Garinn Reborn (Tournament) Player: Simon Male Halfling Summoner 6 - CR 5 Chaotic Good Humanoid (Halfling); Deity: Desna; Age: 25; Height: 2' 11" ; Weight: 30lb. Ability

Score

STR STRENGTH

DEX DEXTERITY

CON CONSTITUTION

INT INTELLIGENCE

WIS WISDOM

CHA CHARISMA

Saving Throw

12

+1

14

+2

15

+2

11

0

10

0

19

+4

Total

FORTITUDE

+5 =

(CONSTITUTION)

Modifier

Base

Ability

+2

+2

Resist

Temporary

Misc

Temp

Notes

+1

Fearless: +2 vs. fear

REFLEX

+5 =

(DEXTERITY)

+2

+2

+1

Fearless: +2 vs. fear

WILL

+6 =

(WISDOM)

+5

+1

Total

16

Touch AC

Total

Ability

Ranks

-2

DEX (2)

-

INT (0)

1 1 4 3 3

Acrobatics

Temp

Speed less than 30' : -8 jump

+0 +4 -3 +4 +4 -4 -2 +0 +5 +4 +6 -4 +0 +3 +0 -5 +10

Appraise Bluff Climb Diplomacy Disguise Escape Artist Fly Heal Intimidate Linguistics Perception Ride Sense Motive Stealth Survival Swim Use Magic Device

CHA (4) STR (1) CHA (4) CHA (4) DEX (2) DEX (2) WIS (0) CHA (4) INT (0) WIS (0) DEX (2) WIS (0) DEX (2) WIS (0) STR (1) CHA (4)

Fearless: +2 vs. fear

Feats

Shield Ally (+2 AC/Saves) (Ex)

AC

Skill Name

Armor Shield Dex

= 10

CM Bonus CM Defense

+4

+1

12 +4 15

Size Natur Deflec Dodge Misc

+1

Flat-Footed AC =

15

When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Extra Evolution

BAB

Strength

Size

Misc

+4

+1

-1

-

= 10

Armor Proficiency (Light)

Eidolon adds 1 point to its evolution pool

Extra Evolution Eidolon adds 1 point to its evolution pool

BAB

Strength

Dexterity

Size

+4

+1

+2

-1

Martial Weapon Proficiency (Halfling sling staff) You make attack rolls with the selected weapon normally.

Simple Weapon Proficiency - All Proficient with all simple weapons.

Base Attack

+4

HP

44

Damage / Current HP

Initiative

+2

Speed

Bond Senses (6 rounds/day) (Ex)

20 / 15 ft

+1 Halfling sling staff Crit: ×3 Rng: 80' Light, B

Ranged: +8, 1d6+2 Masterwork Living Steel Heavy mace

Main hand: +7, 1d6+1 Both hands: +7, 1d6+1

Special Abilities

Crit: ×2 1-hand, B

Starting at 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the Eidolon Link (Ex) eidolon and the summoner must be on the same plane. The summoner can A summoner hisfree eidolon share a mental link that allows for end this effectand as a action. communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's Fearless connection to his eidolon. As a result, the summoner and his eidolon share +2 racial bonus Fear saves. if the summoner is wearing a ring, his eidolon magic item slots.vsFor example, can Link wear no more than one ring. In case of a conflict, the items worn by the Life (Su) summoner remain and those used by thebond eidolon dormant. Starting at 1st level,active, a summoner forms a close withbecome his eidolon. The eidolonthe must possess the appropriate appendages to utilize magic item. Whenever eidolon takes enough damage to send it back to itsa home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the

[N/A] Living Steel eidolon. This can prevent the eidolon from being sent back to its home plane.

Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these must treesremain blunt saws and axes to In addition, the eidolon and the summoner within 100 feetused of one hew them offtofire, they at eventually succumb time oris the elements. another forand the shrug eidolon remain full strength. If the to eidolon beyond 100 When harvested, theseitsfallen trees produce nuggets of atotals metalare called feet butproperly closer than 1,000 feet, current and maximum hit point Maker's Call (1/day) (Su) living steel. This glossy green metal slowly repairs itself.away An item made from reduced by 50%. If the eidolon is more than 1,000 feet but closer than At 6thsteel level,repairs as a standard action, summoner hisper eidolon to his living damage itselfaat ahitrate of totals 2can hit call points day, 1 hitside. 10,000 feet, itsas current and to maximum point are reduced byor75%. If This functions dimension doorcondition. , using the summoner’s caster level. When point per day ifmore it has the 10,000 broken Items not primarily of metal are the eidolon is than feet away, it is immediately returned to its used, the eidolonaffected appearsby adjacent to the summoner (or as close as possible not meaningfully being partially made of living steel. home plane. Current lost inIfthis are not restored when if all adjacent spaces hit arepoints occupied). theway eidolon is out of range, thethe ability is eidolon gets closer to itscan summoner, but its once maximum hit point total does wasted. The summoner use thissteel ability per day at 6th level, plus Armor and shields made from living can damage metal weapons that return to normal. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com one additional time per daywielder for every levels beyond 6th. strike them. Whenever of four a license. metal weapon rolls a natural 1 on an Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, andthe are used under attack roll against a creature wearing living steel armor or wielding a living steel shield, the item must make a DC 20 Fortitude save or gain the broken condition. If the weapon already has the broken condition, it is instead destroyed. Living steel cannot damage adamantine weapons in this way. Living steel has 35 hit points per inch of thickness and hardness 15.

