Sarita Senbi

Andreste Velletti's page

194 posts. Alias of Reckless.


Race

Hp:45/54 AC21, touch 15, flat-footed 18 CMD: 20 Fort: 5 Ref: 5 Will: 9 Init: 6 Percep: 5

Classes/Levels

F Varisian Human Thassilonian (Sin Magic) Specialist Transmuter 8

About Andreste Velletti

Andreste Velletti
Female human (Varisian) transmuter 8 (Pathfinder RPG Adventurer's Guide 63)
NG Medium humanoid (human)
Init +1; Senses Perception +5
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Defense
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AC 16, touch 12, flat-footed 15 (+4 armor, +1 deflection, +1 Dex)
hp 54 (8d6+16)
Fort +5, Ref +5, Will +9
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Offense
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Speed 30 ft.
Melee +1 dwarven giant-sticker +7 (2d6+4/×3) or
. . dagger +6 (1d4+2/19-20)
Ranged heavy crossbow +5 (1d10/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 dwarven giant-sticker)
Spell-Like Abilities (CL 8th; concentration +9)
. . 3/day—mage hand
Arcane School Spell-Like Abilities (CL 8th; concentration +14)
. . At will—change shape (beast shape ii or elemental body i, 8 rounds/day)
. . 9/day—telekinetic fist (1d4+4 bludgeoning)
Transmuter Spells Prepared (CL 8th; concentration +14)
. . 4th—controlled fireball[UI] (DC 20), elemental body I (2), remove curse, stone shape
. . 3rd—blink, fly, haste (2), communal resist energy[UC], slow (DC 20)
. . 2nd—bull's strength, cat's grace (2), darkvision, glitterdust (DC 18), telekinetic volley (2)
. . 1st—burning disarm (DC 18), enlarge person (2, DC 18), feather fall, long arm[ACG], mage armor, magic missile, shield
. . 0 (at will)—detect magic, light, mending, open/close (DC 17)
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Statistics
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Str 14, Dex 12, Con 12, Int 22, Wis 12, Cha 12
Base Atk +4; CMB +6; CMD 18
Feats Alertness, Anointing, Exotic Weapon Proficiency (dwarven giant-sticker), Fast Learner[ARG], Improvisation[ARG], Scribe Scroll, Spell Focus (transmutation), Varisian Tattoo[ISWG]
Traits transmuter of korada
Skills Acrobatics +3, Appraise +17, Bluff +3, Climb +4, Craft (tattoo) +17, Diplomacy +3, Disable Device +1, Disguise +3, Escape Artist +3, Fly +15, Handle Animal +3, Heal +3, Intimidate +3, Knowledge (arcana) +22, Knowledge (dungeoneering) +13, Knowledge (engineering) +8, Knowledge (geography) +17, Knowledge (history) +17, Knowledge (local) +17, Knowledge (nature) +11, Knowledge (nobility) +8, Knowledge (planes) +17, Knowledge (religion) +11, Linguistics +17, Lore (Thassilonian) +17, Perception +5, Perform (dance) +3, Ride +3, Sense Motive +5, Sleight of Hand +3, Spellcraft +17, Stealth +3, Survival +3, Swim +4, Use Magic Device +3
Languages Aboleth, Abyssal, Aquan, Auran, Azlanti, Celestial, Common, Dwarven, Elven, Ignan, Infernal, Orc, Shoanti, Terran, Thassilonian, Varisian
SQ anointing uses, arcane bond (Skrate, flying squirrel), physical enhancement (+2)
Other Gear +1 dwarven giant-sticker, crossbow bolts (20), dagger, heavy crossbow, amulet of mighty fists +1, cloak of resistance +2, headband of vast intelligence +2, ioun gauntlet, mossy disk ioun stone, ring of protection +1, ring of sustenance, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], soap, spell component pouch, trail rations (5), waterskin, wizard starting spellbook, 10 gp, 9 sp
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Special Abilities
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Anointing Uses (11/day) An alchemist can use any of the anointings he knows a total number of times per day equal to 3 + his alchemist level. Unless an anointing specifies otherwise, all anointings require a standard action to apply (this provokes attacks of opportunity) an
Change Shape (beast shape ii or elemental body i, 8 rounds/day) (Sp) Use beast shape II or elemental body I as a Spell-Like ability.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Fly checks You gain the Alertness feat while your familiar is within arm's reach.
Greed (Transmutation) Transmuters use magic to change the world around them.
Mercurial Oil (Su) Increase weapon damage 1 step, or add DR 2/— to armor.
Physical Enhancement +2 (Strength) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Telekinetic Fist (1d4+4 bludgeoning, 9/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Varisian Tattoo (Transmutation) Spells from chosen school gain +1 caster level.
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It isn't often that a low-born Varisian girl from Old Dock gets interviewed, much less accepted by the Acadamae in Korvosa, but Andreste's thirst for knowledge could be quenched in no other way. Excelling in her studies as a Tranmuter due to her faith in Korada, she pushed her studies beyond even the Acadamae's stringent requirements.

