I threw this investigator together for PFS play, please give me advice on ways to make it better. Sorry if this thread is in the wrong place.
Half-Elf Investigator (Empiricist) 1
NG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +9
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 10 (1d8+2)
Fort +2, Ref +4, Will +3; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee rapier +2 (1d6+2/18-20)
Ranged sling +2 (1d4+2)
Investigator (Empiricist) Spells Prepared (CL 1st; concentration +4):
1st—keen senses{super}APG{/super} (DC 14), shield
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Statistics
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Str 14, Dex 14, Con 13, Int 16, Wis 12, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Sharp Senses[APG], Skill Focus (Disable Device)
Traits elven reflexes, resilient
Skills Bluff +4, Craft (alchemy) +7 (+8 to create alchemical items), Diplomacy +4, Disable Device +9, Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (religion) +7, Perception +9, Sense Motive +5; Racial Modifiers +4 Perception
Languages Common, Elven, Jistka, Osiriani, Varisian
SQ alchemy, elf blood, inspiration, trapfinding +1
Combat Gear sharpstone sling bullets (10); Other Gear studded leather, rapier, sling, sling bullets (10), backpack, bedroll, belt pouch, flint and steel, formula book, ink, black, inkpen, mess kit, parchment (10), pot, scroll case, sealing wax, soap, thieves' tools, torch (10), trail rations (5), waterskin, 29 gp, 9 sp
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Inspiration (+1d6, 3/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.