Mage Sniper

Cael Windstrom's page

88 posts. Alias of OmniChaos.


Full Name

"Sky Master" Cael Windstrom

Race

Sylph

Classes/Levels

Air Elementalist (Wind Listener) 16

Gender

Male

Size

Medium

Age

93

Alignment

NG

Deity

Nethys

Location

Absalom, Wise Quarter

Languages

Common, Auran, Osiriani, Aquan, Terran, Ignan, Abyssal, Aklo, Infernal, Celestial, Sylvan, Cyclops, Draconic, Giants, Gnoll, Orc, Sphinx, Undercommon, Polyglot, Azlanti, Thassilonian, Jistka, Shory

Occupation

Enigma, Golden Sword, Retired Pathfinder

Strength 8
Dexterity 18
Constitution 12
Intelligence 28
Wisdom 12
Charisma 10

About Cael Windstrom

Advancement Choices:

1st: Air Elementalist (Wind Listener); Scribe Scroll (B), Combat Casting
2nd: Air Elementalist (Wind Listener);
3rd: Air Elementalist (Wind Listener); Uncanny Concentration
4th: Air Elementalist (Wind Listener); Intelligence Increase +1
5th: Air Elementalist (Wind Listener); Spell Penetration
6th: Air Elementalist (Wind Listener);
7th: Air Elementalist (Wind Listener); Greater Spell Penetration
8th: Air Elementalist (Wind Listener); Intelligence Increase +1
9th: Air Elementalist (Wind Listener); Opposition Research
10th: Air Elementalist (Wind Listener);
11th: Air Elementalist (Wind Listener); Inner Breath
12th: Air Elementalist (Wind Listener); Intelligence Increase +1
13th: Air Elementalist (Wind Listener); Elemental Spell (Acid)
14th: Air Elementalist (Wind Listener);
15th: Air Elementalist (Wind Listener); Quicken Spell
16th: Air Elementalist (Wind Listener); Intelligence Increase +1

"Sky Master" Cael Windstrom

Male Sylph (Osirian) Air Elementalist (Wind Listener) 16 Age 93
NG Medium Outsider (native)
Init +5; Senses Darkvision 60ft., Detect Magic; Perception +25

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DEFENSE
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AC 23, touch 15, flat-footed 18 (+4 dex, +5 armor, +1 nat, +1 def, +2 shield)
HP 82 (16d6+16)

Fort +10, Ref +13, Will +15

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OFFENSE
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Speed 30 ft.
Melee Quarter Staff of Entwined Serpents +8 (1d6+1/x2)
Ranged Magic Missile (2d4+2)
Space 5 ft., Reach 5 ft.

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SPECIAL ABILITIES
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Air Insight: Sylph spellcasters sometimes find that their elemental heritage makes creatures of air more willing to serve them. Summon monster and summon nature's ally spells that the Sylph casts last 2 rounds longer than normal when used to summon creatures with the air subtype.

Sky Speaker: Sylphs with this racial trait feel kinship toward the creatures of the air, and can use speak with animals once per day to speak to birds or other flying animals. Her caster level for these effects is equal to her level.

Air Supremacy: You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.

Lightning Flash: As a standard action, you can unleash a flash of electricity. This flash deals 1d6 points of electricity damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and dazzles them for 1d4 rounds. A successful Reflex save negates the dazzled effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Cyclone: At 8th level, you can create a vortex of turbulent wind around yourself as a standard action. This vortex has a radius of up to 10 feet and a maximum height of 10 feet per wizard level you possess. Any ranged attack passing through this vortex automatically misses. Any flying creature moving through the vortex must make a Fly skill check or immediately fall from the sky, taking falling damage (the creature cannot make a Fly check to reduce or negate this damage). Creatures on the ground cannot pass through the vortex without first making a Strength check. The DC of this check is equal to 10 + your caster level. The vortex is faintly visible and can be spotted with a DC 15 Perception skill check. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.

