Ah, nice
May i ask why didn't you use travel devotion? What factor kept you from using it?
Mostly the DM's style - we never fought more than 1 combat per in-game day (and rarely even 2 per session, it's more RP and goofing off heavy than anything). Since I didn't really need more than 1 use of the feat per day, and even without it my character is quite competitive with the rest of the party, cloistered cleric became more of a dead level than I had anticipated.
Also, 1 combat involved defending a single balcony from an invading army, so I didn't get to use travel devotion until the last guy. But it was worth it to go from dealing ~30 damage a round to suddenly hitting the last guy for about 110 damage with a crit and skirmish dice. Improved favored enemy (human) has been the source of most of the damage in the build (+9 damage per shot in a game without magic or a buffer is pretty significant), but that's really campaign-specific, so I can't recommend it to everyone.
I'd normally go for trap-finding, but the DM doesn't like traps, so despite the party having me and a ranger/thief-acrobat, nobody has search or disable device trained.
Build (from memory, afb right now)
Jey, NE Human Scout 3/Ranger 9
1st char: Point Blank Shot
1st hmn: Precise Shot
3rd char: Travel Devotion
4th ranger bonus: Track, FE: Arcanists +2
5th ranger bonus: Rapid Shot, FE: Arcanists +2, Humans +4
6th ranger bonus: Endurance
6th char: Swift Hunter
9th char: Improved Favored Enemy
9th ranger bonus: Multishot
10th: FE: Arcanists +2, Humans +6, Constructs +2
12th char: Improved Skirmish
In the future...
14th ranger bonus: Improved Precise Shot
15th planned: Improved Critical (Composite Longbow), FE: Arcanists +2, Humans +8, Constructs +2, Elementals +2
18th planned: Woodland Archer (RotW) or Darkstalker (LoM)
20th planned: FE: Arcanists +2, Humans +10, Constructs +2, Elementals +2, Undead +2
ACFs: FE: Arcanists (CM), then the cityscape ones are planned for 13th and 17th.
Pet: Snap the Crocodile
Spells: one spell that makes your next attack an automatic threaten (Hunter's Mercy? 1st lvl), and 1 that makes all threats automatically critical (Exacting Shot? 2nd lvl).
Misc: he's also got a pair of +2 Keen kukris found on the opponents. Makes me wish I were a melee ranger, but since the character has a decent strength it could work out well against opponents in melee anyhow. Basically Jey is focused on killing other humans, but gets skirmish against most creatures normally immune to it. To be honest, the DM probably wouldn't even realize that I can't skirmish elementals, etc, but I play fair