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About drothgery

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Date of Birth
January 17, 1976 (43)
About drothgery
Introduction:
13th Age, 4e or SWSE in Escondido (can DM if necessary)?
Location:
San Diego, CA
Sex:
Male
Age Group:
31-40
My Game Details

Details of games currently playing and games being sought.

Town:
Escondido
State:
California
Country:
USA
Game Details:
I don't have a game at present; I'm looking for 4e, SWSE, or 13th Age
My Character:
I tend to experiment with new classes a lot (and if I play in a published setting, I'll almost always put a setting-specific tweak in my character), though I usually favor spell casters in D&D and Jedi in Star Wars. If I DM, expect D&D in Eberron and Star Wars in the Old Republic.

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Adventure: Escort Duty (DM: KarinsDad, Judge: TBD) Tuesday, 22nd October, 2013 05:42 AM
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Saturday, 3rd January, 2015 02:35 AM
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My Game Details
Town:
Escondido
State:
California
Country:
USA
Game Details:
I don't have a game at present; I'm looking for 4e, SWSE, or 13th Age
My Character:
I tend to experiment with new classes a lot (and if I play in a published setting, I'll almost always put a setting-specific tweak in my character), though I usually favor spell casters in D&D and Jedi in Star Wars. If I DM, expect D&D in Eberron and Star Wars in the Old Republic.
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Friday, 13th September, 2013

  • 02:37 PM - KarinsDad mentioned drothgery in post Adventure: Escort Duty (DM: KarinsDad, Judge: TBD)
    Just waiting on drothgery. Also Voda Vosa, Hilkalas has 2 squares of movement remaining. Do you want him to stay put, move down the ladder 5 feet (normal speed, 2 squares of movement), speed move down the ladder 10 feet (Athletics roll required), or move elsewhere?

Tuesday, 10th September, 2013

  • 01:56 PM - Voda Vosa mentioned drothgery in post Adventure: Escort Duty (DM: KarinsDad, Judge: TBD)
    Rava heals Hilkalas's wounds, and then places a seal over the dog. The marshal advances next to Tana to aid her in dealing with the dog. "Eviscerate the dog Tana!" The marshal shouts, bringing up Tana's spirit and bloodlust. Rava: use healing word restoring Hilkalas to full health, then Astral seal on Pumpkin, 17 to hit vs ref. She then moves to U 11. Hilkalas: Move to R18 and use commander's strike on Tana, she gets a free melee basic attack with +4 damage. drothgery Initiative +11; Senses Passive Insight 16, Passive Perception 12 HP 36/36 +5THP, Bloodied 18, Surge Value 9, Surges 2/7 AC 20; Fortitude 16, Reflex 17, Will 17 Speed 6 AP: 1 SW: 1 (W)+1 Shielding Khopesh (Standard; at-will) +8 vs AC; 1d8+4 damage (W) Javaline (Standard; at-will)Range 5/10; +7 vs AC; 1d6+3 damage (W) Beguiling Strands (Standard; at-will) ✦ Close blast 5; each enemy in burst; +7 vs Will; 6 psychic damage, targets are pushed up to 4 squares. (W) Commander's Strike (Standard; at-will) ✦ Effect: One of Marshal Hilkalas allies can take a free action to make a melee basic attack against the target. The ally gains +4 bonus to the damage roll Spent [COLOR="#FF0000"](E) Inspiring Word (Minor; Encounter) ✦ Close burst 5, allies or Marshal Hilkalas: Spend a HS and regain 1d6. (E) Grasping Shadows (Standard; encounter) ✦ Area burst 1 within 10 squares; each creature in burst; +7 vs Will; 1d8+7 psychic damage, and target is slowed UENT. Eff...

