Character Name: Annyo Iejir
Race: Half-dragon/half-human
Class: Ranger
Age: About 300 (Appears to be in his late 20's, early 30's)
Deity: Irori, God of Self-perfection and Enlightenment


Brief history: Annyo has many names, and sheds them as a dragon might shed their scales; when they grow tiresome. Restless, he wanders the world with his faithful companion, a griffin named Belda. For as long as he's adventured, there has always been a griffin with him; they may be long-lived, but not as long-lived as he.

He used to have a fierce rivalry with his brothers and sisters, the other brood-mates sired by the rather lusty Kerradric, but as the years wore on, and the ravages of time and the dangers of adventure claimed more and more of them, he grew wary of their constant games of posturing and bickering. So far as he knows, he is the last of the Good-natured black dragon's half-dragon offspring, and so the name he now bears is the Draconic words for "Last of my Blood".

He's settled back down into the area where his progenitor liked to lair, hoping to one day rediscover the old warrens and caves, and maybe recover some of the priceless artifacts within. But in the mean time, he is content with his little hermitage along the lake shore, where he can live off the land with relative ease.

Not to mention one of the small caves he's found is just perfectly appealing to his dragon-side. Good spot to store and showcase some of his treasures and adventuring trophies.


Powers/Abilities: Owing to his half-dragon heritage, Annyo has fearsome claws on his hands and feet that are on par with high carbon steel in terms of sheer strength and resilience. His skin, though soft, also has a natural resiliency to it like boiled leather. More specifically because of his black dragon's blood, he has a strong resistance to acids.

Speaking of acids, though it requires time and is exhausting, he is capable of breathing out a jet of corrosive, highly acidic air.

He has a full set of wings capable of flight, and he is quite the deft flyer. He also has learned to use his wings to aid him in swimming faster.

As a ranger, he is quite a master of the environment; though his preferred environments are marshes and swamps (as befits a black dragon), he still finds some comfort to drier woodlands. He possesses a few bits of divine magic, as is typical of rangers, and the ability to communicate with wild animals through imitative noise and body language.

Crack shot with a crossbow; he prefers the instrument over traditional bows because the one he uses is designed to handle the wear and tear his immense strength and claws put on such a device.

D&D stats
Strength: 16
Dexterity: 20
Constitution: 16
Intelligence: 14
Wisdom: 16
Charisma: 14
Armor Class: 19=10+5[dex]+4[half-dragon]
Touch AC: 15
Flat-footed: 14
Initiative modifier: +5=+5[dexterity]
Fortitude save: +10=7[base]+3[constitution]
Reflex save: +12=7[base]+5[dexterity]
Will save: +6=3[base]+3[wisdom]

Half-Dragon stat bonuses: +8 strength, +2 intelligence, +2 constitution, +2 charisma (already included)
Darkvision (see 60 feet in pitch-dark)
Breath attack once per day (60' line of Acid 6d4 DC 17)
Damage Immunity (Acid)
+4 natural armor bonus (already included)
Wings
Ranger: Favored Enemies (Monstrous Humanoids, Undead, and Evil Outsiders), Crossbow fighting style, Favored Terrain (Swamps, Forest), Animal Companion, Wild Empathy, Endurance Feat.
Ranger Spells: Detect Poison, Entangle, Speak with Animals, Summon Nature's Ally (1), Bear's Endurance, Cure Light Wounds, Snare, Speak with Plants, Summon Nature's Ally (2), Cure Moderate Wounds, Neutralize Poison, Plant Growth, Remove Disease, Summon Nature's Ally (3).


Weapon of Choice: Parashurama (Named after the Sixth Avatar of Vishnu, who taught the half-god Karna archery) is a repeating heavy crossbow; it loads a chamber that contains five bolts. Reloading the chamber requires about a minute of uninterrupted time, but the trade off is that it allows for near instant firing of the next bolt; all one has to do is crank the lever back to load the next bolt, and take aim, rather than loading each individual bolt. It has been magically enchanted, and at this point, could be considered an artifact.
Magic Qualities:
Huntsman: A huntsman weapon helps its wielder locate and capture quarry. When the weapon is held in hand, the wielder gains an enhancement bonus on Survival checks made to track any creature the weapon has damaged in the past day. It also deals +1d6 points of damage to creatures the wielder has tracked with Survival in the past day.
Veering: This special ability can be placed only on ranged weapons. Veering weapons feature feathers or carved images of wings or winged creatures in their construction. Attacks with a veering weapon ignore a target’s bonus to AC from partial cover and reduce the target’s bonus to AC from cover and soft cover by 2. A veering weapon bestows no benefit against targets with total cover.
Impervious: An impervious weapon is warded from damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means. An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an impervious weapon and the wielder’s combat maneuver defense against sunder maneuvers against the impervious weapon each gain a bonus equal to twice the weapon’s enhancement bonus.
Cyclonic: This special ability can be placed only on ranged weapons or ammunition. A cyclonic weapon or piece of ammunition feels as though it were surrounded by gentle winds pulling it in all directions. When the wielder makes a ranged attack with a cyclonic weapon, a sheath of whirling air surrounds the weapon or the ammunition fired and prevents the attack from being impaired by wind, water, and other liquid or gaseous environmental factors.

