I got 4 seeker level PCs in PFS and like 5 more near it.. I could post my namesake pc if you like to show what you can look like coming out of Emerald Spire.. no spoilers
Trade Princess Callie Del Noire
Female azata-blooded aasimar (musetouched) paladin 2/swashbuckler (inspired blade) 12 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Advanced Class Guide 56, 125, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +10; Senses darkvision 60 ft.; Perception +22
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Defense
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AC 33, touch 21, flat-footed 24 (+6 armor, +2 deflection, +6 Dex, +3 dodge, +2 natural, +4 shield; +2 deflection vs. evil)
hp 142 (14d10+54)
Fort +18, Ref +22, Will +17; +2 resistance vs. evil
Defensive Abilities charmed life 5/day, evasion, nimble +3, uncanny dodge; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee "needle" +2 minetic planar adamantine rapier +25/+20/+15 (1d6+11/15-20+12 Precision) or
cold iron morningstar +14/+9/+4 (1d8+12 Precision) or
dagger +14/+9/+4 (1d4/19-20+12 Precision) or
rapier +23/+18/+13 (1d6+3/15-20+12 Precision)
Ranged shortbow +20/+15/+10 (1d6/×3)
Special Attacks deeds (derring-do, dodging panache, evasive, kip-up, menacing swordplay, opportune parry and riposte, precise strike, subtle blade, superior feint, swashbuckler initiative, swashbuckler's grace, targeted strike), panache (7), smite evil 1/day (+4 attack and AC, +2 damage)
Spell-Like Abilities (CL 14th; concentration +18)
1/day—glitterdust (DC 16)
Paladin Spell-Like Abilities (CL 2nd; concentration +6)
At will—detect evil
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Statistics
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Str 10, Dex 23, Con 16, Int 16, Wis 10, Cha 18
Base Atk +14; CMB +20; CMD 35
Feats Agile Maneuvers, Bleeding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Fast Learner[ARG], Fencing Grace[UI], Iron Will, Penetrating Strike, Weapon Focus (rapier), Weapon Versatility
Traits cosmopolitan (absalom), reactionary
Skills Acrobatics +23, Appraise +7, Bluff +12, Climb +5, Diplomacy +23, Disable Device +15, Escape Artist +10, Heal +4, Intimidate +11, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (history) +6, Knowledge (local) +7, Knowledge (nature) +4, Knowledge (nobility) +7, Knowledge (planes) +4, Knowledge (religion) +8, Linguistics +23, Perception +22, Perform (dance) +12, Sense Motive +7, Sleight of Hand +10, Stealth +20, Survival +0 (+2 to avoid becoming lost)
Languages Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Cyclops, Daemonic, Draconic, Dwarven, Elder Thing, Elven, Giant, Gnome, Goblin, Halfling, Hallit, Ignan, Infernal, Kelish, Orc, Orvian, Osiriani, Polyglot, Protean, Shoanti, Skald, Sylvan, Terran, Thassilonian, Tien, Undercommon, Varisian
SQ inspired panache, lay on hands 5/day (1d6), scion of humanity[ARG], truespeaker[ARG]
Combat Gear jingasa of the fortunate soldier[UE], potion of cure light wounds (3), potion of protection from evil (2), potion of touch of the sea (3), potion of water breathing, wand of cure light wounds, wand of cure moderate wounds, antiplague[APG], antitoxin, holy water; Other Gear +2 mithral chain shirt, +3 crusading mithral buckler, "needle" +2 minetic planar adamantine rapier, arrows (10), arrows (10), blunt arrows[APG] (10), blunt arrows[APG] (10), cold iron morningstar, dagger (3), rapier, shortbow, amulet of natural armor +2, belt of physical might +2 (Dex, Con), clear spindle ioun stone, cloak of resistance +4, efficient quiver, eyes of the eagle, handy haversack, headband of mental prowess +2 (Int, Cha), ring of eloquence[ACG], ring of maniacal devices[APG], ring of protection +2, swordmaster's flair (blue scarf)[ACG], wayfinder[ISWG], bandolier[UE], bandolier[UE], bedroll, colored ink (2), flint and steel, hemp rope (50 ft.), ink (2), inkpen, journal[UE] (2), masterwork thieves' tools, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, weapon cord[APG], 10,518 gp, 8 sp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Charmed Life +4 (5/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Critical Focus +4 to confirm critical hits.
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (when Panache left) (Ex) If succeed on Reflex save for half dam, take none instead.
Fencing Grace Use Dexterity on rapier damage rolls
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Lay on Hands (1d6 hit points, 5/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Nimble +3 (Ex) +3 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Penetrating Strike (Ignore DR 5/Any or DR 0/-) Ignore up to 5 points of DR/?.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Smite Evil (1/day) (Su) +4 to hit, +2 to damage, +4 deflection bonus to AC when used.
Truespeaker Learn two languages for each rank you put in Linguistics.
Uncanny Dodge (Panache left) (Ex) Retain DEX bonus to AC when flat-footed.
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.).
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Trade Princess Callie Del Noire, Pasha of Rose's Reach