Tuesday, 6th August, 2013


Monday, 22nd July, 2013


Thursday, 2nd May, 2013

  • 03:25 PM - Voda Vosa mentioned drothgery in post Adventure: Escort Duty (DM: KarinsDad, Judge: TBD)
    Yes, the Move and the Minor don't count. VV, could you set up your stat block so that it is easier to read? I cannot tell which powers he used and which he did not use from it. Hilkalas isn't healed quite yet, but he does get the minor heal from the Astra Seal from the Action Point attack. But it says "Spent" before each spent power, and it says nothing (with the type of power, D, E, A before it) when they are not used. Also, I assume that you used the attack on the Ogre first, otherwise, the Ogre would have gotten an Opportunity Attack. Watch out for these types of mistakes. You only get one mulligan. ;) No, shimmering Cloth allows Hilkalas to use ranged and area attacks without provoking AoO (Noted in the fluff text). drothgery note that the ogre has been pushed away from Hilkalas. I was planning on getting away, but Dazed says no can do.

Monday, 22nd April, 2013

  • 07:26 PM - KarinsDad mentioned drothgery in post Adventure: Escort Duty (DM: KarinsDad, Judge: TBD)
    Commander's Strike has a range of Melee weapon, which means Hikalas has to be within his melee weapon range of the enemy to be attacked by his ally since Hikalas is the one using the power. (The ally is using Melee Basic Attack.) Compare this to Direct the Strike which is a Ranged 5 and thus can be used at a distance. Voda Vosa, you only have ONE Inspiring Word power. Not two. You do not get to use it again. It's also not called Healing Word, so please add it to your stat block and cross it out. Also, your Commander's Strike power is out of range as per Son of Meepo's post here. Could you please repost all of your actions? They occur at the end of the PC's turn so that I do not have to do retcons. Note: drothgery, I am ruling that Rava healed you instead of Hilkalas. So, you can still use the Amulet, but Rava heals for healing surge +2D6+11 instead of +1d6. So, just roll an additional D6 and use one healing surge, and let me know if you still want to use the Amulet. Jayce, Rava, and Tana get 5 temp hit points from Rava's heal. FourMonosHilkalas did not grant Jayce an OA, so you just had the two attacks. The normal OA and your attack. Bandit 1 is dead.

Tuesday, 19th March, 2013

  • 07:15 AM - Jemal mentioned drothgery in post Gaming w/Jemal : Star Drift
    With BF pulling out, the only character concept I've seen aside from Chibi Cthulhu from @Voda_Vosa - who has a character sheet - is the 'half-breed doctor' proposal from DarwinofMind Have seen interest but not noticed any specific character proposals from Shayuri, drothgery Also one post each, but no follow ups from: Raivon, Mark Chance, doghead so not sure if they were/are still interested, or just commenting.

Thursday, 7th March, 2013


Sunday, 13th January, 2013

  • 04:39 PM - KarinsDad mentioned drothgery in post [Adventure] Rhapsody Part 2 (Judge: renau1g)
    You last received XP at the start of this thread on 9/11/2011. Each of you has earned 15 RPs. Warehouse 456HG Part 1 is worth 2266 XP Warehouse 456HG8, Part 2 is worth 3600 XP Rhapsody Plant Part 1 is worth 2784 XP Rhapsody Plant Part 2 is worth 4000 XP 400 Bonus XP for completing the Adventure. Total = 13050 Divided by 5 = 2,610 XP each + 15 RPs. Please let me know what Parcels you are due, if you wish to receive them. Also let me know if you have any unanswered RP questions that you think should be resolved. Ok, ScorpiusRisk, send me a private message with the breakdown of the XP here and I will approve. Everyone else, FourMonos and Luinnar need to put together a list like Neurotic and drothgery already did. Also, everyone should make sure that their wish list on their character sheet is up to date to make it easier for ScorpiusRisk to assign magic items (and to make it easier to get what you want). Once he does that, I will approve those as well.