+1 Stanching Darkleaf Cloth Studded leather armor Max Dex: +7, Armor Check: Spell Fail: 5%, Light

+4

Experience & Wealth Experience Points: 23000/35000 Current Cash: 7973 GP, 5 SP

Spells & Powers Gear

Total Weight Carried: 66/97.5lbs, Heavy Load (Light: 32.25 lbs, Medium: 64.5 lbs, Heavy: 97.5 lbs) +1 Halfling sling staff 1.5 lbs +1 Stanching Darkleaf Cloth Studded leather armor 5 lbs Caltrops x5 2 lbs Caltrops x5 2 lbs Masterwork Living Steel Heavy mace 4 lbs Money gel x4 Shard 1 lb Sling bullets x50 0.25 lbs Summoner's kit 19 lbs Traveller's outfit (Free) -

Special Abilities Share Spells with Eidolon (Ex) The summoner may cast a spell with a target of "You" on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This Stanching ability does not allow the eidolon to share abilities that are not spells, even if they A stanching suit of armor helps stop the flow of blood from the wearer’s wounds, function like spells. automatically tightening like a tourniquet in the appropriate places while also magically reducing the severity of the wound. Stanching armor reduces hit point damage, ability damage, or ability drain by an amount equal to its enhancement bonus if the damage or drain was from a bleed effect. The wearer also adds the armor’s enhancement bonus to Constitution checks to become stable.

Spell-Like Abilities

Summoner Spell DC: 14 + spell level CL: 6 (vs. SR: +6, Concentration: +10) Melee Touch +6 Ranged Touch +7 Maximum Summoner spells known / per day: 6/*x0; 4/5x1; 4/4x2 Summoner 0: acid splash, mage hand, detect magic, mending, light, read magic Summoner 1: lesser rejuvenate eidolon, shield, mage armor, enlarge person (DC 15) Summoner 2: create pit (DC 16), bull's strength, glitterdust (DC 16)

Companions K't'blacgh'n (Eidolon), Male Biped (Pincers) - CL5 CR 5 STR 19 (+4), DEX 14 (+2), CON 13 (+1), INT 7 (-2), WIS 10 (0), CHA 11 (0); Fortitude +5, Reflex +3, Will +4 HP: 33/33; Init: +2; Speed: 40 feet Attack Bonus: +5; Armor Class: 22 / 13 Tch / 19 Fl Bluff +6, Fly +12, Perception +7, Stealth +8, Survival +3 Pincer x2 (Pincers) Melee +7 x2 , 1d8+2, ×2 Pincer x2 (Pincers) Melee +7 x2 , 1d8+2, ×2 Special: Darkvision (60 feet), Devotion +4 (Ex), Evasion (Ex), Flight (40 feet, Good)

Summon ConstructionMonster III (7/day) (Sp) Requirements Craft Magic Arms and Armor, stabilize , cure critical wounds or lesser restoration ; Cost +1 Bonus

Tracked Resources

Bond Senses (6 rounds/day) (Ex) Maker's Call (1/day) (Su) Shard gel Sling bullets

Languages Common Dwarven

Halfling

Validation Report Validation Report (3 issues): Background: You are lighter than normal for your race. Normal weight minimum: 32 lbs.; Skill Points: Resource Underspent: 12 of 16; Summoner: Learn more spells! Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

K't'blacgh'n Male Biped (Pincers) - CL5 - CR 5 No Alignment Outsider; Deity: Desna Ability

Score

STR

Modifier

19

STRENGTH

DEX DEXTERITY

CON CONSTITUTION

INT INTELLIGENCE

WIS WISDOM

CHA CHARISMA

Saving Throw

+2

13

+1

7

-2

10

0

11

0

Base

Ability

FORTITUDE

+5 =

+4

+1

REFLEX

+3 =

+1

+2

+4 =

+4

(CONSTITUTION) (DEXTERITY)

WILL

(WISDOM)

22

Touch AC

Armor Shield Dex

= 10

CM Bonus CM Defense

13 +9

Misc

Temp

22

+9

Notes

-

INT (-2)

3 3 4 3 3 -

Temp

CHA (0) STR (4) CHA (0) CHA (0) DEX (2) DEX (2) WIS (0) CHA (0) WIS (0) DEX (2) WIS (0) DEX (2) WIS (0) STR (4)

Feats +1 AC.