Finding a repository of ancient lore, Andreste began studying the ways of Thassilonian magic- the complete focus of one school while eschewing two opposing philosophies of magic. She was quickly drawn to the magic of charity- that which was perveted to the sin of greed during Xin's fall. Andreste felt that the Thassilonian virtues of rule were a worthy object of redemption.

Transformation is central to Andreste's character as much as it is to her powers; transforming herself from a lowborn child of the streets to a mighty wizard, transforming the legacy of Thassilon back into Xin's promised virtues, and transforming her mind by gaining new knowledge, expanding her thoughts by learning new languages and cultures.

Andreste is an expert on all things magic and Thassilon. She has been seeking to expand this knowledge to help her understand where it all went wrong in ancient times.

She began her career as an adventurer much as she began her life. Returning to Old Docks, she helped take on a gang of thugs running a protection racket against the folks of her childhood home. While she found some satisfaction in freeing the streets from this menace. she soon left Korvosa for Magnimar and its famous monuments of ancient Thassilon.

The past few months have been spent exploring one of the pillars of the Irespan (illegally, unfortunately) with a group of treasure seekers. Andreste went along with their scheme in the hopes of discovering hidden Thassilonian secrets, and in that respect. it was a sucessful mission, but Andreste didn't appreciate the mercantile appetites of her fellows and is now looking for a group with more benevolent leanings.

Spells in Spellbook:

Acid Splash 0
School: conjuration / earth elemental (creation) [acid]; Components:
V, S; Casting Time : 1 action; Range: close (25 + 5 ft./2 levels);
Effect: one missile of acid; Duration: instantaneous; Save: none;
Resistance: no
Orb deals 1d3 acid damage.

Animate Tools 0
School: transmutation; Components: V, S; Casting Time : 10
minutes; Range: close (25 ft. + 5 ft./2 levels); Target: one tool or one
set of related tools; Duration: 8 hours; Save: Will negates (harmless,
object); Resistance: yes (harmless, object)
Tools automatically perform simple tasks.

Arcane Mark 0
School: universal; Components: V, S; Casting Time : 1 action;
Range: touch; Effect: one personal rune or mark, all of which must fit
within 1 sq. ft.; Duration: permanent; Save: none; Resistance: no
Inscribes a personal rune on an object or creature (visible or invisible).

Bleed 0
School: necromancy; Components: V, S; Casting Time : 1 action;
Range: close (25 + 5 ft./2 levels); Target: one living creature;
Duration: instantaneous; Save: DC 16 Will negates; Resistance: yes
Cause a stabilized creature to resume dying.

Dancing Lights 0
School: evocation [light]; Components: V, S; Casting Time : 1 action;
Range: medium (100 + 10 ft./level); Effect: up to four lights, all within
a 10-ft.-radius area; Duration: 1 minute (D); Save: none; Resistance:
no
Creates torches or other lights.

Daze 0
School: enchantment (compulsion) [mind-affecting]; Components: V,
S, M (a pinch of wool or similar substance); Casting Time : 1 action;
Range: close (25 + 5 ft./2 levels); Target: one humanoid creature of
4 HD or less; Duration: 1 round; Save: DC 16 Will negates;
Resistance: yes
A single humanoid creature with 4 HD or less loses its next action.

Detect Magic 0
School: divination; Components: V, S; Casting Time : 1 action;
Range: 60 ft.; Area: cone-shaped emanation; Duration: concentration,
up to 1 min./level (D); Save: none; Resistance: no
Detects all spells and magic items within 60 ft.

