Mercenary Healer

Dr. John H. Watson's page

39 posts. Organized Play character for kaervek78.


Full Name

Dr. John H. Watson

Race

Male N Sylph Investigator 1 | HP 9/9 | AC 17 (20) T 14 FF 13 (16) (shield)| CMB +0, CMD 14 | F +2, R +6, W +3 | Init +4 | Perc +5 darkvision 60 ft., SM: +1 | Speed 35 ft.

Classes/Levels

Ressources:
Extracts 1st 2/2

Gender

R4I's #06-10 The Wounded Wisp

About Dr. John H. Watson

Investigator (Empiricist)
Swashbuckler (Inspired Blade)
Alchemist (for reference)

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Profile still under construction!!!
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Scenario Notes: NA

Now LEVEL 1!!! ;-)
Already done: BAB, CMB, CMD, HP, Saves, Feat, Traits, Equipment, Created Acid and Alchemist's Fire Flasks,
To Do: Skills
tbd: check wand uses, Shopping for Formulae, +1 Formula, ...

Shopping:
To Buy/Do:
- Wand of ? 50/50 (2 PP, 0lb)
- Wand of Heightened Awareness 50/50 (2 PP, 0lb)
- Wand of Comprehend Languages 50/50 (2 PP, 0lb)
- Wand of Endure Elements 50/50 (2 PP, 0lb)
- Cheat sheath(100g, 2lb) ?
- Arcane family workbook (300g, 3lb) ?

- Mithral Chain Shirt (1100g, 12.5lb)
- Handy Haversack (2.000g, 5lb);
- Cloak of Resistance +1 (1.000g, 1lb);
- Headband of Vast Intelligence +2/+4/+6
- Belt of Incredible Dexterity +2 (4000g, 1lb);
- Goggles of Minute Seeing
- Gloves of Elvenkind (7500g, 0lb)

Already Bought (Scenario #4): Wand of Heightened Awareness 50/50 (2 PP);

Already Bought (Scenario #3): Wand of Comprehend Languages 50/50 (2 PP); Alchemist's lab (200g, 40lb); crafted 5 flasks of Acid (3.33 GP) = 16.65 GP

Already Bought (Scenario #2): Wand of CLW (2 PP); MW Thieves Tools 100g; MW Buckler 155g; crafted 2 flasks of Alchemist's Fire (6.66 GP) = 13.32 GP

Already Bought (Scenario #1): crafted 1 flask of Acid (3.33 GP) and 1 flask of Alchemist's Fire (6.66 GP) = 9.99 GP

Dr. Watson is...

Special Abilities, Feats, Traits, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
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DEFENSE
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CMD 14
AC 17, touch 14, flat-footed 13
hp 9
Fort +2, Ref +6, Will +3

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OFFENSE
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CMB +0
Speed 30 ft. (20 ft. with backpack)
Ranged

To hit: BAB 0, Dex 4, PBS, Precise Shot
Light Crossbow +4
[dice=Light Crossbow]1d20+4[/dice]
[dice=Piercing]1d8[/dice]

cold iron Dagger +4 (1d4/19-20/x2)
[dice=cold iron Dagger]1d20+4[/dice]
[dice=Piercing OR Slashing, cold iron]1d4[/dice]

Acid / Alchemist's Fire +4
[dice=Acid / Alchemist's Fire flask]1d20+4[/dice] [ ooc](vs touch AC)[/ ooc]
[dice=Acid / Fire]1d6[/dice]
[ ooc] and 1 splash acid / fire damage[/ ooc]

Melee
Rapier +4 (1d6/18-20/x2)
[dice=Rapier]1d20+4-1[/dice]
[dice=Piercing]1d6[/dice]

cold iron Dagger +4 (1d4/19-20/x2)
[dice=cold iron Dagger]1d20+4-1[/dice]
[dice=Piercing OR Slashing, cold iron]1d4[/dice]