Spontaneous Divination: At 1st level, a wind listener can reshape stored spell energy into divination spells he did not prepare ahead of time. The wind listener can “lose” any prepared spell that is not a cantrip in order to cast a divination spell of the same spell level or lower. The new spell must be one the wind listener knows and is capable of casting. Spells cast with this ability increase their casting time to a full-round action (if the spell's normal casting time is longer than a full-round action, it remains unchanged).

Abjuration Sense: At 5th level, a wind listener develops a sixth sense for spotting spells designed to guard against his investigations. He gains a bonus on Perception checks equal to 1/2 his level to notice spells of the abjuration school and on Spellcraft checks to identify abjuration effects, spells, and magic items.

Wispy Form: At 10th level, the wind listener gains the ability to become airy and translucent as a standard action, gaining DR 10/magic and the effects of greater invisibility for a number of rounds per day equal to his level. These rounds need not be consecutive. Like the natural invisibility universal monster ability, this ability is not subject to invisibility purge.

Listening to the Wind: At 15th level, the wind listener can call upon spirits of the air to uncover lost lore about a legendary person, place, or thing. Invoking the spirits takes 10 minutes, during which time the wind listener must be free of distractions and able to concentrate. Once called, the spirits seek out information on the subject of the wind listener's inquiries. This functions as the spell legend lore (caster level equal to the wind listener's level), except that the wind listener is free to engage in other activities while spirits investigate on his behalf. The time required for the air spirits to return with this information is equal to what the casting time of the spell legend lore would have been if the wind listener had cast it.

The wind listener can use this ability once per week, and only if he does not currently have air spirits searching for information. If the air spirits are currently searching for information, the wind listener can end their task early as a standard action, dismissing the magical effect and not returning any information.

Permanency Spells: Cael has made the following spells permanent via the permanency spell. Detect Magic

Implanted Ioun Stones: Cael has undergone the lengthy process of implanting his ioun stones with in his flesh. Using the ritual to place both upon the center of his shoulders, one on each.

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SPELLS (CL 17th) +24 vs SR, CONCENTRATION +33
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Wizard Spells:
8th- Stormbolts, Sunburst, Mind Blank, Polar Ray
7th- Summon Monster VII, Quickened Fireball (2), Greater Teleport, Resonating Word
6th- Chain Lightning, Greater Dispel Magic, Disintegrate, Getaway, Sign of Wrath
5th- Elemental Body II, Mind Fog (2), Feeblemind, Baleful Polymorph, Hold Monster, Acidic Spray
4th- Acid Lightning Bolt, Greater False Life, Greater Invisibility, Dimensional Anchor, Black Tentacles, Dimension Door, Boneshatter
3rd- Lightning Bolt, Ice Spears (2), Fireball (2), Vengeful Comets (2)
2nd- Resist Energy, Stone Discus, Web, Blur, Burning Arc, Burst of Radiance, Mirror Image
1st- Shocking Grasp, Protection from Evil (2), Shield (2), Ray of Enfeeblement (2), Magic Missile
0 (at will)- Message, Mending, Prestidigitation, Ghost Sound, Arcane Mark
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STATISTICS
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Str 8, Dex 18, Con 12, Int 28, Wis 12, Cha 10
Base Atk +8; CMB +7; CMD 21
Traits:
Arcane Temper, Alumni
Feats:
Scribe Scroll (B), Combat Casting, Uncanny Concentration, Spell Penetration, Greater Spell Penetration, Opposition Reseach, Inner Breath, Elemental Spell (Acid), Quicken Spell
Skills (170 Points - 32 class, 74 Int, 48 Item, 16 Favored):
Fly +25 (16 Item, 5 School, 4 Dex)
Knowledge (Arcana) +28 (16 Ranks, 3 Class, 9 Int)
Knowledge (Dungeoneering) +17 (5 Ranks, 3 Class, 9 Int)
Knowledge (Engineering) +9 (9 Int)
Knowledge (Geography) +25 (16 Item, 9 Int)
Knowledge (History) +25 (16 Item, 9 Int)
Knowledge (Local) +17 (5 Ranks, 3 Class, 9 Int)
Knowledge (Nature) +28 (16 Ranks, 3 Class, 9 Int)
Knowledge (Noblility) +9 (9 Int)
Knowledge (Planes) +28 (16 Ranks, 3 Class, 9 Int)
Knowledge (Religion) +28 (16 Ranks, 3 Class, 9 Int)
Linguistics +28 (16 Ranks, 3 Class, 9 Int)
Perception +25 (16 Ranks, 3 Class, 1 Wis, 5 Item)
Spellcraft +28 (16 Ranks, 3 Class, 9 Int)
Favored Class: Wizard
Racial Modifiers: +2 Dex, +2 Int, -2 Con, Electricity Resistance 5, Darkvision 60 ft., SLA (Speak with Animals [Birds and Flying Only])
Languages: Common, Auran, Osiriani, Aquan, Terran, Ignan, Abyssal, Aklo, Infernal, Celestial, Sylvan, Cyclops, Draconic, Giants, Gnoll, Orc, Sphinx, Undercommon, Polyglot, Azlanti, Thassilonian, Jistka, Shory