Thursday, 13th December, 2012

  • 01:42 PM - Neurotic mentioned drothgery in post [Adventure] Rhapsody Part 2 (Judge: renau1g)
    FourMonos, drothgery, I updated Troll hp on the map after your attacks. Could you please do it as you attack as it requires some backward checking if some change hp and some do not. Thanks. Also, not to all: could some of you braver ones strife by the troll and provoke OAs? If he takes one I smack him one extra and you stop provoking until next turn :) Or Luinnar, can your pets provoke? I know Rabberta can't, but not sure about Pooh and Owlotta ScorpiusRisk, where is the second wave? :P

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Tuesday, 8th October, 2013

  • 03:13 PM - KarinsDad quoted drothgery in post Adventure: Escort Duty (DM: KarinsDad, Judge: TBD)
    4 keeps backing away from Tana. Doesn't this effect from Booming Blade apply when he does that? if the target is adjacent to Tana at the start of its next turn and moves away during that turn, it takes 1d6 + 3 thunder damage Yeah. I'm not going to worry about it. Since I managed to hit once out of the last 17 attack rolls, I'll just have him use his handaxe next round and not bother to retcon the map. It's not like this encounter is threatening anymore anyway. I'll pretend that he pulled out his handaxe this round and missed with that instead of missing with his bow.

Saturday, 21st September, 2013


Friday, 6th September, 2013

  • 04:13 AM - KarinsDad quoted drothgery in post Adventure: Escort Duty (DM: KarinsDad, Judge: TBD)
    It looks like the conditions I gave for Tana to use Channeling Shield occurred Sorry. I missed your II block. Sirrah's OA would have killed Bandit 2, so Jayce did not take enough damage to go unconscious. Do you still want to use it for Jayce?

Sunday, 25th August, 2013


Tuesday, 20th August, 2013

  • 01:06 AM - variant quoted drothgery in post Live tweets from gencon 5e Seminar
    I mean, the only thing other than 5e it has any real chance of being called is 'Dungeons and Dragons' with no edition number. In which case it will get unofficially tagged as 5e anyway. Could see the return of "Advanced Dungeons & Dragons".

Monday, 19th August, 2013

  • 03:58 PM - Li Shenron quoted drothgery in post Is it just me or have rogues lost the ability to climb?
    Well, in 3.x it was rather difficult to do all of them competently; you needed slight of hand for Pick Pockets, search and disable device for Find/Remove Traps, hide for Hide in Shadows, move silently for Move Silently, open locks for Open Lock, climb for Climb Walls, listen for Hear Noise, and decipher script for Read Languages. And Appraise, Balance, Tumble, and Forgery covered pretty classic 'burglar' thief stuff, while Bluff, Diplomacy, Disguise, and Gather Information covered classic 'con man' stuff. So even for a relatively high-int human rogue, having enough skill points was tough. I've always seen that as a feature of 3.0 for all classes. The party of PC couldn't cover all skills to max rank by design, so each PC had to either (a) leave some of them "uncovered" and then leave it to the party creativity (or alternative resources, such as spells) to beat some challenges, or (b) spread the skill points to cover all you need but not maxed out to excellence. It was a valid gamestyle, and I ...
  • 03:33 PM - Remathilis quoted drothgery in post Is it just me or have rogues lost the ability to climb?
    Well, in 3.x it was rather difficult to do all of them competently; you needed slight of hand for Pick Pockets, search and disable device for Find/Remove Traps, hide for Hide in Shadows, move silently for Move Silently, open locks for Open Lock, climb for Climb Walls, listen for Hear Noise, and decipher script for Read Languages. And Appraise, Balance, Tumble, and Forgery covered pretty classic 'burglar' thief stuff, while Bluff, Diplomacy, Disguise, and Gather Information covered classic 'con man' stuff. So even for a relatively high-int human rogue, having enough skill points was tough. Sadly, 3e's skill system starved rogues a bit (my 2e thief into 3e rogue lost more skills than he gained). Still, it was doable if you didn't max out ranks in all skills. Honestly, Pathfinder fixed the problem nicely by rolling Hide/Move Silently into stealth, Listen/Search into Perception, and Open Lock into Disable Device. Rogues can cover the 8 original skills (sleight of hand, disable device, stealth, cl...

