Soran (Tournament) Halfling Summoner 6 - CR 5 Chaotic Neutral Humanoid (Halfling); Age: 25; Height: 2' 11 "; Weight: 30lb. Ability

Score

Modifier

12

+1

Temporary

STRENGTH

DEX DEXTERITY

CON CONSTITUTION

INT INTELLIGENCE

WIS WISDOM

CHA CHARISMA

Saving Throw

16

+3

14

+2

10

0

12

+1

18

+4

Total

FORTITUDE

+5 =

(CONSTITUTION)

Base

Ability

Resist

Misc

+2

+2

+1

+3

+1

Temp

Notes

Fearless: +2 vs. fear

REFLEX

+6 =

(DEXTERITY)

+2

Fearless: +2 vs. fear

WILL

+7 =

(WISDOM)

+5

+1

Total

Touch AC

Armor Shield Dex

= 10

CM Bonus

+4

+3

14 +4

CM Defense

Ability

Ranks

+7

DEX (3)

4

INT (0)

2 2 4 -

Temp

17

Size Natur Deflec Dodge Misc

+1 Misc

+4

+1

-1

Size

+4

+1

+3

-1

+4

HP

43

Damage / Current HP

+1 Earth breaker Crit: ×3 2-hand, B

Both hands: +7, 1d10+2 Unarmed strike

Main hand: +6, 1d2+1

WIS (1) CHA (4) WIS (1) DEX (3) WIS (1) DEX (3) WIS (1) STR (1)

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.

Simple Weapon Proficiency - All

Dexterity

20 ft

DEX (3)

When you are knocked unconscious, fall asleep, or are killed, your eidolon remains with you

Strength

Speed

DEX (3)

Resilient Eidolon

BAB

+3

CHA (4)

You make attack rolls with the selected weapon normally.

15 Size

Initiative

CHA (4)

Martial Weapon Proficiency (Earth breaker)

Strength

= 10

STR (1)

Feats

BAB

=

CHA (4)

Armor Proficiency (Light)

Flat-Footed AC

Base Attack

Crit: ×2 Light, B, Nonlethal

Lamellar (leather) armor

+4

Total

+0 +6 +1 +4 +4 +1 +3 +1 +6 +3 +1 +1 +9 +1 -1

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

+1

Fearless: +2 vs. fear

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

18

Acrobatics

Speed less than 30' : -4 jump

STR

AC

Skill Name

Max Dex: +3, Armor Check: -2 Spell Fail: 20%, Light

Proficient with all simple weapons.

Special Abilities Bond Senses (6 rounds/day) (Ex) 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 wear no more than one ring. In case of a conflict, the items worn by the Life Link (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 Maker's Call (Su) eidolon. This can(1/day) prevent the eidolon from being sent back to its home plane. At 6th level, as a standard action, a summoner can call his eidolon to his side. This functions as dimension door , using the summoner’s caster In addition, the eidolon and the summoner must remain within 100level. feet When of one used, theforeidolon appears adjacent to the summoner as close as possible another the eidolon to remain at full strength. If the(or eidolon is beyond 100 iffeet all but adjacent spaces are occupied). If the eidolon is out of range, the ability closer than 1,000 feet, its current and maximum hit point totals are is Share Spells with Eidolon (Ex) wasted. The summoner can use this ability once per day at 6th level, plus reduced by 50%. If the eidolon iswith more than 1,000 feet on away closer The summoner may cast a spell a target of "You" his but eidolon (asthan a one additional per day for every four levels beyond 10,000 feet, itstime current and maximum totals are 6th. reduced by cast 75%. If spell with a range of touch) instead of hit on point himself. A summoner may the eidolon more than feet away, it is immediately spells on hisiseidolon even10,000 if the spells normally do not affectreturned creaturestoofitsthe home plane. hit points not come restored when eidolon's typeCurrent (outsider). Spellslost castininthis thisway wayare must from the the eidolon getsspell closer its summoner, maximum hit point total does summoner list.toThis ability doesbut notits allow the eidolon to share abilities return tonot normal. that are spells, even if they function like spells.

Spell-Like Abilities

Summon Monster III (7/day) (Sp) 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: 19.5/97.5lbs, Light Load (Light: 32.25 lbs, Medium: 64.5 lbs, Heavy: 97.5 lbs) +1 Earth breaker Artisan's outfit (Free) Lamellar (leather) armor Money

Experience Points: 23000/35000 Current Cash: 13600 GP Reputation: Fame: 10, PP: 10, 200 miles.

7 lbs 12.5 lbs 272 lbs

Tracked Resources Bond Senses (6 rounds/day) (Ex) Maker's Call (1/day) (Su)

Languages Common

Halfling

Spells & Powers Summoner Spell DC: 14 + spell level CL: 6 (vs. SR: +6, Concentration: +10) Melee Touch +6 Ranged Touch +8 Maximum Summoner spells known / per day: 6/*x0; 4/5x1; 4/4x2 Summoner 0: resistance, acid splash, open/close (DC 14), mage hand, light, arcane mark Summoner 1: reduce person (DC 15), shield, mage armor, mount Summoner 2: summon monster ii, create pit (DC 16)

Companions Eidolon, Biped (Claws) - CL5 - CR 5 STR 18 (+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: 30 feet Attack Bonus: +5; Armor Class: 18 / 12 Tch / 16 Fl Acrobatics +5, Intimidate +3, Perception +6, Stealth +8 Claw x2 (Claws) Melee +9 x2 , 1d6+4, ×2 Slam (Slam) Melee +9 , 2d6+4, ×2 Tentacle (Tentacle) Melee +4 , 1d4+2 plus grab , ×2 Special: Darkvision (60 feet), Devotion +4 (Ex), Evasion (Ex), Grab (Medium) (Ex), Improved Grapple, Improved Unarmed Strike

Validation Report Validation Report (3 issues): Feats: Resource Underspent: 2 of 3; Skill Points: Resource Underspent: 12 of 17; 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.