GEAR/POSSESSIONS
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Location: On Persons

Combat Gear: Rod of Greater Elemental Metamagic, Still Amber (2), Silent Spinel (2), Maximizing Sapphire, Potion of Cure Moderate Wounds (2), Potion of Cure Serious Wounds, Wand of Enervation (15 charges),

Possessions: Bandolier (2), Scroll Box, Spring Loaded Wrist Sheath (2), Belt of Physical Might +2 (Dex/Con), Robe of the Archmagi, Quick Runner's Shirt, Eyes of the Eagle, Iron Circlet of Guarded Souls, Headband of Vast Intelligence +6 (Knowledge (History/Geography), Fly), Amulet of Natural Armor +1, Ring of Forcefangs, Ring of Protection +1, +1 Mithral Buckler of Determination, Vambraces of the Djinni, Quarterstaff of Entwined Serpents, Bead of Newt Prevention, Bag of Holding Type I, Pathfinder Pouch, Clear Spindle Ioun Stone, Orange Prism Ioun Stone,

Bag of Holding Type I: Huge False Bottomed Treasure Chest, Iron Vial (10), Skeleton Key (2), Superior Lock, Chronicler's Kit, Grooming Kit, Mapmaker's Kit, Pathfinder's Kit, Scrivener's Kit, Shaving Kit, Wizard's Kit, Portable Alter, Silver Holy Symbol, Cold Iron Holy Symbol,

Pathfinder Pouch: Spellbook, Blessed Book, Potion of Cure Moderate Wounds, Potion of Cure Serious Wounds, Arcane Focuses, Diamond Dust (400 gp)

Carrying Capacity Light: 26 lbs. Medium: 27-53 lbs. Heavy: 54-80 lbs.

Money: 1068 GP, 0 SP, 0 CP

Total Weight: 17 lbs.
===================================================

Background:

Breeze

Cael was born in the Brazen Peaks, among a enclave of sylph. He grew up well among his own kind. Learning from his people and embracing their nature of both secrecy and seeking out secrets. Listening to many stories of those that left the enclave and others that were passed down from older generations. Stories of the legendary Shory Empire drew the most fascination, some would say obsession, from the young sylph. So much so that he took to wizardry, focusing on the ancient people's element of choice. Having a blood connection and natural talent for the element not only helped but brought about a whole different aspect to his studies.

As the years passed and he grew slowly out of childhood and into a true wizard. He felt it was time to seek out the source of his efforts. To find the secrets of the Shory. Leaving his home and people he journeyed to the nearest city, Ipeq. From there he learned much of the land he had called home for years yet never truly known. He set out for the capital in sort order.

Gust

Sothis is in many ways a turning point for Cael. It granted him much that his people simply could or would not had he remained with them. His first few weeks were spent simply walking the streets trying to absorb all he encountered and witnessed. The abundance of genie kin the biggest surprise, for he had seen none of his own kind much less those of differing elements. He found that despite their minor elemental differences they shared a common racial bond that they simply could not feel for non genie kin.