Monday, 22nd July, 2013


Tuesday, 16th July, 2013

  • 08:55 PM - Jester David quoted drothgery in post Magic Item Slots in D&D Next
    I think if you're going to get rid of explicit (3e/3.5e/4e) or implicit (1e/2e) assumptions of magic items (or mechanically equivalent inherent bonuses), then +X items have to die (or at least be relegated to artifacts). They change the math too much. I don't have any confidence WotC will do this, though. +5% chance to hit isn't that huge, and if you hit half the time the bonus isn't going to be seen. It takes hundreds of swings and dozens of combats for a +1 or even +2 to make a statistical variance. But it feels impressive. Magic items *should* have a significant impact on the game and with the flat math, even a +1 sword is impressive. That said, anything about +3 should be pretty darn rare and legendary.
  • 03:17 PM - JeffB quoted drothgery in post My 13th Age Report
    116, and some rules for designing your own. Thanks to you! :) Not bad.

Thursday, 13th June, 2013

  • 02:28 PM - Starfox quoted drothgery in post [Warlords] Should D&D be tied to D&D Worlds?
    I rather like warlords, but in 4e a Bard or Artificer or Shaman or Ardent or protector Druid will let you do without a cleric, too. If we can't effective non-magical substitutes for the cleric, it would be nice to at least get effective magical ones (which was only the case in 4e; in other editions non-clerics with some healing abilities were way too much less effective). I've played numerous campaigns in 3E/3.5. Pathfinder without a cleric, and there's never been a real problem. What other "leaders" lack in healing, they make up in control/buff/debuff. But then, I am pretty generous with options, so my game is a little less class-bound than most.

Sunday, 5th May, 2013

  • 11:56 PM - KarinsDad quoted drothgery in post Adventure: Escort Duty (DM: KarinsDad, Judge: TBD)
    Did you reduce the Ogre's damage by 8 due to Tana's Aegis of Shielding? Yes. Also, did he take the 1d6+3 damage from moving away from Tana in the turn after he was hit by Booming Blade? It didn't look like it... booming blade aftereffect damage (1d6+3=7) No. That damage occurs if the creature moves after starting its turn next to Tana. The Ogre was moved by the Hobgoblin before the Ogre's turn, so it was not adjacent to Tana at the start of its turn.

Thursday, 2nd May, 2013

  • 08:47 PM - KarinsDad quoted drothgery in post Adventure: Escort Duty (DM: KarinsDad, Judge: TBD)
    Unless the Ogre has some immunities, he should also be taking 5 thunder (save ends) from Dimensional Thunder; he was adjacent to Tana Thanks. 8 misses save I corrected the page.
  • 05:01 PM - KarinsDad quoted drothgery in post Adventure: Escort Duty (DM: KarinsDad, Judge: TBD)
    If the Ogre is at -C9 to -D10 (and so also occupies -C10 and -D9), then Tana can reach it, she just can't set up a flank, thanks to the wonders of non-Euclidean geometry, even without the teleport; she can move 5 squares to -B11; action text has been revised Ok, thanks. Man, that's two posts I misread today. I hate getting old. I could have sworn that VV posted that he pushed the Ogre off the map.
  • 03:41 PM - KarinsDad quoted drothgery in post Adventure: Escort Duty (DM: KarinsDad, Judge: TBD)
    Use Dimensional Thunder. Teleport off the map to flank the Ogre. drothgery, the Ogre was pushed 4 squares back and is out of Tana's range for a move and teleport. You can keep the same to hit roll, but unless you can make that distance in movement, you'll need to pick a new target (and/or power).

