Mystic Theurge

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******* Pathfinder Society GM. Starfinder Society GM. 13 posts (35 including aliases). 11 reviews. No lists. No wishlists. 53 Organized Play characters. 4 aliases.


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Hywaits background:

Some history about Hywait:

Hywait is originally from Kenabres and has lived his live as an orphan knowing the constant threat of demons.

During his youth he met a cleric of Pulura named Francis who was observing the night sky in Kenabres. Hywait was impressed by Francis knowledge of the stars and the demons when they started speaking and soon after their first meeting, they started to observe the stars together regularly.

Francis started teaching Hywait the teachings of Pulura and soon they departed from Kenabres and traveled around the northern part of Avistan. During their trip around Avistan they helped out travelers and tried to find out new spots to enjoy the stars in the sky.

After learning as much as he could from Francis, he headed off alone to search for remote places where he could research information about demons and to study the constellations.

Hywait has traveled far and wide and he has met many people during his travels which he tries to keep in contact with. There are also some rumors spreading around northern Avistan about a human with a white rabbit who appears to help you when you’re alone and in need of help.

Goals for the character:

Hywait wants to spread knowledge about Pulura and the starts to other people

Hywait also wants to protect his friends and other people that might be in trouble, especially if the troublemakers are demons.

Secrets about Hywait:

When he was younger Hywait had to run away from an attack by demons to save his life. He still feels guilty about leaving the rest of the people to die. (His secret)

Hywait was promised by his parents as a sacrifice to a powerful demon so that they could gain more power. Unforotunately/Fortunately his parents died in an accident before they could deliver him as sacrifice to Zhanderzil. (The secret he doesn’t know)

People that are tied to Hywait:

Francis: Friend, mentor and trusted teacher. He and Hywait try to meet at least every year and go on a trip where they can look at the stars together (friendly)
Zhanderzil: Ruthless demon who makes deals with weak-willed humans and looks for new sacrifices to bolster his own power. (Hostile)
Sarandi Felstus: owned of an inn named Glowing Star. This place has become like a second home for Hywait when he takes a break from his journeys. Sarandi and Hywait have become good friends during the last few years. (Friendly)

Three important memories:

Looking at the stars with Francis high up in the mountains. (Found his love and faith in Pulura)
Defeating a succubus in a small town where it tried to take control of the town. (Redeeming his past failure)
Finding out that he could conjure a cloak made from stars to protect himself. (Being proud of his faith)

Hywait would be a support character with divine spells and few hexes to help out. He's levels would be spread out with cleric at the start and then 10 levels of Stargazer prestige class.


Interested in this also.

4d6 ⇒ (1, 4, 1, 1) = 7 = 6
4d6 ⇒ (3, 1, 4, 6) = 14 = 13
4d6 ⇒ (6, 3, 4, 2) = 15 = 13
4d6 ⇒ (1, 1, 5, 2) = 9 = 8
4d6 ⇒ (5, 4, 4, 5) = 18 = 14
4d6 ⇒ (3, 4, 2, 2) = 11 = 9

Well that was kinda sad. Will be using the point buy then. I've been thinking that a cleric going into the Stargazer prestige class would be fun.


I can drop out and give room for others. I've run the game so I'd rather give room for players who haven't experienced this.


I could join with a level 4 mechanic or a level 3 soldier/mystic.


Name: Hileal Jothule
Class/Race: Elf Samurai (Warrior Poet)
Alignment: CG

History: Originally from Jinin in Tien Xia. Hileal trained to be a samurai to serve under the elven Shogunate. He practiced hard and reached the end of his training when his team was sent for a trial mission. They were going to the mission with a ship and Hileal had no idea about the place where they were headed because it was kept a secret from the ones participating in the trial.

This is where Hilael has a gap in his memory. He remembers boarding the boat and sailing for some days but after that the only thing he remembers is waking up on an unfamiliar beach. After wandering for a few hours Hilael arrived on a small town which he soon discovered to be Roderic’s Cove. Soon he settled in a small cottage in the town and started working as a hired guard or entertainer for wandering caravans. He has been enjoying the rustic and wild Varisia and has lived and traveled there now for over five years.

Your connection to Roderic’s Cove: Hilael has found his new home in Roderic’s Cove and enjoys the life and freedom in Varisia.

Three Questions Answered: They should be answered in the character’s voice.

1. What was the most important event in your life? "It is without a doubt the moment when my I could feel my form with the blade blend in perfect symmetry with the battle dance. It was if I could see and feel the beauty of Shelyn’s will in one moment"

2. Besides yourself, who is the most important person in your life? "It is my master of the blade Talie in Jinin. She teached me everything I know about the honor and traditions of my kind and I truly hope to see her again in the future."

3. How do you like your eggs and why? "Eggs are best when done by someone who enjoys their craft. I enjoy seeing and in this case eating the result of someone using their skills to provide me with an enjoyable meal."

Hileal will be swiftly moving samurai with a reach weapon and spring-attack. Now his history is tied to the Time lost trait but it could be changed if necessary. He enjoys peace and beauty but at the same time strives to perfect his battle dance.

