Sylph

Skai Calandrella's page

260 posts. Organized Play character for PJP.


Full Name

Skai Calandrella

Race

Sylph

Classes/Levels

Wizard (Air Elementalist) 4 | HP 26/26 | AC 17; T 13; FF 14 | CMD 13 | F +1 R +4 W +5 | Init +3 | Perc +10 | Active: mage armor

Gender

Female

Size

Medium

Strength 10
Dexterity 16
Constitution 10
Intelligence 20
Wisdom 12
Charisma 13

About Skai Calandrella

Skai Calandrella
#150786-33
XP 9 / PP 14 / FP 16

Wizard (Air Elementalist) 4 | HP 26/26 | AC 13; T 13; FF 10 | CMD 13 | F +1 R +4 W +5 | Init +3 | Perc +10 | Active: None

Female Sylph Air Elementalist 4
CN, member of Scarab Sages
Darkvision 60'
Languages: Common, Auran, Draconic, Ignan, Terran, Aquan, Ancient Osiriani (+1 Linguistics)

Current Scenario notes::

Searching the area, you find the gnoll's poorly hidden stash which contains a silver cup worth 60 gp and a hodgepodge of coins,alchemical supplies from Thuvia that consist of an alchemy crafting kit, a vial of antitoxin, and two flasks of alchemist’s fire, two flasks of liquid ice, a potion of blur, and a potion of haste.

Asha’s corpse is holding her broken wayfinder. The inside is engraved with a scarab and an inscription that reads “Congratulations, Asha. —V.L.” Most of her backpack is crushed, but a steel canister containing an oil of greater magic weapon and what appears to be a stone of alarm have survived.

Rosario's body is bearing her broken, scarab-embossed wayfinder, a wand of protection from evil (10 charges), and a gem of brightness (12 charges). She appears to be wearing a ring of maniacal devices.

Combat:

HP 26 (6+1FC/6+1FC/6/6)

DEFENSE
AC 13, touch 13, flat-footed 10 (10 +3 Dex +0 Armor)

CMD 15 (2 BAB +0 Str +3 Dex)
Fort +1 (+1 Wizard +0 Con)
Ref +4 (+1 Wizard +3 Dex)
Will +5 (+4 Wizard +1 Wis)

Defensive Abilities
Electricity resistance 5

OFFENSE
Initiative +3 (+3 Dex)
Speed 30 ft
Base Attack +2; Melee Touch +2 (+2 BAB +0 Str); Ranged Touch +5 (+2 BAB +3 Dex)
CMB +2 (+2 BAB +0 Str)

Melee
Dagger +2 / 1d4+0 (+2 BAB +0 Str / +0 Str}

Ranged
Crossbow, light +5 / 1d8+0 P 19-20 x2 80 ft (+2 BAB +3 Dex / -)
Dagger +5 / 1d4+0 (+2 BAB +3 Dex / +0 Str}

Prepared Spells Concentration Check: +4 level +4 Int +4 Combat casting
Can cast Feather Fall at will.
Lightning Flash: 7 of 7 uses remaining (1d6+2 dmg to all within 5’, dazzle for 1d4 rounds, Ref DC 15 for ½ dmg and no dazzle)

Cantrips (4) DC 14: Prestidigitation, Dancing Lights, Detect Magic, Ghost Sound, Message*
1st (3+2+1ac*) DC 15: Mage Armor, Windy Escape, Summon Monster I, Summon Monster I, Summon Monster I, Shocking grasp*
2nd (2+1+1ac*): DC 16: Aggressive Thundercloud, Gusting Sphere*, Summon Monster II, Summon Monster II
Note: Air insight gives summoned creatures with Air subtype 2 extra rounds.

