RolePlay onLine RPoL Logo

, welcome to RoA: Arena

15:07, 1st May 2024 (GMT+0)

Mezzarn vs. Tristram.

Posted by DM RavenFor group 0
Mezzarn
player, 4 posts
Fri 14 Jan 2011
at 05:15
  • msg #4

Re: Mezzarn vs. Tristram

Once the time for combat begins, Mezz moves forward slowly. As soon as he can see his opponent, he stops to await the others first move.

  [Standard] None
  [Move] Move forward
  [Free]

Status:
  Init: 14
  AC (Touch AC): 19 (10)

  Damage Taken:   0
  Damage Dealt:   0

Effects:
 - Maigc Weapon - +1 Enhancement bonus to attack/damage, 4 mins
 - Bull's Strength, 4 mins.

Final Position: F08
(edited final position, with only 4 squares of movement)
This message was last edited by the player at 07:46, Sat 15 Jan 2011.
Tristram
player, 75 posts
Human knight 4
W/L 1/2
Fri 14 Jan 2011
at 11:51
  • msg #5

Re: Mezzarn vs. Tristram

OOC: Could you please indicate class/level? In a PM if needed. I didn't know I was up against a caster...
Tristram
player, 76 posts
Human knight 4
W/L 1/2
Fri 14 Jan 2011
at 13:47
  • msg #6

Re: Mezzarn vs. Tristram

Round 1:
  [Free]Knight's challenge issued (+1 to hit/damage)
  [Move]Move to G10
  [Standard] Trip attack 11, STR check DC20 or fall prone

Status:
  Initiative: 9
  AC (Touch AC): 18 (13)

  Damage Taken: 0
  Damage Dealt: 0

Effects: Bulwark of defence (threatened squares treated as difficult terrain)
Knight's challenge +1 to hit/damage 7 rounds

Final position H08
This message was last edited by the player at 08:03, Sat 15 Jan 2011.
Mezzarn
player, 5 posts
Fri 14 Jan 2011
at 17:49
  • msg #7

Re: Mezzarn vs. Tristram

OOC:  I am a Dwarven Cleric of Gond of the fourth level.  In my call out in the bar, I mentioned the class, well sorta. (Holy man of Gond)

Mezzarn sees the chain coming but doesn't manage to plant his foot as he wants.  His balance is offended and he falls.  However he uses his momentum to quickly return to his feet.  He Raises his hammer and calls out a few unrecognizable words.  The air around tristram starts to heat up.

(Heat metal lasts 7 rounds if not saved.  Damage is dealt to the wearer of any metal armor on rounds 2-6.  Details can be found on the SRD here: http://www.d20srd.org/srd/spells/heatMetal.htm)

Round 2
  [Standard] Full Defense
  [Move] Stand
  [Free]

Status:
  Init: 14
  AC (Touch AC): 19 (10)

  Damage Taken:   0
  Damage Dealt:   0

Effects:
 - Maigc Weapon - +1 Enhancement bonus to attack/damage, 4 mins
 - Bull's Strength, 4 mins.

Final Position: G08
This message was last edited by the player at 08:41, Sat 15 Jan 2011.
Tristram
player, 77 posts
Human knight 4
W/L 1/2
Fri 14 Jan 2011
at 18:52
  • msg #8

Re: Mezzarn vs. Tristram

OOC: Casting is not possible in threatened squares due to mage slayer feat. Standing provokes AoO.
DM BadCatMan
GM, 91 posts
Sat 15 Jan 2011
at 07:38
  • msg #9

Re: Mezzarn vs. Tristram

OOC: Just to clarify that:
Mage Slayer:
Spellcasters you threaten may not cast defensively (they automatically fail their Concentration checks to do so), but they are aware that they cannot cast defensively while being threatened by a character with this feat.

Spellcasting is risky, but not impossible.
Mezzarn
player, 6 posts
Sat 15 Jan 2011
at 07:43
  • msg #10

Re: Mezzarn vs. Tristram

OOC:  Casting is allowed, Casting defensively is not.  But something else is wrong here.