Detect Poison 0
School: divination; Components: V, S; Casting Time : 1 action;
Range: close (25 + 5 ft./2 levels); Target: one creature, one object,
or a 5-ft. cube; Duration: instantaneous; Save: none; Resistance: no
Detects poison in one creature or small object.

Disrupt Undead 0
School: necromancy; Components: V, S; Casting Time : 1 action;
Range: close (25 + 5 ft./2 levels); Effect: ray; Duration:
instantaneous; Save: none; Resistance: yes
Deals 1d6 damage to one undead.

Flare 0
School: evocation [light]; Components: V; Casting Time : 1 action;
Range: close (25 + 5 ft./2 levels); Effect: burst of light; Duration:
instantaneous; Save: DC 16 Fortitude negates; Resistance: yes
Dazzles one creature (-1 on attack rolls).

Ghost Sound 0
School: illusion (figment); Components: V, S, M (a bit of wool or a
small lump of wax); Casting Time : 1 action; Range: close (25 + 5 ft.
/2 levels); Effect: illusory sounds; Duration: 1 round/level (D); Save:
DC 16 Will disbelief; Resistance: no
Figment sounds.

Light 0
School: evocation / wood elemental [light]; Components: V, M/DF (a
firefly); Casting Time : 1 action; Range: touch; Target: object touched;
Duration: 10 min./level; Save: none; Resistance: no
Object shines like a torch.

Mage Hand 0
School: transmutation; Components: V, S; Casting Time : 1 action;
Range: close (25 + 5 ft./2 levels); Target: one nonmagical,
unattended object weighing up to 5 lbs.; Duration: concentration;
Save: none; Resistance: no
5-pound telekinesis.

Mending 0
School: transmutation / metal elemental; Components: V, S; Casting
Time: 10 minutes; Range: 10 ft.; Target: one object of up to 1 lb.
/level; Duration: instantaneous; Save: Will negates (harmless, object);
Resistance: yes (harmless, object)
Makes minor repairs on an object.

Message 0
School: transmutation / air elemental [language-dependent];
Components: V, S, F (a piece of copper wire); Casting Time : 1
action; Range: medium (100 + 10 ft./level); Target: one creature/level;
Duration: 10 min./level; Save: none; Resistance: no
Whisper conversation at distance.

Open/Close 0
School: transmutation; Components: V, S, F (a brass key); Casting
Time: 1 action; Range: close (25 + 5 ft./2 levels); Target: object
weighing up to 30 lbs. or portal that can be opened or closed;
Duration: instantaneous; Save: DC 17 Will negates (object);
Resistance: yes (object)
Opens or closes small or light things.

Prestidigitation 0
School: universal; Components: V, S; Casting Time : 1 action;
Range: 10 ft.; Target: see text; Effect: see text; Area: see text;
Duration: 1 hour; Save: see text; Resistance: no
Performs minor tricks.

Ray of Frost 0
School: evocation / water elemental [cold]; Components: V, S;
Casting Time : 1 action; Range: close (25 + 5 ft./2 levels); Effect:
ray; Duration: instantaneous; Save: none; Resistance: yes
Ray deals 1d3 cold damage.

Read Magic 0
School: divination; Components: V, S, F (a clear crystal or mineral
prism); Casting Time : 1 action; Range: personal; Target: you;
Duration: 10 min./level
Read scrolls and spellbooks.

Resistance 0
School: abjuration; Components: V, S, M/DF (a miniature cloak);
Casting Time : 1 action; Range: touch; Target: creature touched;
Duration: 1 minute; Save: Will negates (harmless); Resistance: yes
(harmless)
Subject gains +1 on saving throws.

Touch of Fatigue 0
School: necromancy; Components: V, S, M (a drop of sweat);
Casting Time : 1 action; Range: touch; Target: creature touched;
Duration: 1 round/level; Save: DC 16 Fortitude negates; Resistance:
yes
Touch attack fatigues target.

Ant Haul 1
School: transmutation; Components: V, S, M/DF (a small pulley);
Casting Time : 1 action; Range: touch; Target: creature touched;
Duration: 2 hours/level; Save: DC 18 Fortitude negates (harmless);
Resistance: yes (harmless)
Triples carrying capacity of a creature.

