Jarren nods quickly to Talkrai's message, and with a quick hand gesture his spirit companion vanishes and reappears directly in front of him. It menaces the genasi with a quick snap of its jaws as Jarren focuses on channeling healing spirits once more. Sinking beneath the surface of the water, Pis seems to feel helpful hands reaching down to pull him back. He regains consciousness almost immediately, feeling strong enough to fight the current again.
Pis continues struggling in the stream. For such a scrawny guy he’s doing a remarkable job fighting the current, he even gets nearer to Unit 16.
“Come now, you didn’t think I was gone yet did you?” He laughs at the Warforged as he flings the dagger yet again.
The warforged strikes at Unit16, but miss his target. The dragonborn drop his bow and draw his sword and try to attack Susan too, but imitate his ally and miss him.
[SBLOCK=Mechanic]
Warforged
Attack vs AC on Unit 16 (1d20+10=13, 1d8+4=6) Miss
Dragonborn
Dragonborn vs AC on Unit 16 (1d20+8=9, 1d8+3=10) Miss[/SBLOCK]
[SBLOCK=OOC] It's your turn.
Combat:
We will use Mal's Combat System, which mean:
- Heroes go in one block and enemies go in one block once we will fall in normal initiative.
- Heroes goes in post order.
- Effect that last Until the End of The Next Turn (UEoNT) can affect you only
once, even if you act twice during the effect is in effect because some goes first in a round and last in the next.
- Defenses shown in the stats block for enemies is the lowest result that have hit.
River:
- Someone who fall into the water sink at the bottom of the river.
- The Swin DC is 15
- Success allow the swimmer to swim through the water as it is difficult movement as part of is move action. He can also grip himself to the wall. Someone grip don't need to swim and is considered climbing the wall for all combat purpose. He then need to climb on the ground. The rough surface is slippery (you are wet) and unusually smooth, but you can help yourself with the water, so DC 20.
- Failure by less then 5, the swimmer is slided 1 square east by the strong current.
- Failure by 5 or more, the swimmer is slided 3 squares east by the strong current and sink at the bottom.
- Grappling Hook will be considered an Exotic Heavy Thrown Weapon 5/10. You need to attack your 'target' to fix it at something (Standard Action). AC of the target will depend on your target. (Bridge: AC: 13; Statue AC:18). All penalty will normally apply to the attack. Someone in the water who is not clinging or to the border must apply underwater combat penalty (-2 to attack) as the current is strong or successfully does a Swim check to cancel that penalty.[/SBLOCK]
[SBLOCK=Map & Status]
Map Updated
Dragonborn [A31] - HP: -18; AC: 29; F: ??; R: ??; W: ??; Versatile Dragonbreath expended
Hobgoblin [A29] - Dead
Genasi [B32] - Dead
Goblin - Dead
Kobold - Dead
Warforged [A30] - HP: -49; AC: 22; F: ??; R: ??; W: ??; Bloodied; Marked; Warforged Resolve used;
Jarren: 48/48 +5 [10]; 1AP;
Pis: 14/39 [2]; 1AP; Climbing;
Ryda: 44/51 +5 [8];
Talkrai: 34/40 +5 [7];
Unit 16: 51/64 +5 [12]; Bloodied;
Jarren: Capturing Jaws; Healing Spirit x1
Pis: Sneak in the Attack
Ryda: Split the Wood; Cut and Run; Evasive Strike
Talkrai: Ardent Surge x2
Unit 16: Form of Winter's Herald; Warforged Resolve[/SBLOCK]