
Azmahel |

first the stats of the summoner and the party for easy reference
New Dog
Free evolution: bite, limbs (2)
Init +2
HP 84
F +10 R +8 W +2
Feats: toughness, improved natural attack (bite, claw, tentacle)
No skills allocated
Speed 40
Evolutions (13)
Large (3)
Claws (1)
Pounce (1)
Bite (1)
Tentacle x6 (1)
Improved damage bite (1)
S 26, D 15, C 18, I 7, W 10, C 11
Attacks:
Bite +16 (3d6+12)
2 claws +16 (1d8+8)
6 tentacles +14 (1d8+4)
BAB +8
CMB +17
CMD 29
NewMan
S 8, D 14, C 18, I 12, W 10, Ch 16
(used elite array: 15,14,13,12,10,8)
Init +6
HP = 86
AC = 16 (chain shirt +dex)
Feats: toughness, improved initiative, great fortitude, lightning reflexes
Items: cloak of charisma +2
Fort +9 Ref +7 W +6
Spells known:
3 – wall of ice, greater invisibility, stoneskin, wall of fire
2 – barksin, slow, haste, bull’s strength, blur
1 – shield, enlarge person, reduce person, magic fang
BAB +6
CMB +5
CMD +18
Cleric Kyra,
Female human cleric 7 NG Medium humanoid
Init +0; Senses Perception +6
Defense
AC 19, touch 10, fat-footed 19 (+6 armor, +3 shield)
hp 59 (7d8+21)
fort +8, Ref +3, Will +13
Offense
Speed 30 f.
Melee +2 scimitar +9 (1d6+4/18–20)
Ranged +1 light crossbow +6 (1d8+1/19–20)
Special Attacks channel positive energy (4d6, 4d6+7 vs. un-dead, DC 16, 7/day)
Cleric Spells Prepared (CL 7th)
4th—divine power, fire shield(D), restoration
3rd—bestow curse (DC 18), dispel magic, prayer,
invisibility purge(D) (DC 18)
2nd—bull’s strength, cure moderate wounds(D), silence,
lesser restoration, remove paralysis
1st—cure light wounds(D), bane (DC 16), bless, divine favor,
doom (DC 16), protection from evil
0 (at will)—detect magic, light, resistance, stabilize
D Domain spell; Domains Healing, Sun
Statistics
Str 14, Dex 10, Con 14, Int 10, Wis 20, Cha 13
Base Atk +5; CMB +7; CMD 17
Feats:Channel Smite, Extra Channel, Improved Channel,
Iron Will, Selective Channeling
Skills: Diplomacy +7, Heal +15, Knowledge (religion) +5, Perception +7
Languages: Common
SQ aura, rebuke death (1d4+3, 7/day), healer’s blessing
Combat Gear potion of cure serious wounds (3); Other Gear
backpack, +2 chain shirt, cloak of resistance +1, headband
of inspired wisdom +2, +1 heavy wooden shield, silver holy
symbol, 50 gp
fighter
Valeros
Male human fighter 7
NG Medium humanoid
Init +7; Senses Perception +7
DefenSe
AC 23, touch 14, fat-footed 19 (+7 armor, +2 shield, +3 Dex, +1 dodge)
hp 60 (7d10+14)
fort +8, Ref +7, Will +5; +2 vs. fear
Offense
Combat Options: Step up, Power Attack, Cleave, Vital Strike
Speed 30 f.; moves at normal speed in Medium or Heavy
armor
Melee +1 faming longsword +12/+7 (1d8+8/19–20 plus 1d6 fre)
Ranged shortbow +10 (1d6/[TS]3)
Statistics
Str 18, Dex 17, Con 12, Int 13, Wis 10, Cha 8
Base Atk +7; CMB +11; CMD 25
Feats: Step up, Iron Will, dodge, wpn spec(longsword), Power Attack
Cleave, Vital Strike
Skills Climb +11, Intimidate +10, Perception +6, Swim +6
Languages Common, Giant
SQ armor training +2, bravery +2, weapon training (heavy
blades +1)
Combat Gear alchemist’s fre, potion of cure moderate wounds;
Other Gear backpack, +1 chainmail, cloak of resistance +2,
+1 faming longsword, +1 frost shortsword, handy haversack,
shortbow with 20 arrows, silk rope, 30 gp
rogue
Merisiel
Female elf rogue 7
CN Medium humanoid (elf )
Init +9; Senses low-light vision; Perception +13
DefenSe
AC 22, touch 16, fat-footed 16 (+4 armor, +5 Dex, +1 dodge, +2
natural)
hp 45 (7d8+14)
fort +4, Ref +12, Will +5; +2 vs. enchantment spells and efects
Defensive Abilities evasion, trap sense +2, uncanny dodge;
Immune magical sleep effects
Offense
Speed 30 ft
Melee +2 rapier +10 (1d6+4/18–20)
Ranged dagger +10 (1d4/19–20)
Special Attacks sneak attack +4d6, surprise attack
Statistics
Str 15, Dex 20, Con 10, Int 13, Wis 13, Cha 10
Base Atk +5; CMB +7; CMD 23
Feats: Dodge, Improved Initiative, Step Up, Weapon Finesse,
Weapon Focus (rapier)
Skills: Acrobatics +15, Bluf +10, Climb +12, Diplomacy +6, Disable Device +15, Intimidate +10, Perception +13, Sense Motive +7, Sleight of Hand +15, Stealth +15, Use Magic Device +4; Racial Modifer Perception +2
Languages Common, Elven
SQ trapfnding, stand up, weapon training
Combat Gear: Heavy Steel Shield, acid, alchemist’s fre (2), thunderstone; Other
Gear amulet of natural armor +2, backpack, cloak of resis-
tance +2, grappling hook, hooded lantern, +2 leather armor,
oil (5), silk rope, thieves’ tools, 50 gp
wizard
ezren Male human wizard 7 NG Medium humanoid
Init +0; Senses Perception +9
DefenSe
AC 13, touch 10, fat-footed 13 (+3 armor)
hp 44 (7d6+14)
fort +6, Ref +3, Will +8
OffenSe
Speed 30 f.
Melee club +3 (1d6)
Ranged light crossbow +3 (1d8/19–20)
Special Attacks hand of the apprentice (7/day, +8 ranged)
Wizard Spells Prepared (CL 7th)
4th—resilient sphere, ice storm
3rd—dispel magic, fireball (DC 20), haste, slow
2nd—invisibility, glitterdust (DC 17), web(DC 19), enlarge person
1st—cause fear (DC 16), mage armor, grease (DC 16), sleep (DC 16), color spray (DC 16)
0 (at will)—acid splash (DC 15), detect magic, disrupt undead
(DC 15), light
Statistics
Str 11, Dex 10, Con 12, Int 20, Wis 15, Cha 10
Base Atk +3; CMB +3; CMD 17
feats Combat Casting, Eschew Materials, Great Fortitude,
Defensive Combat Training, Silent Spell, Spell Focus
(evocation), Still Spell
Skills: Diplomacy +7, Knowledge (arcana) +15, Knowledge
(geography) +15, Knowledge (history) +15, Knowledge (local)
+15, Perception +9, Spellcraf +15
Languages Common, Draconic, Elven, Giant, Goblin
SQ arcane bond (cane), cantrips, spellbook (contains all PRPG
cantrips and prepared spells as well as acid arrow, burning
hands, detect undead, lightning bolt, obscuring mist, shield,
shocking grasp, and web)
Combat Gear alchemist’s fire (2), potion of cure moderate
wounds, scroll of burning hands, wand of magic missile (CL
1st, 50 charges); Other Gear backpack, bracers of armor +3,
cane (as club), cloak of resistance +1, dagger, light crossbow
and 20 bolts, pearl of power (1st), pearl of power (2, 2nd),
scroll case, spell component pouch, spellbook, 50 gp