Sap +4 (1d6/18-20/x2)
[dice=Sap]1d20+4-1[/dice]
[dice=Bludgeoning non-lethal]1d6[/dice]

Unarmed Strike +4 (1d3/20/x2)
[dice=Unarmed Strike]1d20+4-1[/dice]
[dice=Bludgeoning non-lethal]1d3[/dice]

EXTRACTS (actual):

Alchemist Extracts Prepared (CL 1st; concentration +4)
. . 1st(2): CLW, [empty]

EXTRACTS (typical):

Alchemist Extracts Prepared (CL 2nd; concentration +5)
. . 2nd(1): ...
. . 1st(2): Heightened Awareness, Identify, Shield, [empty]

FORMULAE BOOK (current):

. . 1st: Adhesive Spittle, Ant Haul, CLW, Comprehend Languages, Crafter's Fortune, Detect Secret Doors, Enlarge Person, Expeditious Retreat, Heightened Awareness, Identify, Monkey Fish, Reduce Person, Shield, Touch of the Sea

FORMULAE BOOK (at 0 XP):
1st: 5 formulae
. . 1st: CLW, Crafter's Fortune, Heightened Awareness, Monkey Fish, Shield

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STATISTICS
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Str 10, Dex 18, Con 12, Int 17, Wis 12, Cha 7
OR
Str 10, Dex 17, Con 12, Int 18, Wis 12, Cha 7
OR
Str 11, Dex 18, Con 12, Int 18, Wis 8, Cha 7
OR
STR 9 / DEX 17 / CON 12 / INT 19 / WIS 10 / CHA 7

Str 10, Dex 18, Con 12, Int 16, Wis 12, Cha 8
BAB +0; CMB +0; CMD 14
AC Calc 2 Armor, 1 Shield, 4 Dex, 0 Natural, 0 Deflection
HP Calc 1) 8, Con 1
Save Calc Base +0/+2/+2, Ability +1/+4/+1, Trait +1/+0/+0, +1/+1/+1 Cloak
Feats Weapon Finesse
Traits Deathtouched, Student of Philosophy
Languages Common, Auran; Aquan, Ignan, Terran; Sylvan(L)
Draconic, Gnome, Orc, Celestial(L), Abyssal(L), Infernal(L), Ancient Osiriani(L), Thassilonian(L), Azlanti(L), Cyclops(L), Jistka(L), Tekritanin(L)
Hallit (Kellid), Kelish (Kelishite), Osiriani (Garundi), Polyglot (Mwangi), Shoanti (Shoanti), Skald (Ulfen), Tien (Tian), Varisian (Varisian), Vudrani (Vudrani)
Favored Class Investigator 1) Skill Point
Favored Class Investigator 1) - 2) Skill Point

