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DPR Monk/Sorcerer build: The Shadow Kensei Wednesday, 24th April, 2019 03:22 AM

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Friday, 1st February, 2019

  • 01:07 AM - FrogReaver mentioned Gavin O. in post An in-depth optimized Cleric build for levels 1-5
    Gavin O. Assuming you are a variant human take 16 wis 14 dex and 10 str (which is honestly a questionably optimal setup) then: 1. Toll the Dead is better than a long bow (provided you are in range and the enemy is injured). 2. A heavy crossbow is better than a longbow and is also slightly better than toll the dead in all circumstances except melee range 3. Since you have a strong ranged attack in toll the dead you should actually be using a shield and a melee weapon for better AC and the chance to provoke OA's. This allows you to be effective on the front line and also allows you to effectively play mid range and intercept enemies that try to bypass your front line and engage your squishier allies. 4. One of the biggest benefits to being a tempest cleric early is Wrath of the Storm. It requires an enemy be 5 ft from you to use. This is even further incentive to drop the bow and gear toward being effective in melee even at level 1 and even if you play the midrange game with toll the ...

Tuesday, 29th January, 2019


Friday, 21st December, 2018

  • 11:49 PM - Blue mentioned Gavin O. in post Grappling on a steed
    @Gavin O. RAW, this works with one addition (detailed below). At my table I'd rule slightly differently. Unless the mount is two sizes larger I would still put in the penalty. This is a ruling, other DMs could rule it differently. My discussion is below. I would require an Animal Handling roll for flying straight up at amazing speeds while grappling someone hostile. One of the times for Animal Handling is "to control your mount when you attempt a risky maneuver" and that pretty clearly qualifies. If you succeed on a shove attack it's bombs away. However, if you just release him and they have a reaction available, I'd let them use that reaction to try to grab onto you/your mount/it's tack. This is acknowledgement of the list of reactions is not exhaustive and others make sense at times. So you have halve the movement, and it does take a shove up top to push him away without chance to grab onto something. Still one fall from up to 270 feet. My justification for halving the mount ...

Monday, 28th May, 2018

  • 12:39 AM - Dax Doomslayer mentioned Gavin O. in post 5E Gloom Stalker / Scout
    Thanks for the replies Gavin O.! They are much appreciated. I'm not really into the Assassin subclass to be honest. It doesn't really fit the 'vibe' I'm going for with the character. Arcane Trickster could be interesting though - I'll have to look into that one. I've gone back and forth on the 1st level. The extra skill is nice. However, it then means I don't get access to medium armor and also puts off getting the extra attack one level. I agree with you that a dexterity build is the way to go with the character and was what I was thinking. Even with an average strength with the Firbolg's 'powerful build' ability, encumbrance wouldn't be an issue. I know the racial stats really don't line up great (although wisdom does help the Ranger), hidden step and even disguise self does offer something at least so I guess there are worse choices. Plus, the SKT portion of the mash up should provide some interesting situations with a Firbolg...

Wednesday, 14th March, 2018

  • 08:03 PM - Blue mentioned Gavin O. in post Crit-fishing Paladin build post-Xanathar's
    Hmm. This works well for your game with the variant flanking rule, but for general usage I don't see enough ways to get advantage. You self-generate it for one target per short rest. A traditional STR based paladin with Shield Master could manage it, but idea here s to just go minimum STR for multiclassing/armor. That doesn't work with GWM, and with Polearm master only works with the staff. Mounted Combat as a feat can work, but you can't have a mount everywhere. Though your Summon Steed will give you an intelligent mount that can go a lot fo places a real animal would balk - but it's very squishy once you start reaching 6th, 7th level. Gavin O. mentioned Darkness+Devil's Sight - it's an oft talked about way to get advantage but I rarely see it pulled off consistently because of the impact on the other PCs depending on the situation. With your oath, any one of those would get it up to at least 2/3 of opponents over the course of a day. Another bonus for Warlock 3 is that it upgrades the warlock slots to 2nd level - that's either more spells cast or better Divine Smites. A big worry I have is that when multiclassing is being slow on getting ASIs. With your first spent to get Elven Accuracy, you could be hitting 8th when others have +5 to their primary ability modifier and this build is still at the starting +3 because it only had a single ASI so far and spent it on a feat. That's a big gap, and every miss will more than offset the bonus damage from a crit.

