[sblock="Redclaw"]
Sorry to take away Xielt's critical, but he's currently being held underwater by the water thing and can't use his claw-stick effectively. However, being a tlaxu he has got natural claws so you can use the same attack roll for that, for a hit.
Damage 1d4+2 = 4+2 =6
Similar damage, and if its any consolation, it has the Elemental type and so is immune to criticals anyway
[/sblock]
Xielt twists and rakes at the thing crushing him under the black water, his claws finding something solid-seeming to tear against.
Another of Annika's fiery feathers streaks into the water with a puff of steam.
[sblock="Annika"]
Magic Missile damage 1+1=2
[/sblock]
Xielt feels the thing around him loosen its grip slightly, then renew its efforts to crush him as its watery form writhes about him, wringing him like a damp cloth.
[sblock="Xielt"]
Grapple check Water Thing total =23
Grapple check Xielt 18+3 =21
Grapple damage total = 6.
Xielt loses 6 'grace' hit points
[/sblock]
Jar'Thol slaps his tiny club against the churning surface of the water, to no obvious effect except to almost get swamped by the choppy waves.
[sblock="Jar'Thol"]
Attack roll 5+1 =6
Miss
[/sblock]
Growling Ape tries the same tactic with his charged staff, with much the same effect. The bludgeoning weapons just rebound from water with a wet *slap*.
[sblock="Growling Ape"]
Attack roll 8 +2 =10
Miss
[/sblock]
Finally, Three Flowers see an opportunity to act....
[
ie. Blackrat, actions please!]
OOC:
A note on grace/health hit points. I don't think I mentioned this on the OOC post, although I did mention the divide. 'Grace' hp are the 'heroic resilience' points that come from class levels. 'Health' hp are more of a measure of actual physical damage that come from Con. You only lose health hp after all grace hp have gone, but grace hp come back at the rate of 1/minute of rest whereas health hp come back at 1/day. This way, you can be in a fight, get battered about, maybe go down some health hp but then recover your buffer of grace hp quickly. Sort of a Die Hard situation - each time you get battered a little more. Magical healing etc. restores grace hp first.
The beauty of this is that, even as first level adventurers, you can go for longer without 'sleeping' (especially coupled with the spell 'weaving' rules), but you're not invincible. You can, however, go toe-to-toe with a CR4 creature and get away with it. Had it hit Ape in the last round, for example, it would have dealt 11 damage which would have put an ordinary 1st level druid out for the day. In this case he would have lost all grace hp, plus 3 health hp but would still be capable of carrying on.