Zhang Sephia Chaotic Good
Character Name Alignment
Ranger 6
Character Level
Harpy M
Race Size
Female 30
Gender Age
5"4" 110
Height Weight
Brown'-black Green
Hair Eyes
Nezha Jade Empire
Deity Homeland
- 67694
Domain/Oath/Patron/School XP

Ability Score Mod T.Adj T.Mod
14 +2 +0 +2
16 +3 +0 +3
12 +1 +0 +1
14 +2 +0 +2
12 +1 +0 +1
8 -1 +0 -1
HP Total
Dam Red
Spell Res
Total AC
Flat Footed
Flat Footed + Touch
Save Total Base Ability Magic Misc Temp
Fortitude +6 +4 CON +1 +0 +1 +0
Reflex +10 +4 DEX +3 +0 +3 +0
Will +3 +1 WIS +1 +0 +1 +0
Saving Throw Notes

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

Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+9 +0 +2 +0 +7
Combat Maneuver Defense CMD
+26 +0 +2 +3 +0 +21
Per Day
Spellcasting Notes

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

CS Skill Total Ability 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
  Diplomacy +0 CHA-1 2 -1
  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: Arcana +2 INT+2 0 +0
  Knowledge: Dungeoneering +2 INT+2 0 +0
  Knowledge: Engineering +2 INT+2 0 +0
  Knowledge: Geography +2 INT+2 0 +0
  Knowledge: History +2 INT+2 0 +0
  Knowledge: Local +2 INT+2 0 +0
  Knowledge: Nature +2 INT+2 0 +0
  Knowledge: Nobility +2 INT+2 0 +0
  Knowledge: Planes +2 INT+2 0 +0
  Knowledge: Religion +2 INT+2 0 +0
  Linguistics* +4 INT+2 0 +2
  Perception +4 WIS+1 2 +1
  Ride +6 DEX+3 0 +3
  Sense Motive +4 WIS+1 2 +1
  Spellcraft* +5 INT+2 1 +2
  Stealth +10 DEX+3 4 +3
  Survival +6 WIS+1 4 +1
  Swim +4 STR+2 0 +2

* only usable when trained (rank 1 and higher)
Skill Notes
One year of good luck due to Swallowtail butterfly landing on me during festival.

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


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

Name AB Critical Type Range Ammo Dmg
Longsword +08 19-20 X2 Physical 2' Slashing 1d8+3
Longbow +09 x3 Piercing 100' Lightening Arrow 1d8+1d6
MasterworkKukri Knife +09 8-20 X2 Physical close big knife 1d4+3
Lungchaun Tamo +09 2D4+6 Piercing/Slashing 10" long stick 1d4+3
Talons +09 2d6+6 Slashing Touch scary 1d6+3
Name ACB 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


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


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


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


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

Delay Poison

conjuration \ \ healing

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


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.


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;


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.

Read Magic

You can decipher magical inscriptions on objects

divination \ \

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


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.

