Power Attack - Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Quick Draw
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.
Reactionary Benefit: You gain a +2 trait bonus on initiative checks.
Anatomist Benefit: You gain a +1 trait bonus on all rolls made to confirm critical hits.
Languages: Common
CLASS ABILITIES:
Favored Target (Ex): At 1st level, a slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, a +1 bonus on weapon attack and damage rolls against it, and a +1 bonus to DCs of slayer class abilities against that opponent. These bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
Track (Ex): A slayer adds half his level (minimum 1) to Survival skill checks made to follow tracks.
GEAR:
Weapons:
Greatsword 2d6, 8 lbs., 50gp
Shortspear 1d6, 3 lbs., 1 gp
Longsword 1d8, 4 lbs., 15 gp
Shortsword 1d6, 2 lbs., 10 gp
Light Mace, 1d6, 4 lbs., 5 gp
Masterwork Scimitar
Hand crossbow
40 bolts
+3 rated composite longbow = 400 gp
1 x splintercloud arrow = 25 gp
1 x trip arrow = 25 gp
1 x raining arrow = 30 gp
10 x thistle arrows = 10 gp
Armor:
Scalemail: Scale mail ACB: +5 MDB +3 ACP –4, ACF 25%, 20 ft speed., 30 lbs., 50 gp
Buckler: ACB: +1, MDB —, ACP –1, ASF 5% 5 lbs., 5 gp
Direhelm: Crafted from reinforced metal plates and often sporting large horns (such as of deer, elk, oxen or more rarely magical beasts) a direhelm grants a +2 circumstance bonus to the wearer's AC against critical hit confirmation rolls. A direhelm can be enchanted as a weapon (not as armor, despite providing some protection).
A direhelm adds 20% to the wearer's arcane spell failure chance. It occupies the head slot and can be crafted from unusual materials as a weapon. Cost 30 gp, Weight: 10 lbs.
Damage Small; 1d3, Medium 1d4 Crit x2 Bludgeoning.