SKILLS:
(class + Int + FCB)
Investigator: 6 + 3 + 1 = 10 Skillpoints
Swashbuckler: 4 + 3 + 0 = 7 Skillpoints
[dice=Acrobatics - ACP]1d20+8-1[/dice] <1 rank> x
[dice=Appraise]1d20+3[/dice] <0 ranks>
[dice=Bluff to lie]1d20+3[/dice] (trait: use INT in place of CHA)
[dice=Bluff]1d20-1[/dice]
[dice=Climb - ACP]1d20+0-1[/dice] <0 rank>
[dice=Craft: Alchemy]1d20+7[/dice] <1 rank> (+1 competence to create alchemical items, +2 alchemist's lab (for Day Job), +5 luck Crafter's Fortune) x
[dice=Craft: Anything]1d20+3[/dice]
[dice=Diplomacy to persuade others]1d20+7[/dice] (trait: use INT in place of CHA)
[dice=Diplomacy]1d20+3[/dice] <1 rank>
[dice=Disable Device - ACP]1d20+8-1[/dice] <1 ranks, MW tools> x (when using INT instead of DEX)
[dice=Disguise]1d20-1[/dice]
[dice=Escape Artist - ACP]1d20+3-1[/dice]
[dice=Fly - ACP]1d20+3-1[/dice]
[dice=Heal]1d20+1[/dice]
[dice=Intimidate]1d20-1[/dice]
[dice=Knowledge: Arcana t]1d20+3[/dice] <0 ranks> x
[dice=Knowledge: Dungeoneering t]1d20+3[/dice] <0 ranks>
[dice=Knowledge: Engineering t]1d20+3[/dice] <0 ranks>
[dice=Knowledge: Geography t]1d20+3[/dice] <0 ranks>
[dice=Knowledge: History t]1d20+3[/dice] <0 ranks>
[dice=Knowledge: Local t]1d20+7[/dice] <1 ranks>
[dice=Knowledge: Nature t]1d20+3[/dice] <0 ranks> x
[dice=Knowledge: Nobility t]1d20+3[/dice] <0 ranks>
[dice=Knowledge: Planes t]1d20+3[/dice] <0 ranks>
[dice=Knowledge: Religion t]1d20+3[/dice] <0 ranks>
[dice=Linguistics t]1d20+7[/dice] <1 rank> x
[dice=Perception]1d20+5[/dice] <1 ranks> x (when using INT instead of WIS)
[dice=Perform: Any]1d20-1[/dice]
[dice=Profession: Any]1d20+1[/dice]
[dice=Ride - ACP]1d20+4-1[/dice]
[dice=Sense Motive]1d20+5[/dice] <1 ranks> x (when using INT instead of WIS)
[dice=Spellcraft t]1d20+7[/dice] <1 ranks> x
[dice=Sleight of Hand - ACP]1d20+4-1[/dice] <0 ranks>
[dice=Stealth - ACP]1d20+12-1[/dice] <1 rank, +4 racial> x
[dice=Survival]1d20+1[/dice] <0 rank>
[dice=Swim - ACP]1d20+0-1[/dice] <0 rank>
[dice=UMD t]1d20-1[/dice] <0 ranks> (when using INT instead of CHA) x

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EQUIPMENT AND GOLD
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TO DO!!!

On person
*Combat Gear 1x Dart (0.5g, 0.5lb); cold iron Dagger (4g, 1lb); Rapier (20g, 2lb); Lamellar Cuirass (15g, 8lb); MW Buckler (155g, 5lb); 16.5
*Other Gear 2x Bandolier (0.5g, 0lb); Cold Weather Outfit (0g, 7lb); MW Backpack (50g, 4lb) 7 + 4
*Alchemical/Magic Gear 1x Acid, flask (0g, 1lb); 1x Alchemist's Fire, flask (0g, 1lb); Wand of CLW 50/50 (2 PP, 0lb); Wand of Comprehend Languages 50/50 (2 PP, 0lb); Wand of Heightened Awareness 50/50 (2 PP, 0lb); Wand of Endure Elements 50/50 (2 PP, 0lb); Wand of Mage Armor 50/50 (2 PP, 0lb) 5 2
*Adventuring Gear (in Backpack) MW Thieves Tools (100g, 2lb) 2
*Adventuring Gear (in Backpack) 1x Trail Rations (5s, 1lb); 1x Waterskin (1g, 4lb) 5
*Alchemical/Magic Gear (in Backpack) Alchemy crafting kit (25g, 5lb); 1x Waterproof Bag (5s, 0.5lb); Formulae Book (0g, 3lb) 8.5
Left at Lodge Alchemist's lab (200g, 40lb); Light Crossbow (35g, 4lb); Sap (1g, 2lb);
Starting GP 150 - 130.99 (shopping) = 19.01 + 430 + 20 = 469.01 + 5 - 455 (shopping) = 19.01 gold
Starting GP 150 - 130.99 (shopping) = 19.01 + 430 + 20 = 469.01 - 60 (scribing cost) = 556.34 - 16.65 (shopping) = 539.69 + 1436 + 75 = 2050.69 gold
Weight Carried 40 lbs
Weight Carried without backpack (with all gear inside: 10.5 lbs) 29.5 lbs
Carrying Capacity STR 10 Light (33 lb), Medium (66 lb), Heavy (100 lb), LoH (100 lb), Lift (200 lb), Drag/Push (500 lb)
Carrying Capacity STR 11 Light (38 lb), Medium (76 lb), Heavy (115 lb), LoH (115 lb), Lift (230 lb), Drag/Push (575 lb)
Carrying Capacity STR 12 Light (43 lb), Medium (86 lb), Heavy (130 lb), LoH (130 lb), Lift (260 lb), Drag/Push (650 lb)