I started at A, you at B.  I moved 5 squares (which is 1 square to many for my movement I just realized) to get to G08.  You have the same speed I do, so you could have moved a max of 8 squares taking your standard action as a move instead.  That would not allow an attack from you until at least next round.

With my movement I should be at F08, and you with a double move would be no closer than I08 or I10


Noticed you have something to offset the armor penalty to speed, so it would take you 2 moves to do it, but you could get within threat range if you wished, but would not have an ability to attack.

This message was last edited by the player at 08:00, Sat 15 Jan 2011.
Tristram
player, 78 posts
Human knight 4
W/L 1/2
Sat 15 Jan 2011
at 07:53
  • msg #11

Re: Mezzarn vs. Tristram

Doh! Thought I started in B! Let me rewrite my actions...
Tristram
player, 79 posts
Human knight 4
W/L 1/2
Sat 15 Jan 2011
at 08:02
  • msg #12

Re: Mezzarn vs. Tristram

Ok, I have the level 4 knight ability that allows me to move at full speed in medium armor, that allows me to charge you standing in F08. My new position is H08, but my actions stand.
Tristram
player, 80 posts
Human knight 4
W/L 1/2
Sat 15 Jan 2011
at 08:11
  • msg #13

Re: Mezzarn vs. Tristram



Round 2:
  [Free] AoO for standing up 21, damage 13, AoO for casting (29), damage 11
  [Move]
  [Standard] Trip attack 22, STR check DC17 or fall prone

Status:
  Initiative: 9
  AC (Touch AC): 18 (13)

  Damage Taken: 0
  Damage Dealt: 24 (forgot to add knight's challenge bonus)

Effects: Bulwark of defence (threatened squares treated as difficult terrain)
Knight's challenge +1 to hit/damage 6 rounds

Final position H08
Mezzarn
player, 7 posts
Sat 15 Jan 2011
at 08:13
  • msg #14

Re: Mezzarn vs. Tristram

OOC: Charge is supposed to be a straight line...  but you have a pillar between us.  I don't agree with trip as part of a charge either, but we can discuss that later.  (Seeing as trip is a special attack)  But whatever.  Instead of casting, he will use his Standard action to go full defensive, and then stand.  (AoO on standing does not gain the prone bonus)
This message was last edited by the player at 08:41, Sat 15 Jan 2011.
Tristram
player, 81 posts
Human knight 4
W/L 1/2
Sat 15 Jan 2011
at 10:35
  • msg #15

Re: Mezzarn vs. Tristram

OOC: I'm charging to the closest square from wich I can attack, and have nothing in the way. The pillars in the arena have been judged not to block movement when "grazing" them diagonally. I would assume any attack (Bull rush, trip, grapple) can be used as part of charge. AoO on one trying to stand explicitly gains the stand bonus, and as a result you can't trip someone trying to stand because they are already prone.
Mezzarn
player, 8 posts
Sat 15 Jan 2011
at 17:07
  • msg #16

Re: Mezzarn vs. Tristram

OOC: I'm not going to worry about it just now, we will continue...  You have two different modifiers in your Dice roll for damage...  +5 and +9, which is correct? you didn't resist the Heat Metal spell, though I had mentioned I was taking it back. (After your post it seems)  Either roll the resist, or assume you didn't get the Second AoO.

(If I beat your trip I get a chance to trip you in return, since I rolled a 7 on the strength check no chance that will succeed.

Mezzarn is not fooled by the trip attempt the second time, as he braces.  His return attempt simply didn't help.  He quickly shifts position moving inside the reach of the chain.  "Two can play this kind of game."  He raises his hammer again and calls out, "Gond hold my foe."

Round 2
  [Free] 5ft Step
  [Standard] Hold Person (DC15 Will save or be Paralyzed for 4 rounds)
       You get another save at each round, should you fail.
       Inside your reach, you can make an unarmed AoO.
  [Move] None

Status:
  Init: 14
  AC (Touch AC): 19 (10)

  Damage Taken:   20
  Damage Dealt:   0

Effects:
 - Maigc Weapon - +1 Enhancement bonus to attack/damage, 4 mins
 - Bull's Strength, 4 mins.