Once he became use to the city, he quickly found work on multiple fronts. Apparently his skills while minor were well trained by comparison to more traditionally trained mages. It was also during this time that he paid a visit to the temple of the all seeing eye. While Cael had known of the gods and their role in the world, he simply never felt any faith in them. That all changed when he entered the temple of Nethys, while originally drawn by curiosity and their no doubt impressive store of knowledge, for the first time in his life he felt the touch of faith. It was not the impressive temple or atmosphere of religion but rather a sense of peace and yearning that he had only ever known in his lone moments of fantasy concerning his musings on the Shory. With that he choose to speak to a priest to learn more of Nethys, no longer for a purely academic purpose.

After spending a full year in Sothis, he stumbled across a Shory artifact up for auction. While his interest had not dimmed over time for the ancient Shory, his knowledge of the dangers involved in searching their ruins had kept him from going further then research. With an artifact laid out before him he could not resist. He attended the auction and even bidding ever bit of gold he had lost out on the item. Disappointed upon leaving the auction house he was approached by a member of the Wind Serpents. They had noticed Cael's intense interest in the relic and offered him a deal. They would acquire the item for him, in exchange he would help them acquire an item they desired. So did Cael's relationship with the Wind Serpents begin.

Gale

For the next few years he worked mostly with the Wind Serpents. Reserving all the Shory related artifacts for himself while aiding the Wind Serpents in their quest to obtain Osirian artifacts and treasures. With his renewed interest, expanding collection, and growing wealth his studies and abilities followed suit. To the point where he felt it was time to try his hand at exploring the ruins of one of the fallen cities of the Shory. For one of the artifacts he had acquired was a magical compass that lead to a, as far as he had been able to find, unknown Shory city. The Wind Serpents while good partners were not interested in leaving the city, luckily they had a certain understanding with the renown pathfinders. Using that he approached the lodge in Sothis based out of Sandswept Hall. Agreeing to certain terms on both sides a few pathfinders left with him to search for the lost city.

Even with the magical compass leading the way it took many weeks and a lot of travel to reach the mountain range that would come to hold the lost city. After moving about the mountains for a few days the group came upon a hidden valley, heated by geothermal vents it had the feel of a jungle tucked away by the gods. Shortly after entering the group encountered both rare and unnatural beast, through trickery and skill they survived and made their way to the ruins. Cael would later learn that the fallen city was called Ulduvai. Slowly they searched, spying more dangerous monsters with in the city then anywhere else. During their exploration they even found that some of the ancient people had not died or rather had not remained dead. For the city's most powerful sorcerers had remained beyond the reach of the boneyard. With great care and short visits they learned from the undead sorcerers of the Shory and Ulduval. Yet their luck did not hold and the horror of Ulduval, a nightmarish black beast, turned their exploration and study into a race for survival. The group scattered before the other worldly monster and insane sorcerers. Cael allowing his thirst for the legacy of the Shory get the better of him made his way to the library. All had agreed before entering the valley to meet at a specified location in case of their separation and so he would, after he collected a few tomes which he copied via a magical item. This action both saved him and damned him as he was found out by one of the sorcerers in sort order. As he fled, the sounds of battle and destruction were heard through out the city. Having lost the sorcerer and escaped both the ruined city and valley he waited at the prearranged spot for the others. After three days, none returned, his supplies running out and no sign of other survivors he left to make his way out of the mountains. Knowledge his only reward and sacrifice the lesson learned from his excursion.

It took him months to return to Sothis and report into Sandswept Hall as one of the terms of their agreement. Cael had lost his magical compass as he fled the city, as such the location was lost among the mountains for he had no doubt that it was beyond him to find the hidden valley once more. He had also hidden away some of the tomes he had retrieved, considering them best left in his care and unknown to the pathfinders. He did turn over two of the four he retrieved, A History of Ulduvai and The Thousand Wings, both historical and harmless knowledge. While Kings of the Flying Apes and The Chronicles of Aeromancy held more magical and sensitive information in his mind. He failed to include what he had learned from the sorcerers before their madness got the better of them. For this the Pathfinders were not pleased at the loss of their members or the result of their efforts but they could not blame Cael for the risk, even if they suspected he may have been the cause. With that they concluded their business with each other.