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APPEARANCE
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Age 122
Height 6'0"
Weight 140 lb
Eye Color Blue
Hair Color Black
Skin Tone Pale
Region of Origin ?
Deity ?
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SPECIAL ABILITIES
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Class Features: Investigator:

Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
Alchemy (Su) Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts.
When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.
Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.
An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table 1–8: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.
Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.
An investigator uses the alchemist formula list to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier.
An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1stlevel formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.
Inspiration (Ex) An investigator is beyond knowledgeable and skilled — he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’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 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
===> Inspiration Pool: 3
Trapfinding An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Investigator Talent (Ex or Su) At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.
Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.
See the Investigator Talents section for a full list of Talents from all sources.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Trap Sense (Ex) At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).
Studied Combat (Ex) With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied Strike (Ex) At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Poison Lore (Ex)
Poison Resistance (Ex)
Swift Alchemy (Ex)

Class Features: Investigator (Empiricist):

Ceaseless Observation (Ex) An empiricist’s ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance.
Unfailing Logic (Ex) An empiricist’s grasp of facts and data teaches him to anchor himself in reality, granting resistance to even the most potent illusions. At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round.
At 8th level, the empiricist’s insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects. This ability replaces swift alchemy.

Investigator Talents:

Alchemist Discovery (Ex) The investigator can select one of the following alchemist discoveries as an investigator talent: combine extracts, concentrate poison, dilution, elixir of life, enhance potion, eternal potion, extend potion, infusion, mutagen, and poison conversion. When selecting an alchemist discovery, he must be high enough level to qualify for that discovery, using his investigator level as his alchemist level to determine if he qualifies. This talent can be selected multiple times; each time grants a new alchemist discovery.
Source: Advanced Class Guide pg. 32
Expanded Inspiration (Ex) An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.
Source: Advanced Class Guide pg. 32
Amazing Inspiration (Ex) When using inspiration, the investigator rolls a d8 instead of a d6. At 20th level, the investigator rolls 2d8 and adds both dice to the result. An investigator must be at least 7th level to select this talent.
Source: Advanced Class Guide pg. 32
Underworld Inspiration (Ex) An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he’s trained in the skill.
Source: Advanced Class Guide pg. 32
Toppling Strike* (Ex) When the investigator deals damage with studied strike, he can perform a trip combat maneuver as a free action against the creature damaged by studied strike. This trip does not provoke attacks of opportunity. An investigator must be at least 9th level to select this talent.
Source: Advanced Class Guide pg. 32
...

Alchemist Discoveries:

Mutagen (Su) This discovery gives the alchemist the mutagen class ability. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutagens.)
Source: Ultimate Magic pg. 16
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
...

Class Features (Swashbuckler) NOT YET:

Weapon and Armor Proficiency Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
Panache (Ex) More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon rapier, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.
Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.
===> altered by the archetype Inspired Blade, see next spoiler

Class Features: Swashbuckler (Inspired Blade) NOT YET:

Inspired Panache (Ex) Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier.
Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier. This ability alters the panache class feature.
Inspired Finesse (Ex) At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. This ability replaces swashbuckler finesse.