Spellbook 1:

(Arcane School($): Air Elementalist, Opposed school: earth, School focus: Conjuration(*))

Cantrips:
Dancing Lights
Detect Magic
Ghost Sound
Message($)
Prestidigitation
(all others - just didn’t feel like listing them)

1st Level:
Air Bubble* (Conj, 1 min/lvl)
Gentle breeze (Evo, air, 1 hr flat)
Mage Armor* (Conj, 1 hr/lvl)
Magic missile
Silent image (Ill, concentration)
Shield (abj, 1 min/lvl)
Shocking grasp ($) (evo, electric)
Summon Monster I (+2 rounds for air subtype)
Windy Escape (trans, air)
Good to Memorize: Summon Monster (feats), Windy Escape (immediate), Magic missile (CL), Mage Armor (CL),
Best as scrolls: Gentle Breeze, Silent Image, Shield (duration of multiple minutes rarely a bigger advantage to 1 minute)

2nd Level:
Aggressive Thundercloud (Evo [electricity], 1 rnd/lvl)
Gusting Sphere (evo, air)
Sonic Scream (evo[sonic], 15ft cone, 4d4/2d4/1d4 sonic dmg per round)
Summon Monster II (conj, +2 rounds for air subtype, like small air elemental)

Good to Memorize: Summon Monster, Gusting Sphere (1 rd/lvl)
Best as scrolls: Web (CL3 anyway, and 30 min is often enough), Mirror Image (1d4 per 3 lvl, so until lvl 6, duration 3 min is enough), Invisibility (1 min/lvl), Gust of Wind (only save is level based)

//end of spellbooks

STATISTICS
Abilities Str 10 (+0), Dex 16 (+3), Con 10 (+0), Int 20 (+5), Wis 12 (+1), Cha 13 (+1)
Lvl 4: +1 Dex, Headband +2 Int

SKILLS:

Skill ranks: 26 (2+4/2+4/2+4+1FC/2+4+1FC)
Acrobatics +4 (1 rank +3 Dex)
Appraise* +9 (2 ranks +4 Int +3 Class)
Bluff +5 (+1 Cha)
Climb +1 (1 rank +0 Str)
Diplomacy +1 (+1 Cha)
Disguise +1 (+1 Cha)
Escape Artist +4 (1 rank +3 Dex)
Fly* +5 (+3 Dex +2 enhancement)
Heal +1 (+1 Wis)
Intimidate +1 (+1 Cha)
Knowledge(all)*
-- Arcane +10 (2 ranks +5 Int +3 Class)
-- Dungeoneering +10 (1 ranks +5 Int +3 Class +1 trait)
-- History +10 (2 ranks +5 Int +3 Class)
-- Local +9 (1 ranks +5 Int +3 Class)
-- Nature +9 (1 ranks +5 Int +3 Class)
-- Planes +10 (2 ranks +5 Int +3 Class)
-- Religion +9 (1 ranks +5 Int +3 Class)
Linguistics* +9 (1 ranks +5 Int +3 Class)
Perception* +10 (4 rank +1 Wis +3 Class +2 familiar)
Ride +3 (+3 Dex)
Sense Motive +3 (+1 Wis +2 familiar)
Spellcraft* +10 (4 ranks +4 Int +3 Class)
Stealth +3 (+3 Dex)
Survival +1 (+1 Wis)
Swim +0 (+0 Str)
Use Magic Device* +7 (2 rank +1 Cha +3 class +1 trait)

The wizard’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int). Perception and UMD from traits.

EQUIPMENT:

Headband of Intellect (4000 gp)
Silk rope 50' (10 gp)
2 daggers (4 gp)
acid vial (10 gp)
alchemist's fire (20 gp)
light crossbow and 20 bolts (35 + 2)

wand of cure light wounds (CL1 - 50 charges, 2PP)

Backpack (2 gp)
Bedroll (1 sp)

Spell component pouch ()
Scroll Case 1: (1 gp)
Scroll: 5 x Read Magic (62.5 gp)
Scroll: Gentle breeze (25 gp)
Scroll: 5 x Shield (125 gp)
Scroll: 5 x Silent Image (125 gp)

Scroll Case 2: (1 gp)
Scroll: Gust of Wind, CL3 (150 gp)
Scroll: Steal breath, CL3 (150 gp)

Scroll Case 3: (1 gp)
Scroll: 5 x Mirror Image, CL3 (750 gp)
Scroll: Web (conj, 10 min/lvl CL3), (150 gp)

Scroll Case 4: (1 gp)
Scroll: Invisibility, CL3 (150 gp)
Scroll: Glitterdust CL3, (conj, earth) (150 gp

Camel, exotic riding saddle, saddlebags (184 gp)
weeks worth of animal feed (35 cp)

COINS
PP 0
GP 2700
SP 5
CP 5

Feats, Traits, Abilities:

FEATS
Spell Focus Conjuration (Wizard 1 bonus) - +1 DC to school
Augment Summoning (Level 1 choice) - Summoned creatures gain +4 Str and Con
Superior Summons (Level 3 choice) +1 creature when summoning multiples

TRAITS
Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Tomb Raider: You’ve spent most of your life exploring the ancient tombs and catacombs of Scarab Sages. You gain a +1 bonus on Perception and Knowledge (dungeoneering) checks, and one of these skills (Perception) is a class skill for you.