Darkjoy RPG Superstar 2013 Top 16 |

Use this then, you cannot charge over the rings of the blue and red circle.
Dog is at NO56 and the summoner stands at p4

Kolokotroni |

Use this then, you cannot charge over the rings of the blue and red circle.
what are the starting positions?

Darkjoy RPG Superstar 2013 Top 16 |

Fighter shoots the Summoner (provokes AOO)
1d20+10
1d6fighter and rouge get Ref, to disrupt wall of ice:
Fighter 1d20+7
Rouge 1d20+12
That would be the wizard and rogue, but ok. Wall of ice is ruined by the rogue. (not going to do a concentration check for it).
New dog attacks the fighter
bite
1d20 + 16 ⇒ (2) + 16 = 183d6 + 12 ⇒ (5, 6, 3) + 12 = 26

Azmahel |

cleric and Wizard delay to see how fighter and rogue handle the dog
fighter drops Bow, draws sword and readies to attack dog after rogue has
rogue moves to d10, flanks and attacks Dog
1d20 + 12 ⇒ (12) + 12 = 24
5d6 + 4 ⇒ (6, 3, 1, 2, 5) + 4 = 21
figther attacks with vital strike and power attack (wielding with both hands]
1d20 + 11 ⇒ (14) + 11 = 25
[dice]2d8+18[dice]

Darkjoy RPG Superstar 2013 Top 16 |

Darkjoy wrote:Waaaait. Cleric has his action left. it depends on whether the dog is slowedAzmahel wrote:wizard casts slow on DogSummoner moves to j4
Summoner casts haste on dog and himselfHaste cancels slow.
Cleric either acts before I do or doesn't act at all. Otherwise it is like two actions after each other.

Darkjoy RPG Superstar 2013 Top 16 |

+1 due to haste
Bite
1d20 + 17 ⇒ (17) + 17 = 343d6 + 12 ⇒ (2, 6, 3) + 12 = 23
claw
1d20 + 17 ⇒ (16) + 17 = 331d8 + 8 ⇒ (6) + 8 = 14
1d20 + 17 ⇒ (9) + 17 = 261d8 + 8 ⇒ (4) + 8 = 12
tentacle
1d20 + 15 ⇒ (7) + 15 = 221d8 + 4 ⇒ (4) + 4 = 8
1d20 + 15 ⇒ (4) + 15 = 191d8 + 4 ⇒ (4) + 4 = 8
1d20 + 15 ⇒ (18) + 15 = 331d8 + 4 ⇒ (2) + 4 = 6
1d20 + 15 ⇒ (16) + 15 = 311d8 + 4 ⇒ (8) + 4 = 12
1d20 + 15 ⇒ (14) + 15 = 291d8 + 4 ⇒ (2) + 4 = 6
1d20 + 15 ⇒ (19) + 15 = 341d8 + 4 ⇒ (5) + 4 = 9
extra bite
dice]1d20 + 17; 3d6 + 12[/dice]