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Wednesday, 24th April, 2019

  • 07:23 AM - UngeheuerLich quoted Gavin O. in post DPR Monk/Sorcerer build: The Shadow Kensei
    Most of the monk abilities (specifically, the martial arts damage dice, the ability to attack with Dex, and the free bonus action punch, don't work while you have a shield equipped, so you're capped at AC 16. I don't think that's good enough. (Edit: Realized this wasn't what you meant, and 18 AC comes from 20 Dex. My bad.) Reading my post it was a bit misleading though.

Tuesday, 23rd April, 2019

  • 08:13 PM - Blue quoted Gavin O. in post DPR Monk/Sorcerer build: The Shadow Kensei
    Do you think I should start with a better Con and live with a lower Wisdom? Might be worth looking into, since I could use mage armor to pad my AC. My plan for lower levels is to use Flexible Casting to create more slots. Second level slots cost 3 points, and we don't really have any other big things to use them for, since we're so starved for bonus actions already. So at level 10 (with 4 levels in Sorc), we can make 1 slot from our natural points and a second one by burning two 1st-level slots, which gives us 5 total. That's less than a warlock with two short rests, but will at least be able to keep our blade up for most fights. I was overlooking that the WIS was boosting your AC - since you pointed it out I'd keep it the way you have it and save the slot you'd use for mage armor to cast Shield / Absorb Elements - another good way to keep your saves. Changing direction for a moment, I tried playing a touch with if Bladesinger could work better than Sorcerer since INT and CHR are equa...
  • 06:02 PM - Blue quoted Gavin O. in post DPR Monk/Sorcerer build: The Shadow Kensei
    Constitution save proficiency is extremely important for this build (We're a melee build with 12 Con who's damage comes from a concentration spell), and we don't have an ASI to spare for Resilient Con since we have two primary attributes. The main reason I went Sorc was to start with Con save proficiency. Well, part of only having a 12 CON a conscious decision to favor WIS over CON - perhaps not the best call for a melee character in the first place due to HPs and HD healing. But even with a 12 CON, don't discount the warlock. Going with the numbers that most campaigns have the majority of play (or all play) in the first 2 tiers, the warlock having twice as many slots of 2nd level or higher at 10th as a sorcerer, if the spell is lost they are in a lot better place to recast it (a bonus action). Heck, at 10th a sorcerer doesn't even have a 2nd level slot to cast it with for about half the encounters every day. The sorcerer kinda comes online at 13th when sorc 5 is taken, jumping fro...

Sunday, 21st April, 2019

  • 05:00 AM - Esker quoted Gavin O. in post Monoclass DPR Comparison: Eldritch Knight Archer vs Melee Arcane Trickster
    I feel like for an Arcane Trickster, you're better off using Haste instead of Shadow Blade when you get it. If you're hasted, you can ready a Booming Blade to use on another creature's turn and use the additional action from Haste to attack on your turn, which triggers sneak attack twice. I did include a note about readying an action to get a second sneak attack (it's a long post though, no worries). However, RAW you can't ready a booming blade while hasted, since readying a spell uses concentration. So at level 14 you give up 2d8 (~9) to gain 7d6 (24.5), netting 15.5 times your chance to hit (0.65 in this example, so roughly 10 eDPR) over using your main and hasted action to attack on your turn. But haste starts out down a few points compared to a 3rd level shadow blade to begin with, so you're really only gaining 7ish damage by spending your reaction that way, and need to leave yourself adjacent to the enemy with no reaction for shield or uncanny dodge to get it. I don't personally make a ...