Final Position: G08
Tristram
player, 82 posts
Human knight 4
W/L 1/2
Sun 16 Jan 2011
at 13:42
  • msg #17

Re: Mezzarn vs. Tristram

In reply to Mezzarn (msg #16): I'm not quite ready to post my next move but want to clarify that the damage bonus of +4 comes from power attack as seen in the dice log. I didn't roll the save since you had a concentration check to roll against damage 10 (DC 20 I think). But then you changed your standard action to total defence (please indicate final AC since there are feats and skills that change the default AC increase).
Mezzarn
player, 9 posts
Mon 17 Jan 2011
at 00:05
  • msg #18

Re: Mezzarn vs. Tristram

OOC: Total defense simply gives me a +4 AC dodge as per normal.  He's not got any feats/synergies to assist it.  I didn't put anything into place about the AC since it was only for the round and with the rolls made it didn't matter.  At the begining of my turn that AC bonus went away.  Power Attack is taken on your turn when you attack.  It can not be added for Attacks of Opportunity.  Though if you had used PA in the previous round, it would count for all attacks until your next round, including all AoOs.

In case of AoO, The spell succeeds unles I take more than 12 damage.
This message was last edited by the player at 00:10, Mon 17 Jan 2011.
Tristram
player, 83 posts
Human knight 4
W/L 1/2
Mon 17 Jan 2011
at 08:30
  • msg #19

Re: Mezzarn vs. Tristram

Tristrams chain flails about as the knight disengages from the stout dwarf (OOC: STR check 12, succeed. Though I can always drop the chain to avoid falling prone). The short priest then makes a move towards him which is instantly punished by another strike from the chain (OOC: Bulwark of defence at work). Tristrams fast reflexes picks up on the spellcasting in progress and his chain whirls about again, but the dwarf simply ducks out of the way and the spell is released; holding Tristram in place.

Round 3:
  [Free] AoO for moving 30, damage 12, AoO for casting (14), miss. Will save against heat metal 25, against hold person 10
  [Move]
  [Standard]

Status:
  Initiative: 9
  AC (Touch AC): 18 (13)

  Damage Taken: 0
  Damage Dealt: 32 (corrected)

Effects: Bulwark of defence (threatened squares treated as difficult terrain)
Knight's challenge +1 to hit/damage, +1 will save 5 rounds
Held, 4 rounds (will save each round)

Final position H08
This message was last edited by the player at 12:13, Mon 17 Jan 2011.
Tristram
player, 84 posts
Human knight 4
W/L 1/2
Mon 17 Jan 2011
at 12:50
  • msg #20

Re: Mezzarn vs. Tristram

OOC: So, which way is it? CDG or no?
Mezzarn
player, 10 posts
Mon 17 Jan 2011
at 15:38
  • msg #21

Re: Mezzarn vs. Tristram

OOC: 5-foot steps don't get an AoO.  He has no intention of CDG, he will take the opportunity to attack.  Remaining inside your reach.
EDIT:  Can't 5-foot step in difficult terrain, so it is a move.


Round 2
  [Standard] Attack Warhammer Nat 20(28), Crit Check hits AC15 Critical (30 Damage)
  Dice roll did not include +2 for Bulls Strength
  [Move] None

Status:
  Init: 14
  AC (Touch AC): 19 (10)

  Damage Taken:   32
  Damage Dealt:   30

Effects:
 - Maigc Weapon - +1 Enhancement bonus to attack/damage, 4 mins
 - Bull's Strength, 4 mins.

