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Coverting N1 - Against The Reptile God to 5E
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<blockquote data-quote="Archade" data-source="post: 6483160" data-attributes="member: 7654"><p>And here's his loyal friend Llywillan. He was a lot simpler to make, being a fighter 2/rogue 2 without any subclasses chosen. The module doesn't indicate his alignment, so I made him chaotic neutral.</p><p></p><p>His defensive CR would be based on 27 hp (CR 1/8). I forgot to figure in second wind with Dorian, so let's add half of his recovered 8 hit points, bringing him to 31 effective hp which makes no difference , and his Cunning Action should give him another +2 to effective AC, moving the CR to 1/4. To calculate offensive CR, I forgot to use action surge -- so his offensive damage, assuming sneak attack each round thanks to the involvement of his trusty friend Dorian would be 24/12/12, or 16 damage for CR 2. His attack bonus moves it to CR 3. Averaging these is slightly more than 1.5, so CR 2.</p><p></p><p></p><p>Llywillan</p><p>Medium humanoid (elf), chaotic neutral</p><p>wood elf fighter 2/rogue 2</p><p>________________________________________</p><p>Armor Class 14 (leather)</p><p>Hit Points 27 (2d10 + 2d8)</p><p>Speed 35 ft.</p><p>________________________________________</p><p>Str 14 (+2), Dex 17 (+3), Con 11 (0), Int 10 (0), Wis 12 (+1), Cha 14 (+2)</p><p>________________________________________</p><p>Saving Throws Str +4, Con +2</p><p>Skills Athletics +4, Insight +2, Perception +5, Stealth +5, Survival +5</p><p>Tools Thieves' tools +5</p><p>Senses darkvision 60 ft, Passive Perception 15</p><p>Languages common, elven, theives' cant</p><p>Challenge 2 (450 xp)</p><p>________________________________________</p><p>Expertise. Your proficiency bonus is doubled for Stealth and Perception.</p><p>Cunning Action. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.</p><p>Darkvision. Accustomed to twilight forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of gray.</p><p>Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.</p><p>Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.</p><p>Fighting Style (Archery). You gain a +2 bonus to attack rolls you make with ranged weapons.</p><p>Fleet of Foot. Your base walking speed increases to 35 feet.</p><p>Keen Senses. You have proficiency with the Perception skill.</p><p>Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.</p><p>Sneak Attack. Once per turn, you can deal and extra 1d6 damage to a creature you hit if you have advantage on the attack roll. The attack must use a ranged or finesse weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.</p><p>Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep..</p><p>________________________________________</p><p>ACTIONS</p><p></p><p>Action Surge. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.</p><p>Longbow. Missile Weapon Attack: +9 to hit, range 150 ft./600 ft., one target. Hit: 8 (1d8+3) piercing damage.</p><p>Second Wind. On your turn, you can use a bonus action to regain 1d10+2 hit points. Once you use this feature, you must finish a short or long rest before you use it again.</p><p>Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+3) slashing damage.</p><p>________________________________________</p><p>Equipment: leather armor, longbow with 30 arrows, shortsword</p></blockquote><p></p>
[QUOTE="Archade, post: 6483160, member: 7654"] And here's his loyal friend Llywillan. He was a lot simpler to make, being a fighter 2/rogue 2 without any subclasses chosen. The module doesn't indicate his alignment, so I made him chaotic neutral. His defensive CR would be based on 27 hp (CR 1/8). I forgot to figure in second wind with Dorian, so let's add half of his recovered 8 hit points, bringing him to 31 effective hp which makes no difference , and his Cunning Action should give him another +2 to effective AC, moving the CR to 1/4. To calculate offensive CR, I forgot to use action surge -- so his offensive damage, assuming sneak attack each round thanks to the involvement of his trusty friend Dorian would be 24/12/12, or 16 damage for CR 2. His attack bonus moves it to CR 3. Averaging these is slightly more than 1.5, so CR 2. Llywillan Medium humanoid (elf), chaotic neutral wood elf fighter 2/rogue 2 ________________________________________ Armor Class 14 (leather) Hit Points 27 (2d10 + 2d8) Speed 35 ft. ________________________________________ Str 14 (+2), Dex 17 (+3), Con 11 (0), Int 10 (0), Wis 12 (+1), Cha 14 (+2) ________________________________________ Saving Throws Str +4, Con +2 Skills Athletics +4, Insight +2, Perception +5, Stealth +5, Survival +5 Tools Thieves' tools +5 Senses darkvision 60 ft, Passive Perception 15 Languages common, elven, theives' cant Challenge 2 (450 xp) ________________________________________ Expertise. Your proficiency bonus is doubled for Stealth and Perception. Cunning Action. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Darkvision. Accustomed to twilight forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of gray. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Fighting Style (Archery). You gain a +2 bonus to attack rolls you make with ranged weapons. Fleet of Foot. Your base walking speed increases to 35 feet. Keen Senses. You have proficiency with the Perception skill. Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Sneak Attack. Once per turn, you can deal and extra 1d6 damage to a creature you hit if you have advantage on the attack roll. The attack must use a ranged or finesse weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.. ________________________________________ ACTIONS Action Surge. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Longbow. Missile Weapon Attack: +9 to hit, range 150 ft./600 ft., one target. Hit: 8 (1d8+3) piercing damage. Second Wind. On your turn, you can use a bonus action to regain 1d10+2 hit points. Once you use this feature, you must finish a short or long rest before you use it again. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+3) slashing damage. ________________________________________ Equipment: leather armor, longbow with 30 arrows, shortsword [/QUOTE]
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