Sunday, 3rd February, 2019

  • 10:50 AM - Volund quoted Gavin O. in post An in-depth optimized Cleric build for levels 1-5
    Interesting take on a tempest cleric build. I like that you highlighted ways the character will play differently as they level up. One question on the ability scores: Our next important ability score will be Dexterity. At early levels, you don't have many spell slots, so you need to be able to contribute to combat without using any limited resources, and weapons outperform cantrips in the early levels, while also contribution to our AC while we're not in heavy armor and giving us an important saving throw. You never said what the Dex will be, but I am assuming 16 since you later mention a +3 dex mod? Beginning stats are 8/16/14/10/16/8? If that's the case, I think you are putting too much into Dex considering that you are wearing scale mail and giving up on the longbow after just one level. I'd suggest starting with Dex 13 + 1 from V. human and put the extra 4 points somewhere else, maybe 10 Str and 10 Cha or even just 12 Cha since Cha is a proficient save. Maybe put 2 points into Con to star...

Tuesday, 29th January, 2019

  • 05:25 PM - FrogReaver quoted Gavin O. in post Looking for math: Halfling Lucky vs. Elven accuracy
    Ahh, you're correct. Well hopefully I don't roll two 1s at advantage and reroll into another 1. If that happened, I would probably be like "welp, the god of luck has decreed it, I'm not supposed to hit this enemy" Right. It’s so rare to happen that there’s very little impact on chance to hit either way.
  • 06:03 AM - FrogReaver quoted Gavin O. in post Looking for math: Halfling Lucky vs. Elven accuracy
    I'm curious as to why that's the case? If you're rolling with advantage, you are rolling 2 d20s, and from Elven Accuracy, we know that the results of those dice can change before the better one is chosen, (since we can reroll one of them). I'm pretty sure that if you roll two 1s at advantage, you would be able to reroll both of them using lucky. The bolded is incorrect. Another poster posted the relevant rules on this thread.

Monday, 21st January, 2019

  • 08:34 PM - FrogReaver quoted Gavin O. in post The Mechanical Impact of -5/+10
    Well, let's run some numbers, and see what we can learn: If you're a level 1 Variant Human Fighter with 16 Strength, Great Weapon style, GWM, and a greatsword, your value for X is 11.33 (4.16+4.16+3), and your base to-hit bonus is +5. You gain DPR using GWM in cases where you need to roll a 10 or lower on your d20, which equates to attacking an AC of 15 or lower. Against a target with 16 AC or higher, it's more effective not to use -5/+10 If you're a level 1 Variant Human Fighter with 16 Dex, Archery Style, Sharpshooter, and a Longbow, your value for X is 7.5 (4.5+3), and your base to-hit bonus is +7. You gain DPR using SS in cases where you need to roll a 12 or lower on your d20, which equated to attacking an AC of 19 or lower. Against targets with an AC of 20 or higher, it's more effective not to use -5/+10 If you're a level 5 Variant Human Barbarian with 18 Strength, Rage, GWM, and a Greatsword, your value for X is 13 (3.5+3.5+4+2) and your base to-hit bonus is +7. You gain DPR usi...

Sunday, 6th January, 2019

  • 05:08 PM - Blue quoted Gavin O. in post [GUIDE] Seeing the Forest for the Trees: The Ranger Guide
    I think that if you actually plan to dual wield, the Dual wielder feat is mandatory, if only for the fact that it allows you to draw both your weapons one the same turn without needing to use your action. Without it, unless you're always walking around with your sword drawn, you won't be able to make two attacks on the first turn. I don't see the feat as mandatory. First, if you are in melee there's a chance that your first round will be closing, not attacking. Second, if you are in known dangerous circumstances you might have one or both weapons drawn anyway. But third of all, if you are fighting with two weapons it's often to maximize Hunter's Mark, and that's going to take a bonus action to cast, so you wouldn't have a bonus action to attack with the second weapon that round anyhow.

Saturday, 5th January, 2019

  • 08:43 AM - Gladius Legis quoted Gavin O. in post [GUIDE] Seeing the Forest for the Trees: The Ranger Guide
    I think that if you actually plan to dual wield, the Dual wielder feat is mandatory, if only for the fact that it allows you to draw both your weapons one the same turn without needing to use your action. Without it, unless you're always walking around with your sword drawn, you won't be able to make two attacks on the first turn. I haven't been in or seen too many situations where drawing two weapons at once would've made that much of a difference, honestly. Not enough to justify spending a feat just for it. In wilderness or in a dungeon, we tend to have our weapons already drawn to begin with. And Rangers, specifically, also tend to use their first-round bonus action on Hunter's Mark, then draw their second weapon in Round 2.

