Studied Target (Ex): 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 attempted against that opponent, and a +1 bonus on weapon attack rolls and weapon damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can maintain these bonuses against only one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to the DCs of slayer abilities against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
Lookout (Ex): At 1st level, a vanguard adds 1/2 his level (minimum 1) to initiative checks. This ability replaces track.
Feats and Trains:
Alertness (1st): +2 Perception and Sense Motive
Improved Initiative (Human): +4 initiative
Traits
'Dirty' Fighter: You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough for you to do a little bit more damage than normal. When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Unflappable: Whether it is a result of your dedication to your work or just pure guts, nothing seems to shake you. You gain a +1 trait bonus on saves against fear, and the DC to demoralize you with Intimidate checks increases by 3.
Skills:
Skills (1st level): 8 (6 class +1 Int +1 human)
Acrobatics: 1 rank + 3 class skill +2 Dex
[dice=Acrobatics]1d20+6[/dice]
Climb: 1 rank + 3 class skill +2 Str
[dice=Climb]1d20+6[/dice]
Intimidate: 1 rank + 3 class skill +2 Dex
[dice=Intimidate]1d20+6[/dice]
Knowledge (local): 1 rank + 3 class skill +1 Int
[dice=Knowledge (local)]1d20+5[/dice]
Knowledge (nobility): 1 rank +1 Int
[dice=Knowledge (nobility)]1d20+2[/dice]
Perception: 1 rank + 3 class skill +0 Wis +2 Alertness
[dice=Perception]1d20+6[/dice]
Profession (sailor): 1 rank + 3 class skill +0 Wis
[dice=Profession (sailor)]1d20+4[/dice]
Sense Motive: +0 Wis +2 Alertness
[dice=Sense Motive]1d20+2[/dice]
Swim: 1 rank + 3 class skill +2 Str
[dice=Swim]1d20+6[/dice]
Other class skills: Bluff (Cha), Craft (Int), Disguise (Cha), Heal (Wis), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis).
3 Belt pouches (3 gp, 1.5 lbs.)
-Flint and steel (1 gp)
-5 Candles (5 cp)
-Sewing needle (5 sp) and thread
36 gp, 3 sp, 3 cp
Racial abilities:
+2 to One Ability Score: Applied to Charisma.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Background:
The scion of an ancient family dating back to the time of the Shining Crusade, Lord Daverin Darck had the standard upbringing of an Ustalavic noble. Given the finest training in arms as well as the finer arts of high society, in time he enrolled in the University of Lepidstadt, where he further honed his skills.
Once his training was completed -- a sole Lepidstadt scar on his cheek testament to his natural skill at arms -- he journeyed south to Caliphas, where he joined the Navy. Assigned to The Starlit Lady, he was clearly a favorite of his superiors and well respected by the rank and file, a junior officer obviously in line to gain his own command in the not-too-distant future.
That all changed when his ship boarded a small vessel supposedly traveling from Kerse in Druma. Unknown to the crew of The Starlit Lady, the ship had actually come from the Isle of Terror, which the foolhardy pirates had braved in search of a lost treasure. Unfortunately for Darck, they found the treasure, The Book of Shadows, and brought it on board, where the young officer discovered it and claimed it as contraband.
In just the short time it took him to return to his own ship, Darck became convinced the book should not leave his side, its contents too dear to be risked with any of his crewmates. It seemed to whisper to him, speaking of dark powers and promising yet more glory for him. He became obsessed with keeping it safe, eschewing his sleep and even his duty, to make sure no one else claimed it. Finally, he snapped, lashing out when one of his fellow officers came to close and beating the man nearly to death.
Brought back to shore in chains, Darck was kept from jail thanks to his family's fortune, but even that couldn't prevent him from being drummed out of the service. He returned in disgrace to Leipstadt. Worse, The Book of Shadows was returned with the rest of his belongings, and remained in his possession as much as he remained in its.
Kicked out of his family's home, he now lives in a small apartment, trying to rebuild his life even as he seeks to uncover all the tome's secrets.