I will use Misfortune to make any party member re-roll an important save if their result is 10 or less on the die, unless they have a Folio or Tee-Shirt they can use. (I can only do this once per party member/day.)
I will use Misfortune on any enemy who rolls a critical threat, or scores a hit against a party member who is severely wounded already (about 50% or less health).
Other than that I will assume I am holding off on the misfortune just in case such a result occurs.
I have a Folio, but not a Tee-Shirt. So I will use my reroll in a similar fashion. If during a 'boss fight', or at a time when I would reasonably expect to die if I fail the save, and roll a 10 or less, I will first use my Folio, and second if needed, I will misfortune myself.
This will let you automatically account for all misfortune rolls in advance, if this works for you...
Technically, though if you sneak in a session before I give you the chronicle, I don't think anyone would know. You'd not be able to level thats for sure.
The way I've seen it done that I like the best is this:
NPCs all have the same init (or 2-3 blocks, if there's multiple groups of enemies), and then the PCs fall on either side of that. Like:
Jorin & Flinders
NPCs
Everybody Else
Then allow the PCs to take their turn in whatever order they want, as long as they stay in their block. That way, gameplay is not held up by one guy not posting. Essentially, he ends up "delaying" until he (or she) does arrive to post.
Also, Helaman, if you post the map in the "race" line of your profile, it will follow you around so we can click to the map from any of your posts. Very handy.
Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 the creature’s HD + the creature’s Con modifier. Attempts to burst a web by those caught in it take a –4 penalty.
Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the Hit Dice of the creature that created it and DR 5/—.
A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
burning webs wrote:
The strands of a web spell are flammable. A flaming weapon can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away one 5-foot square in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.
The Web Spell is flammable and the Monsterous Rules for Web doesn't cover burning Web. I'll go to the forums on burning webs but post your thoughts here on the Discussion forum
If the critter attacks me, and rolls a 10+ please apply misfortune.
I think if webs have a listing, just apply the listing you were able to locate. Easier than trying to figure out which type of web is which and all that.
As a by the way kinda note, I just wanted to let you all know, that although I check the posts a couple time a day, I only post when advancement occurs unless there is an RP opportunity. I think it keeps the boards a little neater and easier for GM's to follow.