CG Medium humanoid (Human)
Init +6; Senses Perception +5
AC 20, touch 14, flat-footed 14 (+4 armor, +4 dex, +2 shield)
Fort +4, Ref +7, Will +0
Melee: Greatsword +6 (2d6+6)
Longsword +6 (1d8+4)
Combat Scabbard +6 (1d6+4)
Dagger +6 (1d4+4)
Ranged: Chakram +6 (1d8+4)
Composite Longbow +6 (1d8+4)
Str 18, Dex 18, Con 12, Int 10, Wis 10, Cha 8
Base Atk +2; CMB +5; CMD 19
Feats: Opening Volley, Power Attack, Furious Focus
Traits: Reactionary, Vagabond Child
Skills: Acrobatics +8, Bluff +3, Climb +7, Disable Device +9, Heal +4, Perception +5, Ride +8, Sense Motive +4, Stealth +9, Survival +5 (+6 tracking), Swim +8
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Favored Target: 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: A slayer adds half his level to Survival skill checks made to follow tracks.