Burning Disarm 1
School: transmutation [fire]; Components: V, S; Casting Time : 1
action; Range: close (25 ft. + 5 ft./2 levels); Target: held metal item
of one creature or 15 lbs. of unattended metal; Duration:
instantaneous; Save: DC 18 Reflex negates (object, see text);
Resistance: yes (object)
Held item becomes hot enough to deal damage unless foe drops it.

Ear-Piercing Scream 1
School: evocation [sonic]; Components: V, S; Casting Time : 1
action; Range: close (25 + 5 ft./2 levels); Target: one creature;
Duration: instantaneous; see text; Save: DC 17 Fortitude partial (see
text); Resistance: yes
Deal sonic damage and daze target.

Endure Elements 1
School: abjuration; Components: V, S; Casting Time : 1 action;
Range: touch; Target: creature touched; Duration: 24 hours; Save:
Will negates (harmless); Resistance: yes (harmless)
Exist comfortably in hot or cold regions.

Enlarge Person 1
School: transmutation; Components: V, S, M (powdered iron);
Casting Time : 1 round; Range: close (25 + 5 ft./2 levels); Target:
one humanoid creature; Duration: 1 min./level (D); Save: DC 18
Fortitude negates; Resistance: yes
Humanoid creature doubles in size.

Expeditious Retreat 1
School: transmutation; Components: V, S; Casting Time : 1 action;
Range: personal; Target: you; Duration: 1 min./level (D)
Your base speed increases by 30 ft.

Feather Fall 1
School: transmutation / air elemental; Components: V; Casting Time :
1 immediate action; Range: close (25 + 5 ft./2 levels); Target: one
Medium or smaller freefalling object or creature/level, no two of which
may be more than 20 ft. apart; Duration: until landing or 1
round/level; Save: Will negates (harmless) or Will negates (object);
Resistance: yes (object)
Objects or creatures fall slowly.

Gravity Bow 1
School: transmutation / metal elemental / void elemental;
Components: V, S; Casting Time : 1 action; Range: personal;
Target: you; Duration: 1 minute/level (D)
Arrows do damage as though one size category bigger.

Long Arm 1
School: transmutation; Components: V, S; Casting Time : 1 action;
Range: personal; Target: you; Duration: 1 minute/level (D)
Your arms lengthen, giving you extra reach.

Mage Armor 1
School: conjuration (creation) [force]; Components: V, S, F (a piece
of cured leather); Casting Time : 1 action; Range: touch; Target:
creature touched; Duration: 1 hour/level (D); Save: Will negates
(harmless); Resistance: no
Gives subject +4 armor bonus.

Magic Missile 1
School: evocation / aether elemental [force]; Components: V, S;
Casting Time : 1 action; Range: medium (100 + 10 ft./level); Target:
up to five creatures, no two of which can be more than 15 ft. apart;
Duration: instantaneous; Save: none; Resistance: yes
1d4+1 damage; +1 missile per two levels above 1st (max 5).

Shield 1
School: abjuration / void elemental [force]; Components: V, S;
Casting Time : 1 action; Range: personal; Target: you; Duration: 1
min./level (D)
Invisible disc gives +4 to AC, blocks magic missiles.
Snapdragon Fireworks 1
School: transmutation [fire, light]; Components: V, S, M (a bundle of
sulfur wrapped in cloth); Casting Time : 1 action; Range: long (400 +
40 ft./level); Effect: dragon-shaped fireworks; Duration: 1 round/level;
Save: DC 18 Reflex negates; Resistance: yes
Create 1 dragon firework/level.

Stone Fist 1
School: transmutation / earth elemental [earth]; Components: V, S, M
(a chip of granite); Casting Time : 1 action; Range: personal; Target:
you; Duration: 1 minute/level (D)
Your unarmed strikes are lethal.
Touch of Gracelessness 1
School: transmutation; Components: V, S; Casting Time : 1 action;
Range: touch; Target: creature touched; Duration: 1 round/level;
Save: DC 18 Fortitude partial; Resistance: yes
Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.

Air Step 2
School: transmutation [air]; Components: V, S, M (a goose feather);
Casting Time : 1 action; Range: personal; Target: you; Duration: 1
minute/level
Tread unsteadily on air, with limitations.

