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Coverting N1 - Against The Reptile God to 5E
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<blockquote data-quote="Archade" data-source="post: 6483351" data-attributes="member: 7654"><p>And Marieke. Again, trying to vary things up with the endless reams of longswords. She gets a spear, so I made her a great weapon fighter, and gave her a magic +1 spear.</p><p></p><p>Base defensive CR for 27 hp plus half of the second wind making it 32 hp is CR 1/8, AC of 18 brings it to 1/2. Offensive CR is based on average damage of 8+8/8/8 or 11, and we should make it 12 because of her fighting style ability. That's CR 1, moved to CR 2 because of her to-hit ability. Average it out, it comes to CR 2.</p><p></p><p>Marieke</p><p>Medium humanoid (human), chaotic good</p><p>human fighter (champion) 3</p><p>________________________________________</p><p>Armor Class 18 (plate)</p><p>Hit Points 27 (3d10)</p><p>Speed 30 ft.</p><p>________________________________________</p><p>Str 15 (+2), Dex 17 (0), Con 14 (+2), Int 12 (+1), Wis 10 (0), Cha 14 (+2)</p><p>________________________________________</p><p>Saving Throws Str +4, Con +4</p><p>Skills Athletics +4, Intimidation +4, Perception +2</p><p>Senses Passive Perception 12</p><p>Languages common</p><p>Challenge 2 (450 xp)</p><p>________________________________________</p><p>Improved Critical. Your weapon attacks score a critical hit on a roll of 19 or 20.</p><p>Fighting Style (Great Weapon Fighting). When you roll a 1 or 2 on a damage die for an attack you are making with a melee weapon you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain the benefit.</p><p>________________________________________</p><p>ACTIONS</p><p></p><p>+1 Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8+3) piercing damage.</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>Second Wind. On your turn, you can use a bonus action to regain 1d10+3 hit points. Once you use this feature, you must finish a short or long rest before you use it again.</p><p>________________________________________</p><p>Equipment: +1 spear, plate mail</p></blockquote><p></p>
[QUOTE="Archade, post: 6483351, member: 7654"] And Marieke. Again, trying to vary things up with the endless reams of longswords. She gets a spear, so I made her a great weapon fighter, and gave her a magic +1 spear. Base defensive CR for 27 hp plus half of the second wind making it 32 hp is CR 1/8, AC of 18 brings it to 1/2. Offensive CR is based on average damage of 8+8/8/8 or 11, and we should make it 12 because of her fighting style ability. That's CR 1, moved to CR 2 because of her to-hit ability. Average it out, it comes to CR 2. Marieke Medium humanoid (human), chaotic good human fighter (champion) 3 ________________________________________ Armor Class 18 (plate) Hit Points 27 (3d10) Speed 30 ft. ________________________________________ Str 15 (+2), Dex 17 (0), Con 14 (+2), Int 12 (+1), Wis 10 (0), Cha 14 (+2) ________________________________________ Saving Throws Str +4, Con +4 Skills Athletics +4, Intimidation +4, Perception +2 Senses Passive Perception 12 Languages common Challenge 2 (450 xp) ________________________________________ Improved Critical. Your weapon attacks score a critical hit on a roll of 19 or 20. Fighting Style (Great Weapon Fighting). When you roll a 1 or 2 on a damage die for an attack you are making with a melee weapon you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain the benefit. ________________________________________ ACTIONS +1 Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8+3) piercing damage. 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. Second Wind. On your turn, you can use a bonus action to regain 1d10+3 hit points. Once you use this feature, you must finish a short or long rest before you use it again. ________________________________________ Equipment: +1 spear, plate mail [/QUOTE]
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