In the interest of keeping things moving, I'm going to NPC Saku until Temujin has time to devote to the game again. Just take up the reins when you get back Temujin! Also, I hope I'm not overstepping my boundaries, but I was guessing you'd end up buying Viper. So, with using your advance and paying both your Adventuring Guild fees and paying for Viper, you have 100 gp extra left (to add to the 40 you already have)
Viper
Warhorse, Light
Large Animal
Hit Dice: 3d8+9 (25 hp)
Initiative: +1
Speed: 65 ft. (13 squares)
AC: 16 (–1 size, +3 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite +4 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 16, Dex 16, Con 17, Int 2, Wis 16, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Carrying Capacity: Light load - 230lbs. or less, Medium load - 231-460lbs., Heavy load - 461 - 690lbs., Viper can drag 3,450lbs.
Viper is a coal-black horse with a wicked temper. He had several scars on his hide from being struck with whip, crop, or spurs. He likes to use his teeth, and if he can't bite an enemy, he'll bite his rider. Viper is outfitted with a black leather riding saddle, a bit and bridle (his name is worked into the leather of his halter), and a pair of saddlebags (that contain a care kit of currycomb, brush, and hoofpick), all are embroidered with scarlet thread. Viper knows the following tricks: Attack, Defend, Guard, Scare (a perform trick where he bares his teeth, screams, rears, and tries to look intimidating), Assist Attack, and Savage (a special attack where he attempts to maim to prevent escape).