4/5 **

I've made quite a few occult characters and now I have a Medium, Kineticist and Occultist.

I think locally there's largest amount of Occultists with a few Spiritualist and Kineticist hanging around. Other occult classes seem to be very rare here.

4/5 **

Season 0: Mists of Mwangi: This is an enjoyable museum ride.

Season 1: The Jester's Fraud and Pallid Plague: This season for most part seems quite unispired but these are scenarios that still work fine. Of course the best of the bunch for me is EoTT Maze of the Open Road which was a fantastic experience.

Season 2: Before the Dawn - part 1: Bloodcove Disguise: This is fun infiltration scenario to a place pathfinders a not welcome. Leads to the second part which is a lot different but has some epicness to it.

Season 3: The Temple of Empyreal Enlightenment: I like the open approach and the vibe you can get from this place. Has also a bit of everything so different kind of groups should manage.

Season 4: The Golemworks Incident: There's a great villain and some nice challenges all around. Disappeared: Is also another great scenario which gives you a different kind of mission.

Season 5: Port Godless: A nice sandbox and some good encounters.

Season 6: Beacon Below: This is a nice scenario for a skill oriented party but there's also some choices to be made and a nice mix of opponents.

Season 7: Ancient's Anguish: This is just a nice mix of skills, exploration, roleplaying and combat. I also really enjoyed Abducted in Aether for the locale and NPC:s

4/5 **

I think most of them are quite strong and I've played quite a few of them myself.

I have swashbuckler/cleric who is quite good with combat and does alright in skills. Parrying can be quite effective in some instances but if there's lots of ranged combat he will fare a lot worse.

I also made medium for the playtest version who used natural attacks but now after the changes he mostly uses reach weapons and champion spirit in combat. It's alright in combat but doesn't really break anything.

My Hunter is fun to play if there's some melee combat because he can have a lot of fun with teamwork feats with his trusty panda companion. This can be very effective if you get into a good position because their attack of opportunity bonuses are very good.

For Kineticist I made a grippli and I have fun playing it but there's not much variety for combat yet. Has been quite powerful in the lower levels but we'll see how he fares when he get higher.

For Emerald Spire I have Brown-Fur Transmuter who buffs our melees and after that proceeds to blast the enemies. He's quite powerful with all the buffs and makes our groups melees even more deadly.

4/5 **

I have two characters which I rather not play anymore. The first one is a fighter/barbarian/ulfen guard who uses Thunder&Fang to two-weapon fight. I liked the image and idea of the character but in play it's quite boring to play and for a long time it was starved for skill points because of the classes so couldn't really bring the group anything expect subpar fighting.

The other is a witch who I created because I wanted a caster that could do other stuff besides spells. The problem is that on some scenarios she can just end the combat very quickly because of the hexes and sometimes she can't do much.


I would also suggest Empiricist Investigator. I made mine as a str investigator for society and I have really enjoyed playing him. You can also use the talents to diversify what you can do in and out of combat. The first levels are a bit pain but you will do alright with the strenght focus but after fourth level it just gets better and better.


Bellona wrote:
Ouch! Will your campaign recover?

Yes, we will continue with the campaign though it takes some maneuvering. Players will be making new characters who are traveling and hear rumors of Trunau being under attack by orc forces.

I was a bit surprised that the players didn't even explore the keep in anyway before they headed to the third floor. They could have easily spent one day just investigating the keep and its inhabitants because they had a Hunter who could wildshape and use that to investigate.


Name: Akhros Hurme, Calmert Bae, Mestari Tikku & Hanneke Drolmer
Race: Human, Orc (reincarnated as orc), Ratfolk & Human
Origin: Heading straight to the chieftain without any recon to the Redlake fort
Adventure: The Hill Giants Pledge
Location: Third floor of Redlake fort - strategy room
What Done It: This usually works (heading straight to the boss)

My campaigns adventurers met their demise in the hands of the hill giant chieftess and her merry gang. The party decided to head straight to the third floor (they figured that the boss would be there and they were correct). They did it by turning everyone invisible while two of them flew and carried them to the balcony. They charged into ther room where they met the sobbing hill giant with her merry gang of guards and a brutal fight ensued which resulted in the whole group perishing.

4/5 **

I have played with pregens a lot in Silverhex and Phantom Phenomena. When we played through Silverhex we went trough all the pregens and it was quite clear that the newer ones were more powerful at least in the quests.

In society I've played Lem once in a tier 7-11 scenario and we have also had pregen with us a few times if we only have three players. I think that most of them can work if you just use one that works well with the rest of the team. Of course the best course is that everyone has their own character.