Squall

Once more Cael joined up with the Wind Serpents. With his new knowledge and growing understanding of the Shory he would not be satisfied. While they had been temporary partners with their own reasons, their lives had been lost on his desires. Not only for himself but those that were lost in his pursuit deserved more. For that he would need more resources for there was a known Shory ruin that he had avoided, the first flying city Kho. Sharing it's name with the break in the mountains from Osirion to the Mwangi Expanse, the Kho-Rarne Pass. It was ruin many attempted but none as far as he knew had returned. Seeking out those with no agenda concerning the ruins, he hired professional mercenaries. Their interest would lie solely in his gold and the job at hand. Learning from his past he was careful in his choices, picking specialized individuals with needed skills. Once assembled he made his way towards Kho. The minor monsters they encountered and natural obstacles proved his decision correct as the group had an easy time of it with their combined abilities. Finally when they came upon the fabled city did they meet it's inhabitants and own unique dangers. Thanks to the knowledge he had gained from Kings of the Flying Apes he managed to ally himself with the tribes of Derhii, intelligent winged apes that lead simple lives in Kho. Using his friendship with the Derhii he managed to make another ally in the marid clan that supposedly rules the ruins of Kho. His geniekin heritage playing no small role in winning their favor and trust. With their aid he managed to uncover much of Kho and the Shory. Still the ruins were far from safe or stable, both politically and literally.

Daemons, undead, and others proved ever deadly to those with in Kho. His allies were but islands of peace in a sea of danger and even their homes were under constant guard less they be washed away. So was every incursion to learn of lost Kho a gamble. He would not fall prey to greed for knowledge. When one outing nearly cost the group their priest, he considered what he had gained to be enough for the expedition. So they returned to Sothis, the mercenaries left leaden with gold and he with knowledge and a few relics.

Instead of hording all that he had gained from Kho he choose to approach the Pathfinders. Interested in joining the organization and with much to offer in exchange. Such was his skill and expertise on the ancient Shory that he was granted a field commission. Making the journey and reporting to the Grand Lodge in Absalom part of his confirmation. For Cael's choice of mercenaries and recent return from the death trap known as Kho did not go unnoticed. The Wind Serpents feeling one last gift was in order, for the work and loyalty he had shown them, warned Cael as he prepared to leave the city.

Upon a ship on the Inner Sea, the thieves attacked Cael. Sailors shedding their persona's and exposing their blades, underestimating Cael's preparations and skill with his chosen element. He managed with the aid of the true sailors and captain to foil the false rogues. Finally allowing him to make it safely to Absalom and the Grand Lodge.

Storm

Cael's time as a field operative proved varied and fruitful. Not only did he prove to be arguably the foremost authority on the ancient Shory. But his interest on ancient magical societies expanded with the resources of the pathfinders. He took on missions concerning the fabled Azlanti, sinful Thassilon, and construct minded Jistka Imperium to name some of the most notable. Uncovering many relics, faded history, and hidden knowledge. Not all of which he shared with the society, sometimes even delaying in reporting in for reasons of his own. None the less his position was in good standing through out the years he was active. Some of his most well known achievements was the resurrection of the Shory language, detailed knowledge of Shory architecture, the capture of a live Sin Spawn, the recovery of a nearly depleted Jistka Ivory Baton, Orb of Consumption, Impaler of Thorns, and Paradox Box that held a complete set of Whispering Coins.