Bear's Endurance 2
School: transmutation; Components: V, S, M/DF (a few hairs, or a
pinch of dung, from a bear); Casting Time : 1 action; Range: touch;
Target: creature touched; Duration: 1 min./level; Save: Will negates
(harmless); Resistance: yes
Subject gains +4 to Con for 1 min./level.

Bull's Strength 2
School: transmutation; Components: V, S, M/DF (a few hairs, or a
pinch of dung, from a bull); Casting Time : 1 action; Range: touch;
Target: creature touched; Duration: 1 min./level; Save: Will negates
(harmless); Resistance: yes (harmless)
Subject gains +4 to Str for 1 min./level.

Burning Arc 2
School: evocation [fire]; Components: V, S; Casting Time : 1 action;
Range: close (25 + 5 ft./2 levels); Target: one primary target plus one
additional target / 3 levels (each of which must be within 15 ft. of the
primary target); Duration: instantaneous; Save: DC 18 Reflex half;
Resistance: yes
Creates an arc of flame that leaps between foes.

Cat's Grace 2
School: transmutation / wood elemental; Components: V, S, M (pinch
of cat fur); Casting Time : 1 action; Range: touch; Target: creature
touched; Duration: 1 min./level; Save: Will negates (harmless);
Resistance: yes
Subject gains +4 to Dex for 1 min./level.

Create Pit 2
School: conjuration / earth elemental (creation); Components: V, S, F
(miniature shovel worth 10 gp); Casting Time : 1 action; Range:
medium (100 + 10 ft./level); Effect: 10-ft.-by-10-ft. hole, 10 ft. deep/2
levels; Duration: 1 round + 1 round/level; Save: DC 18 Reflex
negates; Resistance: no
Creates an extradimensional pit.

Darkvision 2
School: transmutation; Components: V, S, M (either a pinch of dried
carrot or an agate); Casting Time : 1 action; Range: touch; Target:
creature touched; Duration: 1 hour/level; Save: Will negates
(harmless); Resistance: yes (harmless)
See 60 ft. in total darkness.

Glitterdust 2
School: conjuration / earth elemental / metal elemental (creation);
Components: V, S, M (ground mica); Casting Time : 1 action; Range:
medium (100 + 10 ft./level); Area: creatures and objects within 10-ft.-
radius spread; Duration: 1 round/level; Save: DC 18 Will negates
(blinding only); Resistance: no
Blinds creatures, outlines invisible creatures.

Knock 2
School: transmutation; Components: V; Casting Time : 1 action;
Range: medium (100 + 10 ft./level); Target: one door, box, or chest
with an area of up to 10 sq. ft./level; Duration: instantaneous; see
text; Save: none; Resistance: no
Opens locked or magically sealed door.

Levitate 2
School: transmutation / air elemental; Components: V, S, F (a leather
loop or golden wire bent into a cup shape); Casting Time : 1 action;
Range: close (25 + 5 ft./2 levels); Target: you or one willing creature
or one object (total weight up to 100 lbs./level); Duration: 1 min./level
(D); Save: none; Resistance: no
Subject moves up and down at your direction.

Lipstitch 2
School: necromancy; Components: S, M (a bone needle and sinew
thread); Casting Time : 1 action; Range: close (25 ft. + 5 ft./2 levels);
Target: one creature; Duration: instantaneous; Save: DC 18 Fortitude
negates; Resistance: yes
Sew target's mouth closed, preventing bite attacks and speech.

Masterwork Transformation 2
School: transmutation / void elemental; Components: V, S, M, see
text; Casting Time : 1 hour; Range: touch; Target: one weapon, suit
of armor, shield, tool, or skill kit touched; Duration: instantaneous;
Save: none; Resistance: no
Make a normal item into a masterwork one.

Spider Climb 2
School: transmutation; Components: V, S, M (a live spider); Casting
Time: 1 action; Range: touch; Target: creature touched; Duration: 10
min./level; Save: Will negates (harmless); Resistance: yes (harmless)
Grants ability to walk on walls and ceilings.