Full Name

Pandora Soulkeeper

Race

| Senses +12

Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17

Classes/Levels

Female Human Bard 11 | - (Inactive)

Gender

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6

Size

M

Age

27

Special Abilities

Bardic knowledge, bardic performance, versatile performance, well-versed, traits (resilient, charming)

Strength 14
Dexterity 20
Constitution 16
Intelligence 10
Wisdom 7
Charisma 18

About Pandora Soulkeeper

PFS Chronicles (id: 134452-2):

Prestige points: 53.5 (CLW wand)
Fame: 55.5
Chronicles: - Chronicles copy archive

1) 1.1/2; #5-08 The Confirmation
2) 1.2/4; #1-47 The Darkest Vengeance
3) 2.0/6; Intro 1: First Steps Part I: In Service to Lore
4) 2.1/8; #0-05 Mists of Mwangi
5) 2.2/10; #0-04 The Frozen Fingers of Midnight
6) 3.0/11; Module - We be Goblins! - GM
7) 3.1/13; #3-01 The Frostfur Captives - PbP - GM
8) 3.2/15; #2-01: Before the Dawn, Part I - The Bloodcove Disguise
9) 4.0/17; #4–02: In Wrath’s Shadow - PbP - GM
10) 4.1/19; #2-15: Shades of Ice, Part I - Written in Blood - PbP
11) 4.2/21; #6-09: By Way of Bloodcove
12) 5.0/23; #2-17: Shades of Ice, Part II - Exiles of Winter - PbP
13) Weapon familiarity boon - Gameday 3
14) 5.1/25; #2-19: Shades of Ice, Part III-Keep of the Hurcarl King - PbP
15) 5.2/27; #6-15: The Overflow Archives
16) 6.0/29; #5-07: Port Godless - PbP
17) 6.1/31; #1-31: Sniper in the Deep - PbP
18) 6.2/33; #0-14: The many fortunes of Grandmaster Torch - PbP - GM
19) 7.0/35; #6-19: Test of Tar Kuata
20) 7.1/37; #5-14: The Day of the Demon - PbP
21) 7.2/39; #6-98: Serpent's Rise
22) 8.0/41; #4-23: Rivalry's End - PbP - GM
23) 8.1/42; #1-50: Fortune's Blight
24) 8.2/44; #6-97: Siege of serpents - PbP
25) 9.0/46; #4–08: The Cultist's Kiss - PbP - GM
26) 9.0/46; Ritual of Stardust (p)
27) 9.1/48; #7-11: Ancient's Anguish
28) 9.15/48.5; #7-17: Thralls of the Shattered God - RL
29) 9.20/49.5; #2-00: Year of the Shadow Lodge - PbP (p)
30) 9.25/50.5; #7-28: Ageless Ambitions
31)10.00/51.5; #4-17: Tower of the Ironwood Watch - DAU 2016 - GM
32)10.05/52.5; #6-20: Returned to Sky - PbP (p)
33)10.10/53.5; #3-99: Blood Under Absalom - GM
34)10.15/54.5; #5-05: The Elven Entanglement - PbP
35)10.20/55.5; #0-20: King Xeros of Old Azlant - PbP
36)10.25/56.5; #4-12: The Refuge of Time - PbP
37)11.00/57.5; #10-17: On Sevenfingers's Sails - PbP (p)
38)11.05/58.5; #4-20: Words of the Ancients - PbP - GM (p)