Still his success was rarely the result of solely his actions and was not without cost in blood. After a string of close calls he choose to take some leave from the society. Turning back to his wizardly studies, he applied and was accepted to one of the many schools of magic in Absalom, the College of Mysteries in fact. It was there that he met Brythen Blood, at first a teacher and years later a friend and colleague. For Cael completed all four courses of mystery as they were called, there after considered a grand master and granted the title of Enigma. Earning a pair of Irezoko running down his shoulders to his wrist, wrapping around the ioun stones implanted on his shoulders in swirls and runes, in the process. While he left the college and days of intense arcane study, he kept his friendship and contact with Brythen. Before returning to the Grand Lodge he thought it best to test his new knowledge and old skills. Thinking the Irorium just the place to do it, the possibility of earning a great amount of gold did not hurt in his mind ether. He quickly found that his skills had not rusted, in fact becoming an Enigma had sharpened and increased his magical abilities more then he thought. For he had earned a Gold Sword rather quickly and earned enough in his bouts to make a dragon jealous.

He had not been an active Pathfinder for a decade during his schooling and he did not miss it as much as he thought he would. He still lusted after knowledge long lost and hidden, but something was lacking. It hit him slowly, he had no real home. No place to return to and rest his soul when it tired of the world. With his recent fortune and what he had learned, he saw no reason not to build himself a home.

Choosing the Wise Quarter as his district of choice he set about obtaining a prime piece of land for his home to be. Once obtained he used no small amount of magic and ancient Shory knowledge to fashion a tower of magically treated glass, mithral, and adamantine. The result was a shining restoration of the Shory style unseen for countless years. Not only appealing aesthetically but to the scholars and sages who knew of it's ancient origins in style.

With the completion of his home and a place to store his many relics and tomes. He thought it best to retire from the society, he had given enough and combed through enough ruins. There was still so much to uncover and restore that he had kept tucked away, he would rather spend his days in comfort while he worked.

No more then a few years later did his friend and old teacher Brythen Blood fail to show for the first time at one of their appointed meetings. A failed magical message, subsequent divination, and personal inquiry answered the unasked question if his friend was fine. As for as he could tell Brythen was missing, very much unlike the sorcerer. It seemed his retirement was short lived, not that he minded if it was for the sake of a friend.

Description
Ht: 5'10"
Wt: 140 lbs
Age: 93
Hair: Blonde to the point of being mistaken for white
Eyes: Stormcast Gray
Skin: Pale with Blue Markings

Standing slightly under six feet Cael is of average height among most. The marks of his people once few but with age have grown along with his abilities. Blonde hair grown down to just above his lower back with five gems woven in has become lighter by the year and is considered by most to be white, eyes the color of storm clouds, and pale skin that refuses the harshest sun. Mark him as more then human, the shifting blue markings that play across his form a more potent reminder of that truth. Other striking, less natural features, include a orange prism implanted in his right shoulder and a clear spindle in his left shoulder. Both incorporated in a Irezoko, a highly complex and bright tattoo, running down each arm to the wrist.

Favoring the light, loose, and flowing styles of the desert people as well as distant Tian Xia. Cael is ever in a robe with stylish trim, his favored staff in one hand. He bares two bandoliers running across his waist with rows of items and pouches. Another object of less notice but some importance, especially in Absalom is the small golden sword pin ever on his collar.

Long Stat Sheet:

"Sky Master" Cael Windstrom
Male Sylph Air Elementalist (Wind Listener) 16
NG Medium Outsider (native)
Init +5; Senses Darkvision 60 ft., Detect Magic; Perception +25
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AC 23, touch 15, flat-footed 18
(+4 Dex, +5 Armor, +1 Nat, +1 Def, +2 Shield)
hp 82 (16 HD)
Resist electricity 5
Fort +10, Ref +13, Will +15
SR 18
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Speed 30 ft.
Melee: Quarter Staff of Entwined Serpents +8 (1d6+1/x2)
Ranged: Magic Missile (2d4+2)
Atk Options:
Abilities:
Constant- Endure Elements, Detect Magic
at will- Feather Fall, Levitate, Fly
16/rounds- Cyclone, Wispy Form
12/day- Lightning Flash
1/day- Invisibility, Wind Wall, Gaseous Form, Speak with Animals (Birds/Flying Animals Only)
1/week- Listening to the Wind
_______________________________________________________________________
Abilities: Str 8, Dex 18, Con 12, Int 28, Wis 12, Cha 10
Base Atk +8; CMB +7; CMD 21
Feats: Scribe Scroll, Combat Casting, Uncanny Concentration, Spell Penetration, Greater Spell Penetration, Opposition Research, Inner Breath, Elemental Spell (Acid), Quicken Spell
Traits: Alumni (+1 CL vs SR), Arcane Temper (+1 Init/Conc)
Skills: Fly +25, Knowledge (Arcana) +28, Knowledge (Dungeoneering) +17, Knowledge (Engineering) +9, Knowledge (Geography) +25, Knowledge (History) +25, Knowledge (Local) +17, Knowledge (Nature) +28, Knowledge (Noblility) +9, Knowledge (Planes) +28, Knowledge (Religion) +28, Linguistics +28, Perception +25, Spellcraft +28
Languages Common, Auran, Osiriani, Aquan, Terran, Ignan, Abyssal, Aklo, Infernal, Celestial, Sylvan, Cyclops, Draconic, Giants, Gnoll, Orc, Sphinx, Undercommon, Polyglot, Azlanti, Thassilonian, Jistka, Shory
SQ: Sky Speaker, Air Insight, Cantrips, Spontaneous Divination, Air Supremacy (+5), Abjuration Sense (+8),
Combat Gear: Rod of Greater Elemental Metamagic, Still Amber (2), Silent Spinel (2), Maximizing Sapphire, Potion of Cure Moderate Wounds (3), Potion of Cure Serious Wounds (2)
Possessions: Combat gear plus Explorer's Outfit, Spellbook, Bandolier (2), Scroll Box, Huge False Bottomed Treasure Chest, Iron Vial (10), Skeleton Key (2), Superior Lock, Chronicler's Kit, Grooming Kit, Mapmaker's Kit, Pathfinder's Kit, Scrivener's Kit, Shaving Kit, Wizard's Kit, Portable Alter, Silver Holy Symbol, Cold Iron Holy Symbol, Spring Loaded Wrist Sheath (2), Belt of Physical Might +2 (Dex/Con), Robe of the Archmagi, Quick Runner's Shirt, Eyes of the Eagle, Iron Circlet of Guarded Souls, Headband of Vast Intelligence +6 (Knowledge (History/Geography), Fly), Amulet of Natural Armor +1, Ring of Forcefangs, Ring of Protection +1, +1 Mithral Buckler of Determination, Vambraces of the Djinni, Quarterstaff of Entwined Serpents, Bead of Newt Prevention, Bag of Holding Type I, Pathfinder Pouch, Blessed Book, Clear Spindle Ioun Stone, Orange Prism Ioun Stone,

Money: 3333 gp

Spellbooks:

Personal Spellbook

8th- Mind Blank, Stormbolts, Sunburst, Horrid Wilting
7th- Summon Monster VII, Spell Turning, Forcecage, Greater Teleport
6th- Chain Lightning, Greater Dispel Magic, Chains of Fire, Disintegrate
5th- Summon Monster V, Acidic Spray, Prying Eyes, Wall of Force
4th- Shout, Dimension Door, Black Tentacles, Dimensional Anchor
3rd- Lightning Bolt, Dispel Magic, Fireball, Force Anchor
2nd- Resist Energy, Stone Call, Web, Scorching Ray
1st- Shocking Grasp, Alarm, Protection from Evil, Shield, Mage Armor, Burning Hands, Magic Missile, Identify, Ray of Enfeeblement
0- all