Friday, 28th December, 2018

  • 10:41 AM - CapnZapp quoted Gavin O. in post Suggested nerf to the Shield spell
    In my opinion, Shield is one of the strongest spells in all of fifth edition. For a level 1 spell slot and your reaction, it grants you +5 AC for a whole round, and since you cast it after you know you've been hit, it's not wasted unless the roll beats your AC by 5 or more. The spell is balanced for its primarily intended usage, a "squishie" Wizard. It gets unbalanced when used by characters that already have high to very high AC. Therefore I would not nerf it generally. While you might not have any Wizards in your party, your nerf is not suitable for general use. What I could suggest, however, is this: Shield doesn't stack with physical armor. (Meaning, it stacks with Mage Armor but not Plate Armor.) Of course, characters should then be allowed a free re-do of their spell choice.

Thursday, 27th December, 2018

  • 08:30 PM - jimmytheccomic quoted Gavin O. in post Suggested nerf to the Shield spell
    But what if that isn't an option? (Due to campaign circumstances, we can't have stories that last longer than one session and our abilities refresh at the end of every session) I think the main issue here is letting abilities refresh at the end of each session. This is a problem that is only going to get worse as spellcasting PCs raise in level. I would suggest having two or three part adventures, otherwise you are on your way to nerfing the entire spellbook.
  • 05:32 PM - Umbran quoted Gavin O. in post Suggested nerf to the Shield spell
    But what if that isn't an option? (Due to campaign circumstances, we can't have stories that last longer than one session and our abilities refresh at the end of every session) General hint: If you are proposing a rule, it helps *a lot* if you give folks here the context in which that rule sits. Otherwise, they'll judge based on a generic set of assumptions, rather than judge based on your particular situation. Taking a whole spell slot to avoid usually only a single hit? That doesn't seem overpowered at all in a usual game. Even in a short session it doesn't sound too bad, but that does get into a much deeper discussion of what the best encounter design for your game might be.
  • 03:51 PM - Blue quoted Gavin O. in post Suggested nerf to the Shield spell
    In my opinion, Shield is one of the strongest spells in all of fifth edition. For a level 1 spell slot and your reaction, it grants you +5 AC for a whole round, and since you cast it after you know you've been hit, it's not wasted unless the roll beats your AC by 5 or more. In the campaign I play, we have 3 people with 18 or more armor class and 4 slots of Shield, and it basically amounts to dodging four hits (and being almost invulnerable for the remainder of those rounds) per long rest. So I propose to change Shield's casting time to: One reaction, which you take when you are targeted by an attack or by magic missile. This means that when an enemy attacks you, you have to choose whether to cast shield or not before you see what they roll. This means that the spell could be wasted if the attack would have missed anyways, and it makes it harder to guess what the enemy's attack bonus might be. First, you've already described people as "almost invulnerable" while shield is up. So I'm not su...
  • 08:52 AM - ad_hoc quoted Gavin O. in post Suggested nerf to the Shield spell
    But what if that isn't an option? (Due to campaign circumstances, we can't have stories that last longer than one session and our abilities refresh at the end of every session) You are playing entire adventures that have only 1 or 2 encounters? 5e is really not the game for that. Alternatively stop having a long rest at the end of each session. Character sheets usually have a spot to mark off spells used. Use them. Our table has 1 long rest every 2-3 sessions. Changing Shield won't do much for you. The entire game is designed around dungeon type adventures with short and long rests. All long rest classes are going to be far stronger than others and for combats to be challenging they will be very swingy. Either the party wipes the floor or they get TPK'd. The game really doesn't work with only an encounter or two per long rest.
  • 08:49 AM - Horwath quoted Gavin O. in post Suggested nerf to the Shield spell
    But what if that isn't an option? (Due to campaign circumstances, we can't have stories that last longer than one session and our abilities refresh at the end of every session) many abilities are broken if you have combat for few rounds per day. It can't be helped. D&D is not meant to be played with few fights for 2 or 3 rounds each. You can tweak shield spell, but as soon as you do that another thorn will stick out, and then another. I'm sorry to say, but the spell is not broken, your gameplay is. Try to do more challenges in a session or simply try to "save" the status of characters for 2 or 3 sessions if they are that short.
  • 07:09 AM - Satyrn quoted Gavin O. in post Suggested nerf to the Shield spell
    In my opinion, Shield is one of the strongest spells in all of fifth edition. For a level 1 spell slot and your reaction, it grants you +5 AC for a whole round, and since you cast it after you know you've been hit, it's not wasted unless the roll beats your AC by 5 or more. In the campaign I play, we have 3 people with 18 or more armor class and 4 slots of Shield, and it basically amounts to dodging four hits (and being almost invulnerable for the remainder of those rounds) per long rest. So I propose to change Shield's casting time to: One reaction, which you take when you are targeted by an attack or by magic missile. This means that when an enemy attacks you, you have to choose whether to cast shield or not before you see what they roll. This means that the spell could be wasted if the attack would have missed anyways, and it makes it harder to guess what the enemy's attack bonus might be. How will your players take it when you implement this?
  • 06:59 AM - StormbringerAUS quoted Gavin O. in post Suggested nerf to the Shield spell
    In my opinion, Shield is one of the strongest spells in all of fifth edition. For a level 1 spell slot and your reaction, it grants you +5 AC for a whole round, and since you cast it after you know you've been hit, it's not wasted unless the roll beats your AC by 5 or more. In the campaign I play, we have 3 people with 18 or more armor class and 4 slots of Shield, and it basically amounts to dodging four hits (and being almost invulnerable for the remainder of those rounds) per long rest. So I propose to change Shield's casting time to: One reaction, which you take when you are targeted by an attack or by magic missile. This means that when an enemy attacks you, you have to choose whether to cast shield or not before you see what they roll. This means that the spell could be wasted if the attack would have missed anyways, and it makes it harder to guess what the enemy's attack bonus might be. I have no issue with this spell, it only lasts a round for a spell slot, will probably turn ...