Relevant boons
- Friend of Janira Gavix #1: +1 to Knowledge checks while in the Grand Lodge.
- Confirmed Field Agent #1: Free wayfinder acquired. Vanity purchases for the wayfinder are reduced by 1PP.
- Explore, Report, Cooperate #1: Cross this boon to require the GM if certain action is good, bad or have no effect to accomplish the secondary success condition.
- Yagvena family help #5: +2 circumstance bonus to Diplomacy while in Irrisen and mentioning how you helped the Yagvena family.
- ¡You are goblin! #6: You understand goblin behaviour, +2 to Sense Motives, Diplomacy, Bluff and Intimidate against goblins.
- The favor of Cartahegn #8: While in a settlement of 5,000 people or more anywhere on the continent of Garund, you may purchase mundane equipment (but not weapons or armor) through your favorable connections with House Cartahegn at a 10% disccount.
- Dragonkiller #12: You defeated Aralantryx and gained insight on how to kill others of her kind. Add 1d6 of damage to any roll and then cross this boon.
- Adopted weapon training (elven) #13: You passed a extended period of time with this culture and gained insight on how to use their weapons. Treat yourself as if having their weapon familiarity (for elves longsword, rapier, shortbow and longbow). You apply a -1 when attacking with other weapons unless you have a Weapon Focus feat or weapon training specialization affecting them.
- Snowmask induction #14: You allied with the Snowmask Clan and returned Jedrek's Shard to its place of honor beside Ranulf's body. In thanks, you are ritually inducted into the Snowmask Clan with the title Snowmask Brother or Snowmask Sister. As part of this mystic ceremony, you gain the permanent benefits of endure elements but only in cold and only to temperatures of 0 degrees F and above; you gain no bonuses in extreme heat. This is a supernatural ability.
- Accumulating an Army #16: You successfully rescued a group of Riftwardens in Azir, earning the respect and promise of aid of the greater organization when the Pathfinder Society embarks to secure and explore the Sky Citadel Jormurdun. This boon is cumulative with any other Accumulating an Army boons you possess, expands your options when preparing for the expedition, and grants you additional benefits when directly commanding the Riftwardens.
- Riftwarden Magic #16: In gratitude for your heroism, the Riftwardens have shared several of their organizations' spells with the Pathfinder Society. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from PPC: Demon Slayer's Handbook as if they appeared on the Additional Resources page: anti-summoning shield, protection from outsiders, and telepathic censure.
- Grandmaster Torch owed favor #18: You owe him a favor, one he plans to redeem in the future. When he calls in this favor, you are obligated to fulfill his request so long as it doesn’t violate any morale restrictions of your race, class or alignment.
- Enlightened Ambassador #19: Even in your short time at Tar Kuata, you have learned a few practical tricks from the Iroran monks. As a move action, you can enter a meditative trance that makes your senses more acute, your reflexes faster, and your mind more focused. The trance lasts for 1 hour, and you can end it (no action) at any point during this time to gain one of the following benefits: gain a +4 insight bonus on a saving throw against a mind-affecting effect, increase your speed by 10 feet for 1 round, or ignore concealment when making attacks for 1 round. When your trance ends, cross this boon off your Chronicle sheet.
- Tar Kuata Initiate #19: Some retraining special rules to get monk levels…
- Scholar of The Gates Ajar #20: You studied the profane texts known as The Gates Ajar, and gained from them knowledge of the denizens of Abaddon, the Abyss, and Hell. You gain a +2 competence bonus on Knowledge (planes or religion) checks regarding daemons, demons and devils.
- Fool Me Once #22: Grandmaster Torch’s sudden betrayal and subsequent escape have left you questioning the motives of everyone around you-particularly your allies. You gain a +2 bonus on Sense Motive checks against current and former Pathfinders.
- Spoils of the Siege (Joliryn) #21: If you bring this Chronicle Sheet to an adventure in which the Pathfinder Society deals with Joliryn or her schemes, you can qualify to receive a special boon at the end of the adventure to reflect Joliryn's increased resources.
- Trusted Pathfinder #21 [ ]: In the wake of the Aspis Consortium's siege on the Grand Lodge, venture-captains have decided to release several items from the vaults to their most tursted agents. You may check the box preceding this boon in order to purchase one of the following items: Armor of luck +18.500 gp, Circlet of persuasive disguise 7200 gp, Elven rune-cloak +3750 gp, Lesser versatile metamagic rod 6000 gp.
- Pathfinder Excellence (Resilience) #24 [ ][ ]: As a swift action, check a box to gain 1d8+2*level temporary hit points for 10 min (do not stack with other temporary hp). As long as 1 of this temporary hp remains, gain DR 2/- against Aspis Consortium members and those under their direct employ. Alternatively, as a standard action heal 1d2 of ability damage.
- Pathfinder Excellence (Skill) #24 [ ][ ]: Before attempting a skill check, check a box to roll twice and take the better result. If used to oppose an Aspis Consortium member or someone under their employ, also gain half your level as a bonus to the roll.
- Lissalan Library #25: Amid the Feasters of the Heart’s prized possessions is a collection on ancient volumes on their faith. When consulting these books, you gain a +2 circumstance bonus on Knowledge (religion) checks regarding Lissala and her ancient cult.
- Sihedron brand (endurance) #25: This dark image of the Sihedron rune appears to writhe beneath the surface of the skin on which it is inscribed, as though a worm were crawling under the skin. A character marked with this arcane tattoo receives a +2 profane bonus on Fortitude saves. Once per day, the character may activate the tattoo to receive a number of temporary hit points equal to twice her character level. Displaying the arcane tattoo grants a +4 circumstance bonus on Bluff and Diplomacy checks against worshippers of Lissala.
- Guiding Stars #26: As a standard action, you can throw the stardust sand into the air sparkling 1 minute in a 40-foot radius centered on your space. All creatures gain a +2 luck on saving throws against confusion and any confused creature that would act normally or babble incoherently receive a new saving throw in their turn.
- Sacred Scorpion Tattoo #27: You have earned the trust and respect of Anahita and Ardashir girtablilu siblings and they printed the scorpion tattoo in your shoulder. Gain wild empathy (using character level) against scorpions and +2 Diplomacy with girtablilus. But suffer -2 to Fortitude saves against girtablilu and scorpion venom.
- Valais Wisdom #28: You helped Valais overcome Laktharis's control. In return, she taught you some of ther tricks for resisting demonic influence. When you fail a saving throw against a demon's compulsion or possession effect, you can cross this boon off your Chronicle sheet to reroll the saving throw.
- Skill boon #29 [ ][ ]: As an immediate action you may reroll a skill check before success is determined. You must accept the second roll, even if it is worse than the first one. You may only use this ability twice.
- Secrets of Thuvian Alchemy #30: You may create PC's with the Thuvian alchemist prestige class. You can retrain levels of your PC.
- Kitio's Foe #30: You defeated Kitio Aspenthi and recovered a unique set of goggles given to him by the Aspis contractor Shohiraj. You gain access to the Goggles of the certain shot at discounted prize.
- Rare Generator #32: You discovered a damaged generator from which you are able to siphon a small amount of the energy into a technological device. You can cross this boon off your Chronicle sheet to restore 2 charges to a timeworn weapon, timeworn armor, or another timeworn device. If you have the Technologist feat, you instead restore 1d4+1 charges to the item. This boon can only restore charges to a technological item that has at least 1 charge remaining.
- Sky Key Component (Numeria) #32: You have recovered one of the five lost components of the strange relic known as the Sky Key. This piece once belonged to Toggrim, whose descendants now live in Chesed.
- Starmetal Stockpile [ ] #32: During your adventure in Numeria, you found a large amount of rare skymetals. You can check the box in order to purchase a single weapon or suit of armor made of horacalcum, noqual, or siccatite at listed cost. You can only purchase one such item using this boon, even if you later sell the weapon or armor.
- Skill boon #33 [ ][ ][ ]: As an immediate action you may reroll a skill check before success is determined. You must accept the second roll, even if it is worse than the first one. You may only use this ability twice.
- Accumulating an Army (Elven Uprooters) #34: You successfully extracted a team of elven rangers from Tanglebriar, securing their aid when the Pathfinder Society embarks to secure and explore the Sky Citadel Jormurdun. This boon is cumulative with any other Accumulating an Army boons you possess, expands your additional options when preparing for the expedition, and grants you additional benefits when directly commanding the Uprooters.
- Orcher Romboid Ioun Stone #36: You gained a cursed ioun stone that shifted your alignment to evil but conceded you the Clustered Shots feat.
- All Aboard the Voracious! #37 [ ][ ][ ]: Now that you’ve defeated the legendary pirate Sempet Sevenfingers, his ship, the Voracious, is in need of a new captain. For now, the ship is in the Pathfinder Society’s possession, but you could make it yours by spending 8 Prestige Points (or less, if you’ve proved yourself in the Gloomspires before). Reduce the cost by 2 Prestige points for each of the following Pathfinder Society scenarios for which this character has earned a Chronicle Sheet: #6-06: Hall of the Flesh Eaters, #7-19: The Labyrinth of Hungry Ghosts, and #8-15: Hrethnar’s Throne. If you become captain of the Voracious, you gain some bonuses and can use its rubies to plane shift to the Material Plane.
-