Wednesday, 1st May, 2013

  • 09:40 AM - Mishihari Lord quoted drothgery in post Just Get Rid of "Saving Throws"
    (snip) ... it makes no sense for attackers to role for weapons but defenders to roll for magic ... (snip) It makes quite a lot of sense to have defenders roll for magic. If the attacker rolls for disintegrate and succeeds them bam you're dead, and you feel utterly helpless. If you roll a save then at least you get to feel like you have a chance to avoid it. Sure, the math is the same and the effect is purely psychological, but it really does contribute to enjoyment of the game.
  • 12:03 AM - Jester David quoted drothgery in post Just Get Rid of "Saving Throws"
    Which is why opposed roles are bad, even if saving throws over static defenses is silly (and on the list of 4e-isms certain to reappear in 6e); it makes no sense for attackers to role for weapons but defenders to roll for magic (and throwing the oddball spell that's an attack roll just makes things confusing). "Bad" is such a needless judgement. Static defences versus rolls is a matter of preference. And we're not talking about magic versus mundane. It's active party versus passive party. If the wizard is aiming with a ray or wand they're active. They're aiming and positioning their shot. If they're lobbing a fireball then they're not active beyond roughly aiming at a square. The active party is the victims who are dodging away. It's the difference between firing a gun and lobbing a grenade. If a troop of archers fires a volley of arrows at a target that's also an AoE. They're not aiming. The active party is the defender cowering under a shield or diving to the side. If a barrel of oil explod...

Wednesday, 24th April, 2013

  • 04:30 PM - KarinsDad quoted drothgery in post Adventure: Escort Duty (DM: KarinsDad, Judge: TBD)
    Tana makes a cursory check to see if any of the bandits' equipment was enchanted; even distracted, she knows the arcane arts quite well. "It seems unlikely these were deliberately set upon us, but archers on terrain like this does not play to any of our strengths." She said. Tana does not detect any magic.

Wednesday, 17th April, 2013

  • 01:26 AM - Dannyalcatraz quoted drothgery in post 8 minutes/turn - is that very slow? slow? average?
    ... assuming no one decided to kick off MAD with Dispel Magic/Greater Dispel Magic/Mord's Disjunction. And the odd 1dX rounds and 1dX+Y rounds durations weren't exactly easy to track either. But I do think effects initiated by players should have been consolidated to 'until end of next turn' and 'for the entire encounter' durations, with 'save ends' only applying to conditions monsters dumped on PCs. Dispel everything and all the mods are gone, easy-peasy. Variable round duration spells are easily monitored with polyhedrons used as countdown trackers. Part of what causes the problem is the "everything is a spell" design structure of 4Ed. In previous editions, most of your modifiers were either right there on your sheet (your sats & magic), conditional due to a combat maneuver, or from a spell- usually cast by one of the 2-3 casters in the group or 1-3 enemy casters. In 4Ed, every character on the battlefield- or close enough to it as doesn't matter- can impose modifiers or conditions that ...

Tuesday, 16th April, 2013

  • 11:53 PM - Dannyalcatraz quoted drothgery in post 8 minutes/turn - is that very slow? slow? average?
    IMO it's a flaw in power design to include so many conditional modifiers. I know when I last played a PC in a 4e game I actually had a challenging time building a PC who did *not* get bogged down with conditional modifiers. Conditional modifiers in and of themselves is not the issue, but when you consider that they are fleeting as a mayfly's life, things get messy. Its one reason I preferred 3.5Ed's power design- no fewer modifiers, but they lasted long enough that things didn't change from round to round. You have more than seven players? Have you considered group/side initiative to reduce the amount of stuff changing between player turns and limit when they use free actions/immediate reactions/interrupts? Yes, we have more than 7 at times- and more for 3.5Ed. I'm not the DM. Even if I were, personally, I never liked group initiative for PCs or gimping power designs for convenience. Too often, it screws up player tactics, IME. I'm hoping you're talking about an 8-minute round here, n...


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