Final Position: G08
This message was last edited by the player at 15:44, Mon 17 Jan 2011.
Tristram
player, 85 posts
Human knight 4
W/L 1/2
Mon 17 Jan 2011
at 16:19
  • msg #22

Re: Mezzarn vs. Tristram

OOC: Oh joy, rolled 12 for will save. Hammer away!
Mezzarn
player, 11 posts
Mon 17 Jan 2011
at 16:56
  • msg #23

Re: Mezzarn vs. Tristram

Noting his foe is still unable to move Mezzarn swings again, his hammer connecting solidly with armor, though it seems significantly less effective than his previous hit.
(Just a note, the Save is a full round action, should you get free)

Round 5
  [Standard] Attack Warhammer Hits AC 26, 7 Damage
  [Move] None

Status:
  Init: 14
  AC (Touch AC): 19 (10)

  Damage Taken:   32
  Damage Dealt:   37

Effects:
 - Maigc Weapon - +1 Enhancement bonus to attack/damage, 4 mins
 - Bull's Strength, 4 mins.
 - Hold Person(Tristram) (If not saved prior, will be free on Round 7)

Final Position: G08
This message was last edited by the player at 17:02, Mon 17 Jan 2011.
Tristram
player, 86 posts
Human knight 4
W/L 1/2
Mon 17 Jan 2011
at 21:16
  • msg #24

Re: Mezzarn vs. Tristram

Finally, Tristram is able to shake off the effect of spell and badly wounded he retreats a few step to try and recover.

Round 5:
  [Free]
  [Move] 5' step to I08
  [Standard] Full round action: Will save (25) success

Status:
  Initiative: 9
  AC (Touch AC): 18 (13)

  Damage Taken: 37
  Damage Dealt: 32 (corrected)

Effects: Bulwark of defence (threatened squares treated as difficult terrain)
Knight's challenge +1 to hit/damage, +1 will save 3 rounds

Final position I08
Mezzarn
player, 12 posts
Tue 18 Jan 2011
at 04:18
  • msg #25

Re: Mezzarn vs. Tristram

Mezzarn can tell by the look in his opponents eyes that he has shaken the hold before he ever moves to retreat a space.  Finding himself free to move from the space, he takes a slight step backward then raises his hammer, calling on Gond for Aid.

Round 6
  [Move] 5 foot step back
  [Standard] Cast Cure Moderate Wounds (Spontanious cast in place of Resist Energy) 10 points healed

Status:
  Init: 14
  AC (Touch AC): 19 (10)

  Damage Taken:   22 (10 healed)
  Damage Dealt:   37

Effects:
 - Maigc Weapon - +1 Enhancement bonus to attack/damage, 4 mins
 - Bull's Strength, 4 mins.

Final Position: F08

OOC: Seems the dice are swinging on me, Against me, then in favor then against again.
Tristram
player, 87 posts
Human knight 4
W/L 1/2
Tue 18 Jan 2011
at 07:26
  • msg #26

Re: Mezzarn vs. Tristram

Round 6:
  [Free]
  [Move] 5' step to H08
  [Standard] Attack (29), no crit, damage (8)

Status:
  Initiative: 9
  AC (Touch AC): 18 (13)

  Damage Taken: 37
  Damage Dealt: 30 (42)

Effects: Bulwark of defence (threatened squares treated as difficult terrain)
Knight's challenge +1 to hit/damage, +1 will save 2 rounds

Final position H08
Mezzarn
player, 13 posts
Tue 18 Jan 2011
at 07:56
  • msg #27

Re: Mezzarn vs. Tristram

Mezzarn now sees the end of the battle, the only question is which way will it go.  Well no guts no glory has been his lot, even if glory can be overrated sometimes.  He quickly moves forward inside the chains reach for another blow, hoping to either avoid or withstand the opening he yields.

Round 7
  [Move] Move Forward 1 square
  [Standard] Attack: Hits AC 19

Status:
  Init: 14
  AC (Touch AC): 19 (10)

  Damage Taken:   30 (10 healed)
  Damage Dealt:   46

Effects:
 - Maigc Weapon - +1 Enhancement bonus to attack/damage, 4 mins
 - Bull's Strength, 4 mins.

Final Position: G08
Tristram
player, 88 posts
Human knight 4
W/L 1/2
Tue 18 Jan 2011
at 08:10
  • msg #28

Re: Mezzarn vs. Tristram

And I roll a 2... match over!
Sign In