Background:

Pandora was born in the Mammoth lands, in a nomad tribe. She is of Kellid and Tian ascendancy mixture, and travelled to the South pushed both by the repulse of her people to the inner magic she was developing. She sheltered with the elves for a long time after leaving home when her mother left with her looking for a better life.
Some relevant background threads:
- Origin area and fey ascendancy nature of her magic

Short description: Pandora is a bard with a focus on range weakening the enemy while using her spells and abilities to battle control and buff the party. She is also skillfull in resolving diplomatic encounters, and has resources to appropriately support on skills, healer and melee roles when needed.

Character sheet
---------------
N Medium humanoid (human)
Bard 11
Init +6 (+5 Dex, +1 c. ioun); Senses +12

DEFENSE
AC 24, touch 16, flat-footed 19 (fortification 25%) [+5 Dex, +5 chain shirt, +3 buckler, +1 deflection]
HP 94 (11d8+33+3)
Fort +11 (3 class, 3 Con, 3 resistance, 2 profane), Ref +15 (7 class, 5 Dex, 3 resistance), Will +9 (7 class, -2 Wis, 1 trait, 3 resistance) [evasion, +4 vs. sonic and language effects]

OFFENSE
Speed 30 ft.
Melee Longsword masterwork +11/+6 (1d8+5) 19/x2 slashing/magical, or
Club +10/+5 (1d6+5) 20/x2 bludgeoning/magical, or
Whip +10/+5 (1d3+5) non-lethal 20/x2 slashing/magical disarm trip, or
Cold Iron Dagger +10/+5 (1d4+5) 19/x2 slashing/piercing/magical/cold-iron
Ranged +1 ataptative composite longbow 20/x3 piercing/magical 110':
precise shot +15 (1d8+3+1d6) [+8 BAB, +5 Dex, +1 enhancement, +1 untyped (+2 Str, +1 enhancement, shock)]
point-blank shot+PS +16 (1d8+4+1d6) [+8 BAB, +5 Dex, +1 enhancement, +2 untyped (+2 Str, +1 enhancement, +1 untyped, shock)]
inspire courage shot+PB+PS +19 (1d8+7+1d6) [+8 BAB, +5 Dex, +1 enhancement, +3 competence +2 untyped (+2 Str, +1 enhancement, +3 competence, +1 untyped, shock)]
arcane strike shot+PB+IC+PS +19 (1d8+10+1d6) [+8 BAB, +5 Dex, +1 enhancement, +3 competence, +2 untyped (+2 Str, +1 enhancement, +3 competence, +4 untyped, shock)]
deadly aim shot+PB+IC+AS+PS +16 (1d8+16+1d6) [+8 BAB, +5 Dex, +1 enhancement, +3 competence, +2 untyped, -3 untyped (+2 Str, +1 enhancement, +3 competence, +10 untyped, shock)]
heroism shot+PB+IC+AS-DA+PS +18 (1d8+16+1d6) [+8 BAB, +5 Dex, +1 enhancement, +3 competence, +2 moral, +2 untyped, -3 untyped (+2 Str, +1 enhancement, +3 competence, +10 untyped, shock)]
haste shot+PB+IC+AS-DA+HR+PS +19 (1d8+16+1d6) [+8 BAB, +5 Dex, +1 enhancement, +3 competence, +2 moral, +3 untyped, -3 untyped (+2 Str, +1 enhancement, +3 competence, +10 untyped, shock)]
Ranged full attack
rapid shot+PB+IC+AS-DA+PS +14/+14/+9 (1d8+16+1d6) [+8 BAB, +5 Dex, +1 enhancement, +3 competence, +2 untyped, -5 untyped (+2 Str, +1 enhancement, +3 competence, +10 untyped, shock)]
heroism shot+PB+IC+AS-DA-RS+PS +16/+16/+11 (1d8+15+1d6) [+8 BAB, +5 Dex, +1 enhancement, +3 competence, +2 morale, +2 untyped, -5 untyped (+2 Str, +1 enhancement, +3 competence, +10 untyped, shock)]
haste shot+PB+IC+AS-DA-RS+HR+PS +17/+17/+17/+12 (1d8+13+1d6) [+8 BAB, +5 Dex, +1 enhancement, +3 competence, +2 morale, +3 untyped, -5 untyped (+2 Str, +1 enhancement, +3 competence, +10 untyped, shock)]