Steal Breath 2
School: transmutation (air); Components: V, S; Casting Time : 1
action; Range: close (25 ft. + 5 ft./2 levels); Target: one living
creature; Duration: 1 round (see text); Save: DC 19 Fortitude negates;
see text; Resistance: yes
Target cannot speak, use breath weapons or cast spells with verbal
components. Target takes 2d6 damage on a failed save.

Stone Throwing 2
School: transmutation; Components: V, S, M (powdered stone);
Casting Time : 1 action; Range: touch; Target: creature touched;
Duration: 1 minute/level; Save: Fortitude negates (harmless);
Resistance: yes (harmless)
The subject gains the rock throwing and rock catching abilities.

Telekinetic Volley 2
School: transmutation; Components: V, S; Casting Time : 1 action;
Range: touch; Target: up to one touched object per level weighing up
to 5 lbs. each; Duration: 1 round/level or until discharged (D); Save:
none (object); Resistance: no (object)
The touched items levitate in your space.

Blink 3
School: transmutation / aether elemental; Components: V, S; Casting
Time: 1 action; Range: personal; Target: you; Duration: 1 round/level
(D)
You randomly vanish and reappear for 1 round per level.

Fly 3
School: transmutation / air elemental; Components: V, S, F (a wing
feather); Casting Time : 1 action; Range: touch; Target: creature
touched; Duration: 1 min./level; Save: Will negates (harmless);
Resistance: yes (harmless)
Subject flies at speed of 60 ft.

Haste 3
School: transmutation; Components: V, S, M (a shaving of licorice
root); Casting Time : 1 action; Range: close (25 + 5 ft./2 levels);
Target: one creature/level, no two of which can be more than 30 ft.
apart; Duration: 1 round/level; Save: Fortitude negates (harmless);
Resistance: yes (harmless)
One creature/level moves faster, +1 on attack rolls, AC, and Reflex
saves.

Slow 3
School: transmutation; Components: V, S, M (a drop of molasses);
Casting Time : 1 action; Range: close (25 + 5 ft./2 levels); Target:
one creature/level, no two of which can be more than 30 ft. apart;
Duration: 1 round/level; Save: DC 20 Will negates; Resistance: yes
One subject/level takes only one action/round, -1 to AC, Reflex saves,
and attack rolls.

Beast Shape II 4
School: transmutation (polymorph); Components: V, S, M (a piece of
the creature whose form you plan to assume); Casting Time : 1
action; Range: personal; Target: you; Duration: 1 min./level (D)
You take the form and some of the powers of a Tiny or Large animal.

Controlled Fireball 4
School: evocation / fire elemental [fire, ruse]; Components: V, S, M
(a ball of bat guano and sulfur); Casting Time : 1 action; Range: long
(400 ft. + 40 ft./level); Area: 20-foot-radius spread; Duration:
instantaneous; Save: DC 20 Reflex half; Resistance: yes
As fireball, but secretly deals less damage to your allies.

Elemental Body I 4
School: transmutation / all elements (polymorph); Components: V, S,
M (the element you plan to assume); Casting Time : 1 action; Range:
personal; Target: you; Duration: 1 min/level (D); Save: none
Turns you into a Small elemental.

Flaming Sphere, Greater 4
School: evocation / fire elemental [fire]; Components: V, S, M/DF
(tallow, brimstone, and powdered iron); Casting Time : 1 action;
Range: medium (100 + 10 ft./level); Effect: 5-ft.-diameter sphere;
Duration: 1 round/level; Save: DC 20 Reflex negates (see text);
Resistance: yes
Rolling ball of fire deals 6d6 fire damage and ignites targets.

Stone Shape 4
School: transmutation / earth elemental [earth]; Components: V, S,
M/DF (soft clay); Casting Time : 1 action; Range: touch; Target:
stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level;
Duration: instantaneous; Save: none; Resistance: no
Sculpts stone into any shape.

Wall of Fire 4
School: evocation / fire elemental [fire]; Components: V, S, M/DF (a
piece of phosphor); Casting Time : 1 action; Range: medium (100 +
10 ft./level); Effect: opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft./two levels; either form 20 ft. high; Duration: concentration + 1 round/level; Save: none;
Resistance: yes
Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing
through wall deals 2d6 damage + 1/level.

Skrate CR –
Flying squirrel (Pathfinder RPG Bestiary 3 112)

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