Also worth noting that I based my equipment rules somewhat on Kirthfinder for this.. Granted getting to play a campaign with this character might be difficult but I got the idea in my head and decided to do it. If using "Normal" pathfinder rules, then replace Arming Sword with Dueling Sword
Elilyn Marquand?
Female Half-elf Conscript 1
NG Medium humanoid (human) & Humanoid (elf)
Init +X; Senses Perception +X
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Defense
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AC 16, touch 16, flat-footed 16 [Breakdown of Armor sources, from armor, dodge bonuses, etc.] 13 when helpless
hp 10 X (# HD; 1d10+[HP from Constitution])
Fort +3, Ref +5, Will +2
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Offense
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Speed 30 ft.
Melee Arming Sword+[4] (1d8+2/18-20 {19-20x2 when replacing this with a Dueling Sword)}) | +1 bleed damage
Ranged Shortbow +[4] (1d6/20x3) +1 bleed damage.
Special Attacks (If any)
Barrage (mentioned under special abilities)
+2/+2 (1d6/20x3)
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[Statistics
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Str 12, Dex 17, Con 13, Int 12, Wis 11, Cha 14
Base Atk +1; CMB +2 (assuming I cannot use Dexterity for this); CMD +4
Feats  
Exotic Proficiency (Arming Sword) (ancestral arsenal alternate racial ability)
Extra Combat Talent (unarmored training
Traits 
Languages 
Human
Elf
SQMartial Spheres, Martial Tradition. Conscript Specializations (fast movement, Evasion, Inspiration. Indomitable Will (5 specializations used)
Other Gear 
Longsword
Shortbow
Studded Leather armor
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Special Abilities
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Indominatable Will: the conscripts base will save becomes 2 + half her conscript levelsl.
Inspiration: From 2nd level on, a conscript gains the ability to augment skill checks and ability checks through his brilliant inspiration. The conscript gains an inspiration pool equal to 1/2 his class level (minimum 1). A conscript’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 (his inspiration die) to the result of a skill or ability check, including any on which he takes 10 or takes 20. This choice is made after the check is rolled and before the result is revealed. A conscript can use inspiration once only per check or roll.
Inspiration can also be used on attack rolls and saving throws, at the cost of two uses of inspiration each time from the conscript’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
This counts as the investigator’s inspiration class feature, and conscripts with this ability add their investigator and conscript levels together when determining their uses per day and other level related functions of this ability.
Fast Movement: At 3rd level, a conscript’s land speed is faster than the norm for his race by +10 ft. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the conscript’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the conscript’s land speed. At 6th level and every five levels thereafter, the conscript’s land speed increases by an additional +10 feet.
Martial Tradition: Elven Duelist
Talents
[u](Equipment)[/u]
Elvish Heritage: You gain Martial proficiency with the Longspear, Bastard Sword, Longbow, Longsword, Rapier, Scimitar, Short sword, Shortbow, and Small-sword,
Finesse Fighting (x2): you may use your dexterity modifier in place of your strength modifier when calculating melee attack rolls with light weapons and weapons with the finesse weapon special feature. you may take this talent a total of two times. if taken a second time whenever you make an attack using your Dexterity bonus on attack rolls and Strength bonus on melee damage rolls you may also 1/2 of your base attack bonus (minimum 1) as a bonus to that damage roll.
[u](Duelist)[/u]
Base Sphere gives
Blooded Strike:Whenever you use the attack action or an attack of opportunity to attack or disarm a creature, you deal an additional 1 point of bleed damage to the target on a successful attempt, +1 for every 4 points of base attack bonus you possess; this stacks with any other bleed damage you are capable of dealing. Practitioners of the Duelist sphere never provoke attacks of opportunity when attempting combat maneuvers against a target currently taking bleed damage.
Bleed: Some talents have the (bleed) descriptor; these talents are triggered when you deal bleed damage to a creature. You may only apply the effects of a single (bleed) talent to a given attack. A target that is immune to bleed damage is also immune to all other effects of talents with this descriptor.
Disarm: Some talents have the (disarm) descriptor; these talents trigger whenever you succeed at a disarm attempt against a creature. You may only apply the effects of a single (disarm) talent to a given disarm attempt. (Disarm) talents cannot be applied to maneuvers performed as a free action.
[u](Barrage)[/u]
As a special attack action, you may make two ranged attacks at your full base attack bonus -2. Beginning at 6 base attack bonus, you may expend your martial focus to make an additional extra attack, increasing the penalty to all your attacks from -2 to -4. For every 5 points of base attack bonus you possess, when expending your martial focus you may increase this penalty by an additional -2 to make an additional extra attack.
Some talents are marked (blitz). You may apply a maximum of one (blitz) per extra attack to a barrage, but only if the barrage meets the prerequisites, including that attack (for example, if a (blitz) requires a target be struck twice, you can only apply that (blitz) to a target that has been struck twice. If he is struck a third time, you could apply a second (blitz) that requires at least two attacks to that target). Associated Feat: Rapid Shot.
[u]Gladiator[/u]
Drawback: Braggart: (do not gain intimidate ranks or the ability to demoralize, gain Self Confidence)
Boasts: As long as you have martial focus, after confirming a critical hit, reducing an enemy to 0 or fewer hit points, or succeeding on a combat maneuver, you may perform a boast as an immediate action. Talents with the (boast) descriptor grant additional options for your boast. Each boast may only use one of these talents. Some boasts affect other creatures; a creature must be able to see or hear you and have an Intelligence score (not Intelligence (-)) to be effected. Boasts have a range of close (25 ft. + 5 ft. per 2 ranks in Intimidate you possess). When you gain the Gladiator sphere, you learn the following boast:
Prowess (boast):You may roll the next weapon attack you make before the end of your next turn twice and take the better result.
Self Confidence: You may perform a boast as a standard action to recover your martial focus. Doing so does not require the normal triggering condition for a boast.