19

BAB

Strength

Size

Misc

+5

+4

-

-

= 10

Ranks

DEX (2)

Dodge

+1

Flat-Footed AC =

Ability

+2 -2 +6 +4 +0 +0 +2 +12 +0 +0 +7 +2 +0 +8 +3 +4

Appraise Bluff Climb Diplomacy Disguise Escape Artist Fly Heal Intimidate Perception Ride Sense Motive Stealth Survival Swim

Size Natur Deflec Dodge Misc

+2

Total

Speed greater than 30' : +4 jump

Devotion: +4 morale bonus vs. Enchantment spells and effects

Total

AC

Resist

Skill Name

Acrobatics

+4

14

Total

Temporary

Improved Natural Armor +1 natural armor

Multiattack Secondary natural attacks only take a -2 penalty instead of -5.

BAB

Strength

Dexterity

Size

+5

+4

+2

-

Special Abilities Darkvision (60 feet)

26 vs. Trip

Base Attack

+5

HP

33

Damage / Current HP

Initiative

+2

You can see in the dark (black and white vision only).

Devotion +4 (Ex) An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Evasion (Ex) Speed

If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

40 ft

Pincer x2 (Pincers)

Main hand: +7, 1d8+2

Flight (40 feet, Good) Crit: ×2 Light, B/S

A creature with this ability can cease or resume flight as a free action. If the creature has wings, flight is an extraordinary ability. Otherwise, it is spell-like or supernatural, and it is ineffective in an antimagic field; the creature loses its ability to fly for as long as the antimagic effect persists.

Pincer x2 (Pincers)

Main hand: +7, 1d8+2

Crit: ×2 Light, B/S

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Gear

Experience & Wealth

Total Weight Carried: 0.16/525lbs, Light Load (Light: 174 lbs, Medium: 349.5 lbs, Heavy: 525 lbs) Money

Current Cash: 8 GP

0.16 lbs

Languages Common

Validation Report Validation Report (2 issues): Racial Custom Abilities: Resource Underspent: 10 of 11; Skill Points: Resource Underspent: 16 of 20 Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Garinn Reborn (Tournament), Summoner 6 – Spells Acid Splash

Summoner 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 You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.

Detect Magic

Summoner 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 You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round : Presence or absence of magical auras. 2nd Round : Number of different magical auras and the power of the most potent aura. 3rd Round : The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Light

Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Mage Hand

Lingering Aura : A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength - Duration of Lingering Aura Faint - 1d6 rounds Moderate - 1d6 minutes Strong - 1d6 x 10 minutes Overwhelming - 1d6 days Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a

Summoner 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 You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.

Mending Aura Strength : An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Summoner 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 This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit.

Summoner 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) This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

permanency spell.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Garinn Reborn (Tournament), Summoner 6 – Spells Read Magic

Summoner 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 You can decipher magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell.

Enlarge Person

Summoner 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 15 Fortitude negates Resistance: Yes This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it - the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see page 145). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell. Multiple magical effects that increase size do not stack. Enlarge person counters and dispels reduce person. Enlarge person can be made permanent with a permanency spell.

Mage Armor

Summoner 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 An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

Rejuvenate Eidolon, Lesser

Summoner 1

School: Conjuration (Healing) Components: V, S, M (a drop of your blood) Casting Time : 1 action Range: Touch Target: eidolon touched Duration: Instantaneous Save: none Resistance: No By laying your hand upon an eidolon, you cause its wounds to close and its form to solidify. This spell cures 1d10 points of damage +1 point per caster level (maximum +5). Appears In : Advanced Player's Guide

Shield

Summoner 1

School: Abjuration / Void Elemental [Force] Components: V, S Casting Time : 1 action Range: Personal Target: You Duration: 1 min./level (D) Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.

Bull's Strength

Summoner 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) The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.

Create Pit

Summoner 2

School: Conjuration / Earth Elemental (Creation) Components: V, S, F (miniature shovel costing 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 16 Reflex negates Resistance: No You create a 10-foot-by-10-foot extradimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet). You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to avoid falling into it. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect. Creatures who fall into the pit take falling damage as normal. The pit's coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round. Appears In : Advanced Player's Guide

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Garinn Reborn (Tournament), Summoner 6 – Spells Glitterdust

Summoner 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 16 Will negates (blinding only) Resistance: No A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect. Any creature covered by the dust takes a -40 penalty on Stealth checks.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

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