Saturday, 22nd December, 2018

  • 05:46 PM - Umbran quoted Gavin O. in post Grappling on a steed
    I'm not the one moving though. The game says your speed is halved, but it doesnt say anything about a mount you ride. No, it doesn't say specifically. They *don't claim* to give rules specifically for everything, and that does not mean that anything not specifically stated is automatically okay. This is "rulings, not rules" stuff. It isn't like you are on a huge airship, that can be considered large enough to have a fight on. This is a flying mount that can perhaps carry two, but normally only if they are cooperating. Your target is not cooperating. That's really should give your mount issues. In the PHB, the warhorse, who has the same strength as a pegasus, is given a carrying capacity of 540 pounds, that *should* be enough for one other creature Don't count on it. A nice, strong, human warrior is probably a 6' tall, 200 lbs slab of muscle, wrapped in 50 lbs of armor. Two of them puts the steed at 500 lbs. The exotic saddle needed to ride a pegasus is anther 40 lbs. I ...
  • 09:13 AM - MechaPilot quoted Gavin O. in post Grappling on a steed
    Does anyone know of there are any rules regarding grappling while mounted? RAW, your movement speed is halved while grappling someone, but I don't know if that applies to your mount or not. I ask this because I'm playing a Paladin of Vengeance who has both Haste and a Pegasus mount (obtained Via a scroll of Find Greater Steed). A pegasus has a flying speed of 90 feet, so after being buffed with Haste, its fly speed increases to 180, and it can take the dash action twice per turn, giving a total fly speed of 540. So could I, in one round: -Use my attack action to grapple someone. -Have my pegasus fly 170 feet straight up into the air -Drop the creature I'm grappling, they fall for 17d6 bludgeoning damage (no save) -Have my pegasus follow them to the ground -Grapple them again using my second attack -Fly 200 feet straight up -Drop my target again for another 20d6 bludgeoning damage. In total, that's 37d6 or about 130 damage. No, so far as I know, you can't do that in one round. The pegas...


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