13th of Grolm, 578

Strike Team

by Zhang Sephia

Jesse actually starts talking sense and we head to find the rest of the group before talking more with the skulls or heading into the green building. He is overly excited and heads off toward the barn in a dead run. I sadly don't fly that fast - and I am tired. It has been a long day and this Western way of rush, rush, rush without taking time to calmly ponder the situation and decide on the best method. I keep plugging along and I hear Jesse shouting about do I have rose wafers. I already used what I had, and I tell him that. Since he is obviously in need, I veer towards the barn to see if I can find either Lee Chung or some rose wafers somewhere. As I get closer, I can see a slime trail of dead and dying vegetation. It is like someone who is exuding death is just walking around and not thinking about the environment or the necessary balance of the world. I decide that perching on the corner edge of the bunkhouse and being above the coming confrontation would be the best place. As I am settling into place, I cast my gravity bow spell in order to do more damage to that armored thing. I draw back to strike my first blow and my bow string actually breaks. Apparently, it has been working even harder than me today. I calmly take out another bowstring and begin putting in correctly while watching what is happening below. It kinda looks familiar, but I keep my concentration on the job at hand - restringing my bow because it must be done carefully and with great precision so that it can help me in the coming battle.
I focus on my chosen target, aligning my energies and accepting that balance is necessary for the world to work in harmony. This enemy is not natural and therefore must be removed from the world. I take a deep breath and release the arrow and it hits and causes the enemy to stagger. It then looks up at me and while not exactly fear - it isn't anger either. It throws the weapon that it is holding, and it manages to hit the arm that I use to hold my bow. It stings some and causes me to drop my bow which lands on the enemy. It responds by yelling, dropping to all fours, and running due west. Not what I expected to happen at all.
I fly down and grab my bow and then go back to the roof and fire again at the fleeing monster. It is an abomination and should be removed from the world. I hit solidly and then it stops glowing: the horns, the armor, everything. I can't see it anymore and Xifeng is too far away to be able to assist me in hunting it down. It was going due west so I can hopefully determine where it is and get in another shot, though I have no clue whether I will hit or not. Perhaps the darkness is limited in some way or maybe it will begin to dissipate. Then on the other side I see the creature emerge, still heading west. I prepare the next shot. I can see that I hit it this time and then I see a glowing neon green ball of energy heading towards me. I drop to the roof and it flies over my head. I stand back up and shoot another arrow at the creature, but the arrow flies past it without hitting. I must find my balance again and focus. I need to kill this abomination. I take a steadying breath and fire with great purpose. I hit and it responds with another ball of neon green energy. I drop to the roof again and it flies over my head.
I see Xifeng swoop in and do an attack and then veer off suddenly. I know that she was coming in from behind and she should have been able to draw blood, but I don't think she did. I wonder if there is some shield spell in place? Then Bart is grappling the sheep to the ground and I can't get a clear shot. The rest of the team manages to capture the last of the demons and all is quiet. Why do I have a strong sense of doom?
Xifeng's journal
Cow must die. Cow is not good, I keep flying after cow and take my steel sharp talons to it over and over. It runs from me as it knows that I am mighty hunter. I strike again and again. Then a wild gust of wind - where could that have come from - swoops me a few feet away from my target and I miss one round. How does it run so fast? I fly faster than an arrow and catch up and slash at its eyes. I strike it again and it dies!! Now I head back to my mistress to see what trouble she has found.

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
  10. The path through
    Grolm 9 - 10, 578
  11. Into the caveat
    Grolm 10, 578
  12. Battle of the bands
    Grolm 10, 578
  13. Flying in a fog
    13th of Grolm, 578
  14. Book, barn, and house
    13th of Grolm, 578
  15. Squeaky Toys?
    13th of Grolm, 578
  16. Healer needed
    13th of Grolm, 578
  17. Strike Team
    13th of Grolm, 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

The path through

We manage the trip to Arjory pond shortly after sunset which was challenging since we had all the animals we had rescued from Purgatory Gulch - even the bees. When we arrive, the two dryads are arguing with Miss Melinda who looks like she would rather be...

04:27 am - 25.10.2020

Into the caveat

Surrounded - by 60 briarseed children! Not really bright enemies, but still sixty is a lot. Xifeng and I fly straight up about 25 feet and await developments. Jesse starts telling them to go water the plants and then gives one of them a leaf which turns ...

03:04 am - 08.11.2020

Battle of the bands

My entangle spell has tied Mister Bad Guy stuck in place - and it also tied Jesse in place. I then fire one of my lightning arrows at him, but I miss. I know that there is a bottle at the back of the platform that is probably important and might even be t...

04:47 am - 22.11.2020

Flying in a fog

Events up to now: I took out BAA 012, 013, 014 and rescued an eleven teenager and Faylene - as well as a cart being drawn by four lapir. The cart is rather the worse from wear and I had to put the teenager on a lapir and send him towards the lake and hop...

03:55 am - 25.04.2021

Book, barn, and house

I can still see that glow ahead and so I am going to head that way still. At least it is a destination since I can't see ANYTHING inside this fog. This is nothing like the wisps and cuels that I find around the mountains while I am flying. This is dank an...

06:15 am - 09.05.2021

Squeaky Toys?

I am stuck inside this bedroom. Faith is making like a statue in the doorway, and I have tried twice to move him with no result. I call for help and Lee Chung responds by kicking the poor guy onto a bed. Not exactly what I expected, but maybe it didn't hu...

04:28 am - 20.06.2021

Healer needed

Now that all of the hay bales are on fire, I take a brief moment to check on the gate and it seems to be shutting down - at least it seems to be based upon my experience with campfires. The two axes that the demon prince was swinging around are laying on ...

04:12 am - 18.07.2021

Strike Team

Jesse actually starts talking sense and we head to find the rest of the group before talking more with the skulls or heading into the green building. He is overly excited and heads off toward the barn in a dead run. I sadly don't fly that fast - and I am ...

05:02 am - 29.08.2021