Sorry for the delay.
See below for Zeno Sebaya. I can rework elements to suit the party’s needs.
Zeno Sebaya is a half-elven man of average height, with a well trimmed beard and a mess of shaggy brown hair. His eyes are brown, and he wears a pair of well-made spectacles. He carries a small satchel on his back, and has a bandolier with a few vials for easy access. His only other items are a small buckler and rapier which hang from belt sheaths. He is about twenty-five years old, and has a few scars on his face and hands that demonstrate a harder life than what might be typical for an academic.
Zeno was born under a bad sign in Lepidstadt to a pair of half-elven parents, a luxury tailor and a adjunct professor at Lepisdadt. His mother never was able to advance past this level for political reasons, but her knowledge of natural philosophy was unparalleled at the university, and she frequently gave lectures on various topics. Zeno’s father dresses many of the finest people in the city, but the family always struggled to stay afloat. Zeno fell in with a street gang to make extra money at a very young age, and the gang frequently robbed and harassed folks visiting the university, until one day, the guard grew tired of their foolishness and threatened to send them to forced labor camps to pay restitution (particularly for accidentally managing to burn down a number of important buildings on campus). Professor Lorrimor intervened, as he had gotten to know young Zeno, and recognizing his mind could be set on a more disciplined and constructive path, lobbied for him to act as a sort of finder and apprentice for himself and the the university when he was older. Zeno agreed, not wanting to burden his family further, and learned a great deal about the strange monsters of Ustalav and the natural world.
He learned this, eventually, by going on retrieval expeditions to get rare monster parts and to catalogue more data for the research of various professors. He appreciates the work, though it has taken him outside of the area for some time. He heard of Lorrimor’s death, he made his way back from Mendez, where he was cataloguing and researching the undead, only now getting back.
Zeno is friendly and brash, and comes across sometimes as a know-it-all, but his identification skills and combat advice can be second-to-none. He likes to check his note before any investigation, rummaging through the small library he keeps in his bag of of Pathfinder Chronicles. He has a good amount of bravado, which is not necessarily unearned, but typically uses this to disarm folks, as the bravado is never at anyone else’s expense. He watches people’s behavior analytically, searching their faces for clues to future behavior, and sometimes inadvertently classifying them by type and behavior instead of seeing the whole of their person. He also seems to be extremely confident, believing that any monster can be defeated with research and preparation.
Dark Secret: Zeno accidentally lost his best friend in the fire in his street gang, which Zeno originally set (it was his idea). He couldn’t save his friend, but he has now developed a minor phobia of fire, and his still haunted by the screams, even more than twelve years later. He is extremely remorseful, and the weight of his poor choices can burden him emotionally.
Male half-elf investigator (cryptid scholar, natural philosopher) 5/swashbuckler (inspired blade) 1 (Pathfinder Player Companion: Magic Tactics Toolbox 18, Pathfinder RPG Advanced Class Guide 30, 56, 125, Ultimate Wilderness 56)
LG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +11
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield)
hp 47 (6 HD; 5d8+1d10+12)
Fort +4, Ref +9, Will +6; +2 racial bonus vs. necromancy and curse spells and spell like abilities and to remove negative levels, +2 vs fear
Speed 30 ft.
Melee +1 rapier +8 (1d6+3/18-20)
Ranged mwk composite longbow +7 (1d8/×3)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (6)
Investigator (Cryptid Scholar, Natural Philosopher) Extracts Prepared (CL 5th; concentration +9)
. . 2nd—barkskin, barkskin, see invisibility
. . 1st—cure light wounds, disguise self, heightened awareness[ACG], monkey fish[ACG], shield
Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 14
Base Atk +4; CMB +4; CMD 16
Feats Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Fencing Grace[UI], Skill Focus (Perception), Weapon Focus (rapier)
Trairs Making Good on Promises, Warrior Of Old
Skills Acrobatics +8, Bluff +7, Climb +4, Craft (alchemy) +16 (+21 to create alchemical items), Diplomacy +7, Disable Device +8, Disguise +6, Escape Artist +6, Fly +6, Heal +5, Intimidate +7, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +9, Knowledge (nature) +13, Knowledge (nobility) +8, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +8, Perception +11, Ride +6, Sense Motive +5, Sleight of Hand +6, Spellcraft +8, Stealth +6, Survival +6, Swim +4, Use Magic Device +11; Racial Modifiers +2 Perception
Languages Celestial, Common, Elven, Giant, Goblin, Sylvan, Varisian
SQ alchemy (alchemy crafting +5), blightborn[HA], elf blood, herbalism +2, inspired panache, intuitive monster lore, investigator talents (chronicler's insight, expanded inspiration[ACG], infusion, mutagen[UM]), keen recollection, knowledgeable strike, mutagen (+4/-2, +2 natural armor, 50 minutes), natural philosopher’s inspiration (6/day), opportune advice, swift alchemy, track +2
Combat Gear boro bead (1st level)[UE]; Other Gear +1 mithral chain shirt, +1 buckler, +1 rapier, mwk composite longbow, cloak of resistance +1, formula alembic[UE], handy haversack, headband of vast intelligence +2, hybridization funnel[UE], traveler's any-tool[UE], formula book, masterwork backpack[APG], masterwork thieves' tools, pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], portable alchemist's lab[APG], 275 gp
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Blightborn +2 to save vs. necromancy, curses, and temp negative levels.
Chronicler's Insight (Ex) Std; gain benefit of pathfinder chronicle. 1 insp.: extend duration and gain extra bonus
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Fencing Grace Use Dexterity on rapier damage rolls
Herbalism +2 (Su) Use Knowledge (nature) in place of Craft (alchemy) and Profession (herbalist) checks.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Intuitive Monster Lore +1 (Ex) Add Wis mod to knowledge checks to ID foes.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Knowledgeable Strike +1d6 (Ex) As a move action end advice and deal extra dam vs. foe type for 1 rd.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 16) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 50 minutes.
Natural Philosopher’s Inspiration (+1d6+1, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Opportune Advice +1 (4 rounds) (Ex) As a move action when ID monster, allies in 30 ft gain +1 AC and saves vs. them.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Track +2 Add the listed bonus to Survival checks made to track.
Hope you find him interesting!