Familiar: Shimmerwing Dragonfly:

Special: Alertness, improved evasion, share spells, empathic link, deliver touch spells
N Tiny vermin
Init +2; Senses darkvision 60 ft.; Perception +1
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size +2 familiar natural)
hp 10 (Effective HD: 3)
Fort +2, Ref +4, Will +5 (Master +1/+1/+4 vs Familiar +2/+2+0)
Immune mind-affecting effects, improved evasion
OFFENSE
Speed 10 ft., fly 60 ft. (perfect)
Melee claw +4 (1d2–2) (+2 BAB +2 Dex)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 6, Dex 14, Con 10, Int 7 Wis 12, Cha 9
Base Atk +0; CMB +0; CMD 8 (16 vs. trip)
Feats Flyby AttackB
Skills Fly +14
Master Skills but with own adjustments: (* are familiar class skills)
Acrobatics* +6, Appraise -1, Climb* +2, Escape Artist +3, Linguistics -1, Perception* +7, Spellcraft +1, Stealth* -, Swim* -, Use Magic Device +0
Knowledge: Arcane -1, Dungeoneering -1, History -1, Local -1, Nature -1, Planes -1, Religion -1

Shimmerwing dragonflies are agile flying insects that prey on other flying creatures. With a wingspan of nearly 3 feet, these dragonflies can even capture and eat small birds.

Favorite Summons:

I: Eagle:

EagleCR 1/2
XP —
N Small celestial/fiendish animal
Init +2; Senses darkvision 60 ft.; Perception +10
DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 5 [7] (1d8+1) [1d8+3]
Fort +3 [+5], Ref +4, Will +2; SR 5
Celestial – Resist acid, cold, and electricity 5
Fiendish – Resist cold and fire 5
OFFENSE
Speed 10ft., fly 80 ft. (average)
Melee 2 talons +3 [+3] (1d4) [1d4+2], bite +3 [+3] (1d4) [1d4+2]
Special Attacks smite evil/good
STATISTICS
Str 10 [14], Dex 15, Con 12 [16], Int 2, Wis 15, Cha 7
Base Atk +0; CMB -1 [+1]; CMD 11 [13]
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception
SPECIAL ABILITIES
Smite evil/good
1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
Augment Summoning: Items in brackets [] represent the spell being cast by a character with the Augment Summoning feat.

II: Small Air Elemental (Air subtype):

Air Elemental, Small
This cloud-like creature has dark hollows reminiscent of eyes and a mouth, and a howling wind whips it into ominous shapes.
Small Air Elemental
CR 1
XP 400
N Small outsider (air, elemental, extraplanar
Init +7; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +6, Will +0
Defensive Abilities air mastery; Immune elemental traits
OFFENSE
Speed fly 100 ft. (perfect)
Melee slam +6 (1d4+1)
Special Attacks whirlwind (DC 12, 10-20 ft.)
STATISTICS
Str 12, Dex 17, Con 12, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 15
Feats Flyby Attack, Improved InitiativeB, Weapon FinesseB
Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11
Languages Auran
SPECIAL ABILITIES
Air Mastery (Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

ECOLOGY
Environment Plane of Air
Organization solitary, pair, or gang (3–8)
Treasure none
Air elementals are fast, flying creatures made of living air. Primitive and territorial, they resent being summoned or doing the bidding of mortals, and much prefer to spend their time on the Plane of Air, swooping and racing through the endless skies.
Although all air elementals of a similar size have identical statistics, the exact appearance of an air elemental can vary wildly between individuals. One might be an animated vortex of wind and smoke, while another might be a smoky bird-like creature with glowing eyes and wind for wings.
An air elemental prefers to attack flying or otherwise airbone targets, not only because its mastery over flight gives it a slight advantage, but also because it detests the thought of having to touch the ground. An air elemental can move underwater, and although it is an elemental and thus runs no risk of drowning, it has no ranks in Swim and loses much of its speed and mobility when underwater.
A small air elemental is 4 feet long and weighs 1 pound.