Swashbuckler Deeds NOT YET:

Derring-Do (Ex) At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Source: Advanced Class Guide pg. 56
Dodging Panache (Ex) At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modif ier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Source: Advanced Class Guide pg. 57
Opportune Parry and Riposte (Ex) At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Source: Advanced Class Guide pg. 57

Faction Rewards:

none so far.

Feats:

Weapon Finesse With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
Weapon Focus (rapier) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Point-Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Extra Investigator Talent You gain one additional investigator talent. You must meet the prerequisites for this investigator talent.
Special: You can take this feat multiple times. Each time you do, you gain another investigator talent.
Source: Advanced Class Guide pg. 147
Additional Traits You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.


Traits:

Deathtouched (Race) At some point you were tainted with the corruption of the undead, and you have gained some of their defenses. You gain either a +1 trait bonus on Fortitude saving throws or a +2 trait bonus on saving throws against mind-affecting effects (your choice). Requirement(s): Any
Source: Ultimate Campaign pg. 62
Student of Philosophy (Social) You were trained in a now defunct philosophical tradition—such as that of the now destroyed Galtan universities or Lirgeni astrologers—and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.)
Source: Quests and Campaigns pg. 21
Anatomist (Combat) You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs. You gain a +1 trait bonus on all rolls made to confirm critical hits.
Inspired (Faith) A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check.
Source: Ultimate Campaign pg. 55


Racial Traits:

+2 Dexterity, +2 Intelligence, –2 Constitution Sylphs are quick and insightful, but slight and delicate.
Native Outsider Sylphs are outsiders with the native subtype.
Medium Sylphs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed Sylphs have a base speed of 30 feet.
Darkvision Sylphs can see in the dark up to 60 feet.
Languages Sylphs speak Common and Auran. Sylphs with high Intelligence scores can choose from the following languages: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.
Spell-Like Ability
Energy Resistance
Air Affinity

Alternative Racial Traits:

Storm in the Blood A sylph with this racial trait gains fast healing 2 for 1 round anytime she takes electricity damage (whether or not this electricity damage gets through her electricity resistance). The sylph can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces air affinity.
Source Advanced Race Guide pg. 157
Like the Wind A sylph with this racial trait gains a +5 foot bonus to her base speed. This racial trait replaces energy resistance.
Source Advanced Race Guide pg. 156
Whispering Wind Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph’s spell-like ability racial trait.
Source Advanced Race Guide pg. 157
Mostly Human A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.
Source: Inner Sea Races pg. 215

Botting Preferences:

Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character.

Non-Combat
*Dr. John H. Watson has ranks in the following skills: Appraise, Craft (Alchemy), Heal, Knowledge (arcana), Knowledge (nature), Linguistics, Perception, Spellcraft and UMD
*He is also quite good at Craft(Anything) and all other Knowledges - and she can make checks with Knowledge and Profession skills untrained. (Feat)
Skill Checks are all preformatted in the Skills section

Combat
*to be done
Combat Rolls should mostly be preformatted in the Offense section.


PFS Boons:

none

Scenario List:

1: #06-10 The Wounded Wisp 1 XP, 2 PP, 430 + 20 gold
2: ???-?? 1 XP, 2 PP, ???? + 50 gold, crafted 5 acid flasks
3: ???-?? 1 XP, 2 PP, ???? + 50 gold, crafted 5 acid flasks
Total XP: 1
Total Fame: 2 (0 gold cap / next level at Fame 5: 500 gold cap / next level at Fame 9: 1500 gold)
Current Prestige: 2 (2 -2 for shopping +2 earned(chronicle #2) = 2)

Chronicle Info:

Player: kaervek78 aka Chris N.
Character Name: Dr. John H. Watson
PFS #: 331079-15
Faction: The Concordance
Day Job: Craft (Alchemy) +13 (includes crafter's fortune)
Progression: Normal

TEST:

"Dr. Watson, Investigator." "I have quite a variety of formulae in my book, speak eight languages, know a lot about pretty much anything and can also craft about any alchemical item."