Dean Winchester
"You know what, there's a ton of lore on unicorns too. In fact, I hear that they ride on silver moonbeams, and that they shoot rainbows out of their ass!"
Human Paragon 2/Rogue 1/Ranger (non-magical variant) 6
Medium Humanoid (human)
Hit Dice: 2d8+4 + 1d6+2 + 6d8+12 (57 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 11 (+1 dex)
Base Attack/Grapple: +7/+9
Attack: Revolver +9 ranged (2d8), or Hunting Rifle +9 melee (2d10), or Masterwork Silver Dagger +10 melee (1d4+2)
Full Attack: Revolver +9 ranged (2d8), or Hunting Rifle +9 melee (2d10), or Masterwork Silver Dagger +10/+5 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Favored enemy (undead and evil outsiders), sneak attack +1d6
Special Qualities: Trapfinding
Saves: Fort +7, Ref +8, Will +6
Abilities: Str 14, Dex 12, Con 15, Int 14, Wis 13, Cha 15
Skills: Bluff +10, Climb +12, Escape Artist +11, Gather Information +5, Hide +12, Knowledge (arcana) +5, Knowledge (religion) +13, Knowledge (the planes) +13, Listen +12, Move Silently +10, Open Lock +10, Spot +12
Skill Tricks: Collector of Stories
Feats: Endurance, Exotic Weapon Proficiency (firearms), Improved Initiative, Improved Unarmed Strike, Manyshot(B), Open Minded, Point Blank Shot, Rapid Shot(B), Skill Focus (open lock), Track
Challenge Rating: 8
Treasure: See Possessions below
Alignment: Chaotic Good
Advancement: By character class
Level Adjustment: +0
Dean speaks Common and Infernal
Combat
Dean tends to study unnatural creatures he hears about, gathering information from those present at the occurance and researching the weaknesses and ways of the creature.
Favored Enemy (Ex): Dean gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against Undead and Outsiders (evil). Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
Sneak Attack (Ex): As rogue ability, +1d6.
Trapfinding: Dean) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. If he beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
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Possessions
Dad's Journal (grants +2 competence bonus to Knowledge (arcana), (nature) (religion), (the planes), and (dungeoneering) checks in regards to supernatural events or creatures)
Cold Iron Bullets, Revolver x20
Cold Iron Bullets, Rifle x20
Holy Water x10
Masterwork Silver Dagger
Silver Bullets, Revolver x20
Silver Bullets, Rifle x20