Lore Master 2x/day (take 20 on any Knowledge check). Also take 1/2 current level as bonus (plus int bonus) for ANY Knowledge Check.
Inspire Competence +4
Inspire courage +3
Soothing Performance: As a mass cure serious wounds with level as caster level (3d8+X). Also cures sickened, shaken and fatigued conditions. Four rds to implement.
Skills: (ranks+class skill bonus+ability bonus+misc. bonuses)
Acrobatics(Dex): (3+3+3+2) +11
Climb(Str): (3+3+0+2) +8
Escape Artist(Dex): (9+0+3) +12
Intimidate(Cha): (3+7+4) +14
Knowledge(local): (13+3+3) +19
Perception(Wis): (24+3-1+2) +28
Perform(act): (18+3+7) +29(also use for Disguise rolls)
Perform(strings): (21+3+7+2) +33 (also use for Diplomacy and Bluff rolls)
Sense Motive(Wis): (8+3-1) +10
Swim(Str): (5+0+0) +5
Stealth(Dex): (16+3+3+4+5) +31
Sleight of Hand(Dex): (7+3+3) +13
Use Magical Device(Cha): (17+3+7) +27
Knight of Stars: Once a day add +1 Luck bonus to any roll.
Point Blank Shot: +1 to hit and damage within 30'.
Rapid Shot: Fire an extra arrow with every full attack. -2 hit penalty on 2nd shot.
Precise Shot: Eliminate penalties to fire into melee.
Arcane Strike: Use a swift action at the beginning of the round to add +3 (for lvl 12) damage to your attack and make your attack magical for the purpose of defeating DR.
Deadly Aim: -3 to hit for +6 damage (for lvl 12). call at beginning of attack to use.
Manyshot: On a full attack, the first shot shoots two arrows. If the first shot hits, then both arrows hit.
Knight of Stars Power: Detect Evil as spell at will
Troubador of Stars powers:
Holy Cacophany: A 2nd Level ToS with 8 or more ranks in Perform can, as a bardic music effect, create a song of dicordant music that hampers evil creatures. Any creature within 30' of the ToS must make a successful Concentration Check (DC15+spell level) in order to cast a spell or use a spell-like ability. This is a sonic mind-affecting ability.
Starmantle: Once a day Pip can cast the spell Starmantle caster level is equal to his level.
Cast Time: One standard action
Duration: 1 min/level
[self only as a power]
This spell manifests as a draping cloak of tiny, cascading stars that seem to flicker out before touching the ground. The cloak forms over existing apparel and sheds light as a torch.
The starmantle reneders the wearer impervious to non-magical weapon attacks and transforms any non-magical weapon or missile that strikes it into harmless light, destroying it forever.
Contact with the starmantle doesn't destroy magical weapons or missiles, but the starmantle's wearer is entitled to a DC 15 Reflex saving throw. each time he is struck. Success indicates that the wearer only takes half damage from the attack (rounded down).
Spells Known:Can now use spells with Celestial, Sanctified or Eladrin descriptor
Lucille: Mac-Fuirmidh Cithern steel guitar, ready for underwater use.
grants +2 perform string. If you have 4+ ranks in perform, you can do CLW, sleep, and mage armor; total of 3/day any combination of them.
+1 Glammered Chain Shirt of Shadow
Hat of Disguise
+1 Longsword 'Mezzaluna:
This longsword's blade is fashioned completely of clear cut crystal. It's hilt is gold-chased mithral with a pommel fashioned of a dark-red cabochon ruby. Inside the ruby small white musical notations appear and disappear randomly. The word Mezzaluna' is inscribed across the quillions in planar common.
Mezzaluna is a +1 Harmonizing Crystal Echobalde. It normally functions as a +1 rapier, but is enhanced by your musical ability. If you use your bardic music ability while wielding this weapon, the blade resonates in harmony, dealing additional sonic damage on each attack equal to half your bard level (ie: 5 levels, 2 extra dam per atk).
