
Azmahel |

Wizard casts fireball defensively 1d20 + 16 ⇒ (18) + 16 = 34(need 21) where just the summoner is hit ( somwhere just outside the arena or at some place 15-20 ft above the summoners head
7d6 ⇒ (6, 3, 5, 4, 5, 3, 6) = 32 points of dmg
then moves to s4
Rouge taks 5ft step to Q4 and full-atks
1d20 + 15 ⇒ (20) + 15 = 35
5d6 + 4 ⇒ (5, 4, 3, 6, 2) + 4 = 24
1d20 + 15 ⇒ (17) + 15 = 32
5d6 + 4 ⇒ (4, 2, 1, 3, 2) + 4 = 16

Azmahel |

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, heat metal(D), silence,
lesser restoration, remove paralysis
1st—endure elements(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 +5; Senses Perception +7
DefenSe
AC 23, touch 12, fat-footed 21 (+10 armor, +1deflection, +1 Dex, +1 dodge)
hp 74 (7d10+28)
fort +10, 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 flaming 2hnd-sword +15/+10 (2d6+12/19–20 plus 1d6 fire)
Ranged composite longbow +9 (1d8+4/[TS]3)
Statistics
Str 20, Dex 13, Con 17, Int 12, Wis 10, Cha 8
Base Atk +7; CMB +12; CMD 24
Feats: Step up, Iron Will, dodge, wpn spec(2-hnd-swrd), Power Attack
Cleave, Vital Strike, wpn foc(two-hnd sword),improved initiative, quick draw
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 52 (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 +11 (1d6+4/18–20)
+1 short sword +10 (1d6+3/19-20)
Ranged short bow +10 (1d6/19–20)
Special Attacks sneak attack +4d6, bleeding attack 4
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) two weapon fighting
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, , weapon training, combat training, bleeding attack
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 +4; 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 magic missile ( 1d4+3) , Intense spells (+3)
Wizard Spells Prepared (CL 7th)
4th—resilient sphere, ice storm, ice storm
3rd—dispel magic, fireball (DC 20), haste, slow, fireball
2nd—invisibility, glitterdust (DC 17), web(DC 19), enlarge person, scorching ray
1st—cause fear (DC 16), shield, grease (DC 16), sleep (DC 16), color spray (DC 16), burning hands
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, improved initiative, 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 |

Sam
Sam the Summoner
S 8
D 14
C 16
I 12
W 10
C 20
Feats: Tougness, improved initiative, skill focus UMD, point blank shot, defensive combat training, vital strike.
Skills: UMD +20, Spellcraft +13, (2 unchosen)
HP = 9d8 + 27 + 9 = 80
BAB +6
CMB +8
CMD 20
Attack +5/+0 morningstar +1 (1d8)
Ranged touch wand of scorching ray +8 (+9 <30 feet) (4d6+1)
Ranged touch wand of acid arrow +8 (+9 <30 feet) 2d4 / 2d4+1
AC 17 (+5 armor +2 dex)
Fort +7 Ref +6 Will +7
Spells 7/5/4
3 - stoneskin, wall of fire, greater invisibility, mass reduce person
2 - glitterdust, haste, slow, barkskin,
1 - shield, exped retreat, enlarge person, grease, daze monster
gear
wand of scorching ray - 4500 gp
wand of acid arrow - 4500 gp
cloak of resistance +1 - 1000 gp
Belt of Mighty +2 - 4000
Brooch of shielding - 750 gp
Headband of alluring charisma +2 - 4000 gp
+1 morningstar - 2000 gp
+1 chain shirt - 1000 gp
lots of diamond dust

Darkjoy RPG Superstar 2013 Top 16 |

T-man
Biped
Starting Statistics: Size Medium; Speed 30 ft.; AC +2
natural armor; Saves Fort (good), Ref (bad), Will (good);
Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 13,
Int 7, Wis 10, Cha 11; Free Evolutions claws, limbs (arms),
limbs (legs).
13 evolutions
Bite =1
Reach claws = 1
Improved damage claws = 1
Scent = 1
Resist fire
Resist acid
Spell resistance =4
Tentacle = 1
Tentacle = 1
Reach tentacle = 1
S = 16 +3 +1 = 20 (+5)
D = 12 +3 = 15 (+2)
C = 13 + 1 = 14 (+2)
I = 7 (-2)
W = 10 (+0)
C = 11 (+0)
HD = 8d10 + 16 + 8 = 68
Feats = 4; toughness, improved natural attack claw, dodge, improved natural attack tentacle.
BAB = +8
AC = 8 natural + 2 dex + 1 dodge = 21
Init +2
Speed 30
Fort + 8
Ref + 4
Will + 6
Darkvision
Link
Share spells
Evasion
Multiattack
Devotion
Resist fire 10
Resist acid 10
SR = 20
Skills: Perception +8, Knowledge (planes) +6, Stealth +10, Intimidate +8
Att +13 bite (1d6+5)
Att 13 two claws (1d8+5) 10 feet reach
Att +11 two tentacles (1d6+2) 10 feet reach

Darkjoy RPG Superstar 2013 Top 16 |

the actions were
Rogue (ready)
Wizard ( Glitterdust)
Summoner ( Wall of fire)
Pet ( ready)
Cleric (Prayer)
(fighter -delay)
rogue Thunderstone
Wizard (ice strom)
fighter ready
Summoner - ?
1) you didn't say that for the fighter
2) you didn't give your position after your last turn (cleric) for the round.Let's keep it clear, ok?

Darkjoy RPG Superstar 2013 Top 16 |

Summons casts wall of fire along the f1-f15 line.
The rogue is in the way and receives 2d6 + 9 ⇒ (2, 6) + 9 = 17 fire damage
The rogue is also within 20 feet of the first wall of fire and is dealt 1d4 ⇒ 1 damage
The wizard are within 20 feet of the second wall and receive 1d4 ⇒ 4 damage each.
T-man has fire resistance 10 so doesn't get damaged