Rolling array:

[dice=+1 shock ataptative composite longbow+PB+IC+PS-DA]1d20+15+1+3-3[/dice]
[dice=P/Magical damage+PB+IC+AS+DA+shock (manyshot)]2d8+6+2+6+6+12+2d6[/dice]

[dice=+1 shock ataptative composite longbow+PB+IC+PS-DA]1d20+10+1+3-3[/dice]
[dice=P/Magical damage+PB+IC+AS+DA+shock]1d8+3+1+3+3+6+1d6[/dice]

Rapid shot and heroism
[dice=+1 shock ataptative composite longbow+PB+IC+PS-DA-RS+HR]1d20+15+1+3-3-2+2[/dice]
[dice=P/Magical damage+PB+IC+AS+DA+shock (manyshot)]2d8+6+3+4+6+12+2d6[/dice]

[dice=+1 shock ataptative composite longbow+PB+IC+PS-DA-RS+HR]1d20+15+1+3-3-2+2[/dice]
[dice=P/Magical damage+PB+IC+AS+DA+shock]1d8+3+1+3+3+6+1d6[/dice]

[dice=+1 shock ataptative composite longbow+PB+IC+PS-DA-RS+HR]1d20+10+1+3-3-2+2[/dice]
[dice=P/Magical damage+PB+IC+AS+DA+shock]1d8+3+1+3+3+6+1d6[/dice]

STATISTICS
Str 14, Dex 20, Con 16, Int 10, Wis 7, Cha 18
Ability increments
+2 racial Dex, +1 Cha (4th), +2 item Cha, +2 item Dex/Con, +1 Dex (8th)
Base Atk +8/+3; CMB +10; CMD 26 (10 base, 8 BAB, 2 Str, 5 Dex, 1 deflection)
Feats Point-blank shot, Precise shot, Rapid Shot, Arcane strike, Deadly Aim, Manyshot, Clustered Shots (ioun stone feat #36), Weapon Focus (longbow)
Skills (7/level = 77) Acrobatics +12 (=Perform dance), Bluff +18 (=Perform sing; +4 vs Lissala worshippers), Climb +6 (2 Str, 1 rank, 3 class), Diplomacy +19 (4 Cha, 11 rank, 3 class, 1 trait; +4 vs Lissala worshippers), Disguise +8 (4 Cha, 1 rank, 3 class), Escape artist +9 (5 Dex, 1 rank, 3 class), Fly +12 (=Perform dance), Handle Animal +12 (=Perform percussion), Intimidate +12 (=Perform percussion), K. arcana +9 (0 Int, 1 rank, 3 class, 5 bard), K. dungeons +9 (0 Int, 1 rank, 3 class, 5 bard), K. history +9 (0 Int, 1 rank, 3 class, 5 bard), K. local +9 (0 Int, 1 rank, 3 class, 5 bard), K. nature +9 (0 Int, 1 rank, 3 class, 5 bard), K. nobility +9 (0 Int, 1 rank, 3 class, 5 bard), K. planes +9 (0 Int, 1 rank, 3 class, 5 bard; +2 vs demons/devils), K. religion +9 (0 Int, 1 rank, 3 class, 5 bard; +2 vs demons/devils; +2 vs Lissala), Linguistics +7 (0 Int, 4 rank, 3 class), Perception +12 (-2 Wis, 11 rank, 3 class), Perform (sing) +18 (4 Cha, 11 rank, 3 class), Perform (percussion) +12 (4 Cha, 5 rank, 3 class), Perform (dance) +12 (4 Cha, 5 rank, 3 class), Sense motives +18 (=Perform sing; +2 vs Pathfinders), Sleight of Hand +9 (5 Dex, 1 rank, 3 class), Spellcraft +9 (0 Int, 6 rank, 3 class), Stealth +9 (5 Dex, 1 rank, 3 class), Use Magical Device +17 (4 Cha, 10 rank, 3 class), Concentration +14 (4 Cha, 10 caster level)
Non-trained
Appraise +0, Heal -2, K. others +5, Mount +4*, Swim +2*
Traits
Charming: Against someone sexually attracted +1 to diplomacy, bluff and CD of language dependant spells
Indomitable Faith: +1 to Will
Languages
Common, Skald, Sylvan, Draconic, Elven, Celestial
Favoured class
hp, hp, hp, L1Spell, L1Spell, L1Spell, L2Spell, L2Spell, L2Spell, L3Spell, L3Spell