Mezzaluna also accompanies you in song if drawn, granting a +2 competence bonus on Perform (sing) checks. In addition, if you hold it when you begin a bardic music effect, the weapon can continue the effect for you, allowing you to focus on other efforts. One round after you begin a bardic music effect that allows or requires continued use or concentration (including inspire courage, countersong, fascinate, inspire competence, inspire greatness, song of freedom, and inspire heroics), the weapon picks up and continues the performance flawlessly for 10 rounds, until you start another bardic music effect, or until you command it to end as a swift (mental) action. The longsword will stay floating in place without use of hands to continue the effect, allowing you to use both hands in other persuits.
20  +3 arrows
10  +1 Troll bane
10  +1 Dragon Bane
10  +1 Devil bane
10  +1 Demon Bane
50  +1 Undead Bane
10  +1 Abberant bane
50  +1 Holy arrows
50  Spell Storing (ea containing a Cure Crit Wounds spell (4d8+15))
All Greater slaying Arrows: (DC 20 fort save or take 100 xtra damage)
Arrow of Greater Dragon Slaying
Arrow of Greater Troll Slaying
Arrow of greater Abberant slaying
Arrow of greater Undead slaying *used*
Arrow of Greater Demon Slaying *used*
Arrow of Greater Devil Slaying
Efficient Quiver of holding (can contain up to 1000 arrows and will always bring the arrow needed to top)
4 belt pouches
3 empty sacks
50' silk rope
Leather duster jacket
Leather cowboy boots
Box of cigarillos
Bottle of Air
This item appears to be a normal glass bottle with a cork. When taken to any airless environment, it retains air within it at all times, continually renewing its contents. This means that a character can draw air out of the bottle to breathe. The bottle can even be shared by multiple characters who pass it around. Breathing out of the bottle is a standard action, but a character so doing can then act for as long as she can hold her breath.
Gem of Brightness 50  Chg.
This crystal appears to be a long, rough prism. Upon utterance of a command word, though, the gem's facets suddenly grow highly polished as the crystal emits bright light of one of three sorts.
One command word causes the gem to shed light as a hooded lantern. This use of the gem does not expend any charges, and it continues to emit light until this command word is spoken a second time to extinguish the illumination.
Another command word causes the gem of brightness to send out a bright ray 1 foot in diameter and 50 feet long. This strikes as a ranged touch attack, and any creature struck by this beam is blinded for 1d4 rounds unless it makes a DC 14 Fortitude save. This use of the gem expends 1 charge.
The third command word causes the gem to flare in a blinding flash of light that fills a 30-foot cone. Although this glare lasts but a moment, any creature within the cone must make a DC 14 Fortitude save or be blinded for 1d4 rounds. This use expends 5 charges.
A newly created gem of brightness has 50 charges. When all its charges are expended, the gem becomes nonmagical and its facets grow cloudy with a fine network of cracks.
2 Wands of Negative Energy Protection (50 chg ea)  
2 Wands of Cure Critical Wounds (50 chg ea)  
Wand of greater invisibility with 22 charges 
Ring of Waterbreathing:
With ring on Pip can breathe freely underwater
Ring of Mystic Defiance:
3/day when activated absorbs 10 damage from any spell or spell-like effect.
Bracers of Archery, Greater
+2 Ring of protection
Headband of Intellect (+2 INT & CHA)
Cloak of Arachnida:
This black garment, embroidered with a web-like pattern in
silk, gives the wearer the ability to climb as if a spider climb
spell had been placed upon her. In addition, the cloak grants
her immunity to entrapment by web spells or webs of any
sort; she can actually move in webs at half her normal speed.
Once per day, the wearer of this cloak can cast web. She also
gains a +2 luck bonus on all Fortitude saves against poison
Bag of Holding, Type IV: 1500 lbs/250 cu ft.
Potions (all potions in brass screw-top flasks):
Dispell Magic (2)
Remove Curse *USED*
Summon Monster III (2)
Summon Monster IV (2)
Freedom of Movement
Summon Monster V (2)
Bow attacks (within 30'/all feats/Inspire courage/Haste with +2 bow/+3 arrows):