Blessed Book

8th- Polar Ray, Antipathy, Greater Prying Eyes, Discern Location, Summon Monster VIII, Maze, Dimensional Lock, Form of the Dragon III, Create Demiplane, Binding, Greater Planar Binding
7th- Banishment, Caustic Eruption, Greater Hostile Juxtaposition, Mage's Magnificent Mansion, Greater Arcane Sight, Greater Scrying, Delayed Blast Fireball, Mage's Sword, Finger of Death, Resonating Word, Elemental Body IV, Lesser Create Demiplane, Plane Shift, Control Undead
6th- Summon Monster VI, Chains of Light, Getaway, Geas-Quest, Cold Ice Strike, Elemental Assessor, Elemental Body III, Sign of Wrath, Planar Binding
5th- Hostile Juxtaposition, Break Enchantment, Dismissal, Mage's Private Sanctum, Telepathic Bond, Feeblemind, Mind Fog, Hold Monster, Cone of Cold, Icy Prison, Baleful Polymorph, Permanency, Elemental Body II, Lesser Planar Binding, Communal Stoneskin, Prying Eyes, Contact Other Plane,
4th- Summon Monster IV, Scrying, Shadow Projection, Boneshatter, Greater Invisibility, Contingent Scroll, Arcane Eye, Detect Scrying, Locate Creature, Conjure Deadfall, Greater False Life, Ball Lightning, Elemental Body, Stoneskin
3rd- Summon Monster III, Arcane Sight, Vengeful Comets, Daylight, Tongues, Seek Thoughts, Clairaudience-Clairvoyance, Blood Biography, Aura Sight, Ice Spears, Ablative Barrier, Magic Circle against Evil, Nondetection, Protection from Energy, Seek Thoughts
2nd- Invisibility, Arcane Lock, Obscure Object, Acid Arrow, Stone Discus, Stone Shield, Create Treasure Map, Share Memory, See Invisibility, Locate Object, Burning Arc, Burst of Radiance, Shatter, Blur, Minor Image, Magic Mouth, Mirror Image, False Life, Steal Voice, Alter Self
1st- Obscuring Mist, Anticipate Peril, Comprehend Languages, Detect Metal, Detect Charm, True Strike, Memorize Page, Blurred Movement, Disguise Self, Silent Image, Ventriloquism, Decompose Corpse, Restore Corpse, Sculpt Corpse, Snapdragon Fireworks, Discern Next of Kin, See Alignment

Notes:

Magic Items:
Armor:
Belt: Belt of Physical Might +2 (Dex and Con, 10000 gp)
Body: Robe of the Archmagi (75000 gp)
Chest: Quick Runner's Shirt (1000 gp)
Eyes: Eyes of the Eagle (2500 gp)
Feet:
Hands:
Head: Iron Circlet of Guarded Souls (30000 gp)
Headband: Headband of Vast Intelligence +6 (36000 gp)
Neck: Amulet of Natural Armor +1 (2000 gp)
Ring: Ring of Forcefangs (8000 gp)
Ring: Ring of Protection +1 (2000 gp)
Shield: +1 Mithral Buckler of Determination (32005 gp)
Shoulders:
Wrist: Vambraces of the Djinni (18900 gp)
Weapon: Quarterstaff of Entwined Serpents (5050 gp)
Slotless: Rod of Greater Elemental Metamagic (24500 gp), Bead of Newt Prevention (1000 gp), Bag of Holding Type I (2500 gp), Pathfinder Pouch (1000 gp), Blessed Book (12500 gp), Clear Spindle Ioun Stone (4000 gp), Orange Prism Ioun Stone (30000 gp), Still Amber (2, 2000 gp), Silent Spinel (2, 2000 gp), Maximizing Sapphire (4000 gp),

Potions:
Potion of Cure Moderate Wounds (3, 900 gp), Potion of Cure Serious Wounds (2, 1500 gp)

Permanency:
Detect Magic (2500 gp)

Gear:
Bandolier (2, 1 gp), Scroll Box (5 gp), Huge False Bottomed Treasure Chest (89 gp), Iron Vial (10, 1 gp), Skeleton Key (2, 170 gp), Superior Lock (150 gp), Chronicler's Kit (40 gp), Grooming Kit (1 gp), Mapmaker's Kit (10 gp), Pathfinder's Kit (12 gp), Scrivener's Kit (2 gp), Shaving Kit (15 gp), Wizard's Kit (21 gp), Portable Alter (250 gp), Silver Holy Symbol (25 gp), Cold Iron Holy Symbol (10 gp), Spring Loaded Wrist Sheath (2, 10 gp)

Total: 311667 gp (315000 gp)