SPECIAL ABILITIES
Weapon familiarity boon (elven; see boon in PFS section): Extended training in elven culture, provides proficiency with all bows, longswords and rapiers. -1 penalty to attack with other weapons if not Weapon focus or Weapon training.
Bardic Knowledge (Ex): +1/2 to all knowledges (min. 1) and can use untrained
Bardic Performance (Ex): 2+Car+2*N turns (28 turns) of countersong, distraction, inspire courage +3, fascinate (4 Creatures; Will DC 19), suggestion (Will DC 19), inspire competence +4, DC10+N/2+Cha.
Well-versed (Ex): +4 TS vs. bardic performance, sonic and language dependant effects
Versatile performance (Ex): Use the Perform skill bonus to use other skills (1st; Sing: Handle animal and Sense Motives; 6th; Percussion: Intimidate and Handle Animal; Dance: Acrobatics and Fly)
Jack of all trades (Ex): Can use any skill, even if the skill normally requires him to be trained.
Snowmask induction (Su): Permanently benefits of endure elements but only in cold and only to temperatures of 0 degrees F and above (see Boons).
Lore master (Ex): Can take 10 in any trained knowledge. Can take 20 as a standard action 2/day (even untrained).
Dirge of Doom (Su): Causes all the enemies within 30 feet to become shaken without save.
Inspire greatness (Su): Inspire (level-6)/3 allies (1) within 30 feet. Gains 2 bonus Hit Dice (d10s) and its corresponding temporary hit points (12+Con*2), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. It is a mind-affecting ability and it relies on audible and visual components.
Sihedron Brand: Once per day, activate to receive level * 2 temporal hit points. Permanent effects: +2 profane Fortitude, +4 circumstance on Bluff and Diplomacy checks against worshippers of Lissala.

SPELLS
Known spells swaps: 5th sleep->cure light wounds, 8th -, 11th -
Level 0 (CD 14; 6 known, at will)
Detect magic
Dancing lights
Ghost sound
Mage's hand
Read magic
Message

Level 1 (DC 15; 9 known, 6/day)
Grease (Ref DC 15)
Silent Image (Will DC 15)
Feather Fall
Ear piercing scream (For CD 15)
Cure light wounds (Will DC 15)
Vanish
Saving finale (25'+5'/2N, Immediate, mind-affecting)
Protection from evil

Bestow Insight (+4 insight and double roll skill)

Level 2 (DC 16; 8 known, 5/day)
Alter self - Creatures table
Glitterdust (Will DC 16)
Blur (V)
Heroism
Gallant inspiration (Inmediate; V)
Supress charms and compulsions
Mirror image
Cure moderate wounds
Delay poison

Level 3 (DC 17; 6 known, 5/day)
Haste
Dispel magic
Blink
Purging Finale
Confusion (Will DC 17)
Phantom Steed

Level 4 (DC 18; 3 known, 3/day)
Dimension door (3 creatures)
Freedom of movement
Legend lore

EQUIPMENT:

Armor
Mithral light fortification Chain Shirt +1, 5100gp (5 AC, max. Dex 6, 0 penalty, 10%, fortification 25%)
Buckler +2, 4155gp
Ring of protection +1, 2000gp

Weapons
+1 adaptative composite shocking longbow, 9400 gp (make it keen next)
masterwork Longsword, 315gp
40 30x arrows
26 22x cold iron arrows
18x silver arrows
2x +1 seeking arrow (#11), 167gp
Club, 0gp
Whip, 1gp
Cold iron dagger (hidden in boot), 4gp

Worn
Cloak of resistance +3, 9000gp
Headband of alluring Charisma (Cha +2), 4000gp
Belt of Physical Might (Dex/Con +2), 10000gp
Ring of evasion, 25000gp
Summoner outfit, 1gp 2 lbs
Spell components pouch, 5gp 2 lbs
Wayfinder (rose ioun), 0gp (boon)
Cracked dusty rose prism ioun stone, 500gp (+1 competence to initiative)
Orcher Romboid Ioun Stone (grants Clustered Shots feat, see chronicle #36)

Backpack
Waterskin, 4 lbs
Rations x2, 2 lbs
Page of spell knowledge (delay poison), 4000 gp

Belt pouch
Cure light wounds wand (44 36 charges)
Disguise self wand (5 5 charges; #3)
Air step potion

Bandolier (4/8)
Acid flask, 10 gp 1 lbs (1d6 acid splash weapon)
Protection from evil potion, 50 gp
Bless weapon oil, 50 gp
Antitoxin, 50 gp (+5 For vs poison for 1 h)
Vermin repellent [x2], 5 gp