Eidolon Biped (Claws) - CL5 - CR 5 Chaotic Neutral Outsider Ability

Score

STR STRENGTH

DEX DEXTERITY

CON CONSTITUTION

INT INTELLIGENCE

WIS WISDOM

CHA CHARISMA

Saving Throw

18

+4

14

+2

13

+1

7

-2

10

0

11

0

Total

FORTITUDE

+5 =

(CONSTITUTION)

Modifier

Base

Ability

+4

+1

REFLEX

+3 =

+1

WILL

+4 =

+4

(DEXTERITY) (WISDOM)

18

Touch AC

Resist

Misc

Temp

Notes

+2

Skill Name

Total

Ability

Ranks

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

+5 -2 +0 +4 +0 +0 +2 +2 +0 +3 +6 +2 +0 +8 +0 +4

DEX (2)

3 3 3 3 -

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

Total

AC

Temporary

Armor Shield Dex

= 10

CM Bonus

12 +9 21

16

Strength

Size

Misc

+5

+4

-

-

BAB

Strength

Dexterity

Size

+5

+4

+2

-

+5

HP

33

Damage / Current HP

Initiative

+2

Speed

30 ft

Crit: ×2 Light, B/S

Slam (Slam)

Main hand: +9, 2d6+4

Crit: ×2 Light, B Crit: ×2 Light, B/S

Unarmed strike

Main hand: +9, 1d3+4

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

Improved Grapple

Darkvision (60 feet) 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) 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. If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Tentacle (Tentacle)

Main hand: +4, 1d4+2 plus grab

DEX (2)

Grab (Medium) (Ex)

Claw x2 (Claws)

Main hand: +9, 1d6+4

DEX (2)

Special Abilities

23 vs. Grapple

Base Attack

CHA (0)

Unarmed strikes don't cause attacks of opportunity, and can be lethal.

BAB

= 10

CHA (0)

Improved Unarmed Strike

+15 Grappling

CM Defense

STR (4)

You don't provoke attacks of opportunity when grappling a foe.

+6

Flat-Footed AC =

CHA (0)

Feats

Size Natur Deflec Dodge Misc

+2

INT (-2)

Temp

Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.

Crit: ×2 Light, B, Nonlethal

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 Current Cash: You have no money! Reputation: Fame: 5, PP: 5, 100 miles.

Total Weight Carried: 0/300lbs, Light Load (Light: 100 lbs, Medium: 200 lbs, Heavy: 300 lbs) Money

-

Languages Common

Validation Report Validation Report (4 issues): Feats: Resource Underspent: 2 of 3; Racial Custom Abilities: Resource Underspent: 7 of 9; Skill Points: Resource Underspent: 12 of 20; Hero: You can add attribute bonuses for every 4th level you have. 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.

Soran (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.

Arcane Mark

Summoner 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 This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. See invisibility, true seeing , a gem of seeing , or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If an arcane mark is placed on a living being, the effect gradually fades in about a month. Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

Light

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

Mage Hand

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.

Open/Close

Summoner 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 14 Will negates (object) Resistance: Yes (object) You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.

Resistance

Summoner 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) You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance 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.

Mount

Summoner 1

School: Conjuration (Summoning) Components: V, S, M (a bit of horse hair) Casting Time : 1 round Range: Close (25 + 5 ft./2 levels) Effect: One mount Duration: 2 hours/level (D) Save: None Resistance: No You summon a light horse or a pony (your choice) to serve you as a mount (see the Pathfinder RPG Bestiary). The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.

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.

Soran (Tournament), Summoner 6 – Spells Reduce Person

Summoner 1

School: Transmutation Components: V, S, M (a pinch of 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 diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size. A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed. All equipment worn or carried by a creature is similarly reduced by the spell. Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple magical effects that reduce size do not stack. Reduce person counters and dispels enlarge person. Reduce person can be made permanent with a permanency spell.

Shield

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

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.

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.

Soran (Tournament), Summoner 6 – Spells Summon Monster II

Summoner 2

School: Conjuration / All Elements (Summoning) Components: V, S, F/DF (a tiny bag and a small candle) Casting Time : 1 round Range: Close (25 + 5 ft./2 levels) Effect: One summoned creature Duration: 1 round/level (D) Save: None Resistance: No This spell functions like summon monster I , except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list. Summon Monster Tables 2nd Level : Ant, giant (worker)*, Elemental (Small) [Elemental subtype], Giant centipede*, Giant frog*, Giant spider*, Goblin dog*, Horse*, Hyena*, Lemure (devil) [Evil, Lawful subtypes] Octopus*, Squid*, Wolf* 1st Level : Dire rat*, Dog*, Dolphin*, Eagle*, Fire beetle*, Frog, poison*, Pony (horse)*, Viper (snake)* * This creature is summoned with the celestial template if you are good, or the fiendish template if you are evil; you may choose either if you are neutral. Summon Monster I This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on Table 10-1. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish). When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table 10-1 marked with an "*" are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an "*" always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment. Summon Monster Tables 1st Level : Dire rat*, Dog*, Dolphin*, Eagle*, Fire beetle*, Frog, poison*, Pony (horse)*, Viper (snake)* * This creature is summoned with the celestial template if you are good, or the fiendish template if you are evil; you may choose either if you are neutral.

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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2017 Sub-State 15 Tournament
11:00 AM. Maple Plain 1. Friday, July 21st. Field 1. G10. 6:00 PM. Cold Spring 3. Field 1. Cokato 2. Thursday, July 20th. 4:00 PM. Marshall 14. Field 1. Marshall 4.