nah, you're doing fine.

with as many things as you point out and help me with, i'm finding just as many if not more that i deal with on my own silently.
next!
#14
Medium-size Elemental (Air)
HD: 6d8+6(33hp)
Initiative: +8 (+4 Dex,+4 Improved initiative)
Speed: Fly 100 ft (perfect) (20 Squares)
Armor Class: 16 (+4 Dex, +2 Natural Armor)
Base Attack/Grapple: +4/+4
Attacks: Slam +8 melee
Damage: 1 slam +8 melee (2d4)
Space/Reach: 5 ft x 5 ft/5 ft
Special Attacks: Wind slam, summon elemental, spell-like abilities
Special Qualities: Higher elemental qualities, darkvision 60 ft
Saves: Fort +3, Ref+9,Will+2
Abilities: Str 10, Dex 19, Con 12, Int 14, Wis ll,Chall
Skills: Decipher Script +4, Escape Artist +8, Gather Information +2, Hide +10, Knowledge (any two) +4, Move Silently +14, Perform +4, Sense Motive +2, Spot +4, Tumble +6
Feats: Flyby Attack, Improved Initiative, Weapon Finesse
Environment: Any
Organization: Solitary, gang (2-8)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: By character class.
These higher elementals are proof that scholarly pursuits are boring and stale. The ELEMENTALs are always in search of new knowledge, be it arcane lore or casual gossip. They share all they learn with each other and with others depending on each ELEMENTAL's whims. ELEMENTALs resemble waifish females, their light-tinted skin tones still discernible in their translucent form. They wear long robes made of clouds that trail behind them as they fly. They speak in soft whispers and laugh like the rain, but for all their gentleness, their patience is a hair's breadth from infinite, and when exhausted they strike with the force of the hurricane.
In addition to the standard languages, ELEMENTALs speak Draconic and Auran.
ELEMENTALs prefer to talk before committing to combat and attack from afar unless it proves disadvantageous. Excellent tacticians, they work together to complement each other with precise efficiency, never letting combat drag on for longer than absolutely necessary.
Alternate Form (Su): The humanoid form of a ELEMENTAL is a human woman with very light and delicate features.
Wind Slam (Su): ELEMENTALs can shoot a powerful and invisible jet of wind at one enemy standing up to 60-ft. away. The slam causes 6d4 points of damage, and the target must roll a Reflex save (DC 14) or fall prone. A Fortitude save (DC 14) halves the damage.
Summon Elemental (Sp): Once per day a ELEMENTAL can attempt to summon 1d4 Medium-size air elementals with a 35% chance of success, or one invisible stalker with no chance of failure.
Spell-like Abilities: At will: breeze*; 3/day: detect magic, gust of wind, wind armor*; 2/day: detect thoughts, silence; I/week: whirlwind.
Skills: ELEMENTALs receive a +4 bonus to Hide and Move Silently checks.