Scroll case (backpack) (4/4)
Comprehend languages scroll, 25 gp
Undetectable alignment scroll, 25 gp
Cure light wounds scroll, 25 gp
Invisible Servant scroll, 25 gp
Erase scroll, 25 gp

Scroll case 1 (4/4)
Align weapon scroll (UMD DC 23), 150 gp
Remove sickness scroll [x2] (UMD DC 21), 150 gp
Gust of Wind scroll (UMD DC 23), 150 gp
Remove blindness/deafness scroll (UMD DC 25), 375 gp

Scroll case 2 (4/4)
Remove fear scroll, 25 gp
Expeditious retreat scroll, 25 gp
Remove paralysis scroll, 150 gp
Feather fall scroll, 25 gp
heart metal scroll, 475 gp

Mule
Mule, bit and briddle and packsaddle, setting her back a whopping, 12gp

Gold: 8345+3242(#19)+50=11637-4000(belt)-3000(cloak)-1000(buckler)-500(ioun)-334( seeking)=2803gp
2803+4000(#21)+3205(#20)+20+3321(#22)=13349gp-6000(belt Con upgrade)-6000(bow upgrade)
1349+5349(#23)+5359(#24)+4401(#25)+6145(#27)=22593-25000(evasion)+3980(#38)
Gold remaining: ~11600-3000(light fortification)-3000(+2 shield)-5000(cloak +3)-150(align weapon)-50(remove sickness x2)-150(gust of wind)-375(remove blindness)-50(antitoxin)-475(heart metal)-4000(page of spell knowledge 2nd)-10(vermin repellent)-2(cold iron arrows)
Gold earned:

Equipment obtained during current adventure
Amulet of natural armor +1

Progression ideas:

Get an adaptive bow to profit the strength bonus (+1000gp, and +2000gp to make it magical=3000gp over current bow).

Scrolls: Detect Secret Doors, Expeditious retreat, Feather step, Heightened Awareness, Remove fear, Erase

Favourite class: Once unlocked level 2 spells, start getting level 1 spells
Spells: Level 1: (at 5th level swap out Sleep) Cure light wounds (fall back heal), Charm person, Alarm, Borrow skill, Chord of Shards, Cultural Adaptation, Ear-piercing scream, Saving finale, Timely inspiration, Unbreakable heart, Vanish, Bestow Insight (add bonuses to skills and use them as if trained); Level 2: invisibility (utility+combat+retreat), heroism (buff), sound burst (battle control), summon monster II (combat flexibility+utility+useful while blinded), calm emotions (vs confusion and ready a first assault), blur (vs sneak attacks), calm emotions (keep at bay multiple emotion effects and remove confusion), anticipate thoughts (increasing AC, attack and damage bonus)
Level 3: phantom steed/summon monster III (some poor way to get flying), good hope (doesn't stack with heroism though...), tiny hut (concealment), arcane concordance (enhance allies arcane spells, and apply extend, still, enlarge or silent metamagic), Jester's jaunt (teleport someone 30'), purging finale (finish performance to remove certain conditions), reviving finale (2d6 group healing), thundering drums (5d8 damage and prone), Wall of nausea (wall can nauseate and prone), dispel magic
Feats: Arcane strike (+2 damage&magic bypass), Deadly aim (+4 damage -2 hit), Heighten spell (battle control+higher level light+overpass by level defenses), Spell focus (conjuration) (battle control help), Toughness (need to improve hp), Manyshot

Solutions to?
ethereal plane: blink
grapple: dimension door
sneak attack: blur
walls: dispel | blink
slow: Twitch Tonic | Smelling Salts
paralysis: remove paralysis | Twitch Tonic
charm: dispel | suppress charm and compulsion
nauseated: remove sickness | Wismuth Salix
disease: remove sickness | remove disease
blind/deafened: remove blindness/deafness
DR good: oil of bless weapon
swarm: Vermin Repellent | ear-piercing
poison: antitoxin
cloud: gust of wind

    Consumables:
  • Fly potion/scroll
  • Enlarge person potion
  • Faerie fire scroll
  • Protection from chaos scroll
  • Circle of protection from evil scroll
  • Calm emotions scroll
  • Seen invisibility scroll
  • Remove paralysis scroll
  • Remove sickness scroll
  • Remove disease scroll
  • Remove curse scroll
  • Remove blindness/deafness scroll
  • Remove fear scroll (CL 4)
  • Oil of bless weapon
  • Antitoxin
  • Gust of wind scroll
  • Resist energy, Comunal scroll, 375gp

Help overpassing DR: Clustered shots
Even more spells: Expanded arcana
At level 10: Discordant voice
At BAB 11: Improved Precise Shot
If Fighter feats: Point Blank Master
Control: Ranged Trip
Maintains a spell that needs concentration: Spellsong
discordant voice: party extra sonic damage
Access to cleric domain spells: Faith Singer (Bard Archetype)

Cool moments:

Greased goblins on beams and make them fell to the ground, dying on the way
Transformed in adlet and climbed up a wall to avoid an stampede
#15 Send to the floor a spider climbing kitsune with a grease on the ceil, where he will be defeated prone
Face Sevenfinger she is just that badass