Giant Frog:

Giant FrogCR 1
XP —
N Medium celestial/fiendish animal
Init +1; Senses darkvision 60 ft., low-light vision,scent; Perception +3
DEFENSE
AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
hp 15 [19] (2d8+6) [2d8+10]
Fort +6 [+8], Ref +6, Will -1; SR 6
Celestial – Resist acid, cold, and electricity 5
Fiendish – Resist cold and fire 5
OFFENSE
Speed 30 ft., swim 30 ft.
Melee bite +3 [+5] (1d6+2 [1d6+4] plus grab) or tongue +3 [+5] touch ( grab)
Space 5 ft.; Reach 5 ft. (15 ft. with tongue)
Special Attacks pull (tongue, 5 feet) , swallow whole (1d4 bludgeoning damage, AC 10, 1 hp), tongue, smite evil/good
STATISTICS
Str 15 [19], Dex 13, Con 16 [20], Int 1, Wis 8, Cha 6
Base Atk +1; CMB +3 [+5] (+7 [+9] grapple); CMD 14 [16] (18 [20] vs trip)
Feats Lightning Reflexes
Skills Acrobatics +9 (+13 jumping), Perception +3, Stealth +5, Swim +10 [+12]; Racial Modifiers +4 Acrobatics (+8 jumping), +4 Stealth
SPECIAL ABILITIES
Tongue (Ex)
A giant frog’s tongue is a primary attack with reach equal to three times the frog’s normal reach (15 feet for a Medium giant frog). A giant frog’s tongue deals no damage on a hit, but can be used to grab. A giant frog does not gain the grappled condition while using its tongue in this manner.
Smite evil/good
1/day as a swift action (adds Cha bonus (+0) to attack rolls and damage bonus equal to HD (+2) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
Augment Summoning: Items in brackets [] represent the spell being cast by a character with the Augment Summoning feat.

SPECIAL ABILITIES:

+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.

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. This racial trait replaces the sylph’s spell-like ability racial trait.

Energy Resistance: Sylphs have electricity resistance 5.

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. This racial trait replaces air affinity.

Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose from the following: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own (see Magic).
Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
Air Elementalist
The Air elementalist uses the forces of the wind, sky, clouds, and lightning to confuse and destroy his foes, all while flying through the Air with ease.
Air Supremacy (Su)
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 (Su)
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 (Su)
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.

DESCRIPTION

BACKGROUND

BOONS
Confirmed Field Agent(1.1)
Explore, Report, Cooperate(1.1)
Friend of Janira Gavix(1.1)
Haunt Sense(2.3): Having encountered many different haunts during your adventuring career, you have a knack for reacting quickly and knowledgably to their harmful effects. You may use this boon before attempting a Knowledge (religion) or Perception check to spot a haunt as it manifests to roll the skill check twice and use the higher result. In addition, you gain a +2 insight bonus on saving throws and a +2 insight bonus to AC against the haunt’s effects. When you use this boon, cross it off your Chronicle sheet.
Debt to the Scarred Sage (3.1) As a representative of the Jeweled Sages, you promised that Grandmaster Toarch would be welcome to participate in confronting the threat to the organization. Whether this is ultimately to your benefit or not remains to be seen.
Secrets beyond Sight(3.1) You know there is more to understanding history and your surroundings than sight alone. You can corss off this boor for one of the following: Cast object reading, gain scent for 10 minutes, gain blindsense 10' range for 1 round per level, gain tremorsense 20' range for 1 round per level. (Scarab Sages)
History of the Sands(3.2): Thanks to your discovery of the tomb of Pharaoh Sekh-pa-Mefer III, scholars and researchers can begin cataloging all of the history, art, and grave goods to better understand the life and achievements of this once-forgotten Pharaoh. As recompense for your contributions, you are invited to review and copy these academics’ research. You can use this boon before attempting a Knowledge (history or religion) check to take 20 as a standard action, as if you had lore master ability of a 5th-level bard. If the check pertains to Osirian history or religion, you also gain a +5 competence bonus on the check. When you use this boon, cross it off your Chronicle sheet
Seeking the Sage(3.3): Contributes to Destiny of the Sands Storyline

HISTORY:

1.1 The Confirmation (+1XP/+2PP/+2FP/+430 GP) Start: 150 End:430
- Available: wand of burning hands (CL3rd, 4 charges, 180 go, limit 1)
- Available: wand of cure light wounds (CL3rd, 8 charges, 360 gp, limit 1)
- Available: wand of burning hands (CL3rd, 4 charges, 180 gp, limit 1)
- Available: pearl of power (1st level spell, 1000 gp)
1.2 MoFF (current) (+1XP/+2PP/+2FP/+479 GP) Start: 499 End: 978
- Spent 2 PP on wand of cure light wounds
- Available: Wand of summon monster I (CL 3rd, 9 charges) (Limit 1; 135 gp)
1.3 Wounded Wisp (current) Start: 978
- Purchased light crossbow and 20 bolts (37 gp)
- Available: wand of cause fear (15 charges, 225 gp)

Rebuilt character prior to level 2 as Scarab Sages Wizard (Air elementalist)
2.1-3 AP Chronicle for Carrion Crown - Haunting of Harrowstone (+3 XP/+4PP/+4FP/+3711gp)
- Available: +1 ghost touch arrow (167 gp, limit 5)
- Available: +1 keen longsword (8,315 gp)
- Available: +1 undead bane arrow (167 gp each, limit 2)
- Available: haunt siphon (400gp)
- Available: potion of cure moderate wounds (300 gp)
- Available: potion of lesser restoration (300 gp)
- Available: potion of remove disease (750 gp)
- Available: rope of climbing (3,000 gp)
- Available: silversheen (250 gp)
- Available: stone of alarm (2,700 gp)
- Available: wand of cure light wounds (15 charges; 225 gp, limit 1)
- Available: wand of hold person (11 charges; 990 gp, limit 1)
- Available: wand of lesser restoration (12 charges; 1,080 gp, limit 1)
- Available: warden’s badge (3,000 gp; treat as a lesser ectoplasmic metamagic rod that must be held when activated; Pathfinder RPG Ultimate Equipment 188)

3.1 #9-04 Unseen Inclusion (+1XP/+2PP/+2FP/+1190GP)
Spent: 1841.5 on scrolls and scroll cases
Available: Wand of resist energey(6 charges; 540 gp, limit 1)

3.2 Risen from the Sands Module (+1XP/+2PP/+2FP/+1237GP) GM Credit End: 5701
- Available to me:
scroll of remove curse (375 gp)
scroll of searing light (375 gp)
amulet of mighty fists +1 (4,000 gp)
dust of dryness (850 gp)
periapt of health (7,500 gp)
fire elemental gem (2,250 gp)
hand of glory (8,000 gp)
silver sphinx figurine of wondrous power (10,000 gp; variant bronze griffon figurine of wondrous power that becomes a living, falconheaded hieracosphinx when activated [use the stats for a griffon]; Pathfinder RPG Core Rulebook 513).

3.3 Destiny of the Sands, Part 1: A Bitter Bargain (+1XP/+2PP/+2FP/+1183GP) Start: 5701 End 6884

4.1 Destiny of the Sands, Part 2: Race for (current) Start: 6884 End: ??
Purchases: (4184.35 gp total)
headband of intellect - 4000gp
camel - 150gp
exotic riding saddle - 30 gp
saddlebags - 4 gp
weeks worth of animal feed for 35cp

Misc/Planning:

Sylph
S 0 10 10 +0
D +2 3 13 15 +2
C -2 2 12 10 +0
I +2 10 16 18 +4
W 2 12 12 +1
Ch 3 13 13 +1

Feats I may want
3. Superior Summons
5. Improved Initiative
7. Spell Specialization
9. Greater Spell Specialization: Summon Monster Spells (Starting with V)
Improved Familiar might also be good at 7, pushing back the specialization

Campaign notes:
Missed: Mummy's Mask part 1
Skai conflicts: #6-19 From under Ice, Module: Risen from the Sands, PFS 5-12. 5-15, 5-16 (Destiny of the Sands)
Looks like we may scrap From Under Ice. I should have some replays, but not sure if one covers a full module or not. In any case, I can probably GM Mummy’s Mask 1 while playing some for no credit, and then apply the chron sheet to keep Skai up to speed. Or some other replay or nocredit/GM swap as needed.

Pearl of power is 1000gp, which is a lot of scrolls (40 lvl 1), but caster level is own.