Special Ammunitions:
Alchemical Fire Bolts: Contains a small chunk of alchemist's fire in a glass arrowhead; does little damage on its own, but once the glass shatters, the sticky substance adheres to a surface and ignites flammable materials.
Alchemical Silver Bolts: Ideal for hunting were-creatures!
Cold Iron Bolts: Ideal for hunting the Fae, and some other magical beasts as well.
Healer's Sorrow: The sickly gray wood of this arrow seems quite fragile and delicate. Created from pale necromantic bone or casket wood, this arrow splinters when it impacts, embedding pieces of itself in the target and making the wound resistant to magical healing. Removing the splinters requires 10 minutes and a DC 25 Heal check. Until the splinters are removed, all magical healing effects used on the target restore only half as many hit points as normal. This applies whether the target requires positive or negative energy for healing.
Tempest Bolts: When fired, the bolt is destroyed and instead what is fired is a magical bolt of lightning (as per the D&D Lightning Bolt spell). Once fired, the bolt is irreversibly spent.

Other magical items:
Aranea Silk Garments: This long silk is spun by the aranea. It is most often transformed into a shirt, made from the alchemically treated silk. This silk is woven in layers specifically designed to trap piercing weapons, snagging them so they fail to harm the wearer.

After being treated alchemically, this material is almost always woven into a masterwork silk tunic (included in the cost). This is considered padded armor but it can be worn under any other type of armor adding no weight and offering DR 3/slashing and bludgeoning.

Autumnal Garb: Made from Darkleaf Cloth, a special form of flexible material made by weaving together leaves and thin strips of bark from darkwood trees, then treating the resulting fabric with special alchemical processes. The resulting material is tough as cured hide but much lighter, making it an excellent material from which to create armor. Spell failure chances for armors made from darkleaf cloth decrease by 10% (to a minimum of 5%), maximum Dexterity bonuses increase by 2, and armor check penalties decrease by 3 (to a minimum of 0).

An item made from darkleaf cloth weighs half as much as the same item made from normal cured leather, furs, or hides. Items not primarily constructed of leather, fur, or hide are not meaningfully affected by being partially made of darkleaf cloth. As such padded, leather, studded leather, and hide armor can be made out of darkleaf cloth (although other types of armor made of leather or hide might be possible). Because darkleaf cloth remains flexible, it cannot be used to construct rigid items such as shields or metal armors. Armors fashioned from darkleaf cloth are always masterwork items as well. This particular suit has been enchanted with Spell Resistance (13).

Ring of Freedom of Movement: This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.

Scholar's Ring: A scholar’s ring grants complete understanding of any written text or spoken language, even one that the wearer has never encountered before (as the comprehend languages spell), as well as a +5 competence bonus on Knowledge (history) checks.

In addition, once every 5 days the wearer can invoke a legend lore spell related to a subject that she has been studying in the previous week, if she has attempted a Knowledge (history) check aided by the ring.

Sin Rune of Resistance: Sin Runes are tattoos made using arcane inks and scar inducing irritants, which grant magical properties to their bearer. An individual can only bear a single Sin Rune due to the complex enchantments involved. In Annyo's case, the Rune of Resistance grants him 10 points of Resistance to both Fire and Ice/Cold damage sources.

Torc of Lionheart Fury: Each end of this heavy copper neckwear bears the image of a snarling lion. The wearer gains a +2 morale bonus on saving throws against fear.

Seducer's Bane Bracelet: This slender silver bracelet is worked in an intertwined design of three flowers.

A DC 20 Knowledge (nature) check identifies the flowers as acacia, apocynum, and bilberry, symbolizing concealment, treachery, and falsehood.

The bracelet grants the wearer a +5 competence bonus on Sense Motive checks, and a +5 resistance bonus on Will saves against enchantment effects. If the wearer makes a successful Will save against an enchantment, the caster of that spell incorrectly senses the effect has succeeded. Additionally, the bracelet’s wearer knows an enchantment targeted him and the enchantment’s source. Seducer’s bane creates an aura on its wearer, visible to detect magic, matching the failed enchantment spell or effect, and lasting as long as the intended enchantment’s duration. However, if the bracelet’s wearer attacks the caster or its allies, or otherwise acts in a way that’s contradictory to the failed spell’s effect, the caster of that spell immediately realizes the enchantment was ineffective.

Verdant Boots: The wearer of these boots can, on command three times per day, cause her current square to sprout a thick canopy of fruit-bearing or otherwise edible plants. These plants count as difficult terrain and grant cover to any Medium or smaller creature within the square. They also provide enough food to sustain two Medium creatures for 1 full day. While the plants can grow on surfaces that would not normally support vegetation such as a wooden floor or cave stone, they cannot sprout on surfaces explicitly hostile to vegetation. The plants are usually of a sort common to the terrain or climate of the area in which they were produced. They disappear after 24 hours or when completely harvested, whichever comes first.