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Coverting N1 - Against The Reptile God to 5E
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<blockquote data-quote="Archade" data-source="post: 6483389" data-attributes="member: 7654"><p>And the moment we've been waiting for, Ramne the wizard! I made him a diviner, and tried to give him skills and spells that will make him durable and self-sufficient in his little cottage.</p><p></p><p>So, to calculate CR, his base defensive CR is based on his 36 hp would be 1/4, adjusted by his AC of 10 down to 1/8. However, he could cast stoneskin, which negates the poor AC, leaving it at 1/4. His offensive CR would be based on him casting lightning bolt three times, at 28 damage per round, for a CR of 4. His bonus to hit really doesn't come into play I don't think. That means his CR averages out to 2?!? I'm really surprised its that low, but if his AC is only 10, I suppose that makes sense.</p><p></p><p>The original module calls for him to know lesser globe of invulnerability. Since there isn't such a spell in 5E, I gave him a scroll of globe of invulnerability. He's pretty loaded with magic items, but it seems appropriate.</p><p></p><p>Whiskers is included below, since I'd need its stat block as well.</p><p></p><p>Ramne</p><p>Medium humanoid (human), lawful good</p><p>human wizard (diviner) 7</p><p>________________________________________</p><p>Armor Class 10</p><p>Hit Points 36 (7d6)</p><p>Speed 15 ft.</p><p>________________________________________</p><p>Str 7 (-2), Dex 9 (-1), Con 7 (-2), Int 17 (+3), Wis 16 (+3), Cha 13 (+1)</p><p>________________________________________</p><p>Saving Throws Str -1, Dex +0, Con -1, Int +7, Wis +7, Cha +2</p><p>Skills Arcana +6, History +6, Nature +6</p><p>Feats Tough</p><p>Senses Passive Perception 13</p><p>Languages common, draconic</p><p>Challenge 2 (450 xp)</p><p>________________________________________</p><p>Arcane Recovery. You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover totalling 3 spell levels.</p><p>Divination Savant. The gold and time you must spend to copy an divination spell into your spellbook is halved.</p><p>Expert Divination. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.</p><p>Portent. When you finish a long rest, roll two d20's and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.</p><p>Spellcasting. Ramne is a 7th level wizard that uses Intelligence as his spellcasting ability (spell save DC 14; +6 to hit with spell attacks). Ramne has prepared the following spells from his spellbook:</p><p>• Cantrips (at will): light, mage hand, prestidigitation, true strike</p><p>• 1st Level (4 slots): detect magic, magic missile, sleep</p><p>• 2nd Level (3 slots): arcane lock, continual flame, invisibility</p><p>• 3rd Level (3 slots): dispel magic, lightning bolt</p><p>• 4th Level (1 slot): dimension door, stoneskin</p><p>________________________________________</p><p>ACTIONS</p><p></p><p>Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d8-2) bludgeoning damage.</p><p>________________________________________</p><p>Equipment: quarterstaff, ring of protection, wand of wonder, spellbook containing 8 1st, alarm, arcane lock, clairvoyance, continual flame, detect magic, dimension door, dispel magic, find familiar, identify, invisibility, lightning bolt, locate object, mage armor, magic missile, protection from evil and good, sending, shield, sleep, stoneskin, unseen servant, scroll of globe of invulnerability, two potions of healing, potion of speed, 200 gp of diamond dust for two castings of stoneskin</p><p></p><p></p><p>Whiskers</p><p>Tiny fey, unaligned</p><p>________________________________________</p><p>Armor Class 13</p><p>Hit Points 1 (1d4-1)</p><p>Speed 30 ft.</p><p>________________________________________</p><p>Str 3 (-4), Dex 16 (+3), Con 8 (-1), Int 2 (-4), Wis 12 (+1), Cha 3 (-4)</p><p>________________________________________</p><p>Skills Perception +3, Stealth +5</p><p>Senses Passive Perception 13</p><p>Languages --</p><p>Challenge 0 (10 xp)</p><p>________________________________________</p><p>Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on healing or smell.</p><p>________________________________________</p><p>ACTIONS</p><p></p><p>Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.</p></blockquote><p></p>
[QUOTE="Archade, post: 6483389, member: 7654"] And the moment we've been waiting for, Ramne the wizard! I made him a diviner, and tried to give him skills and spells that will make him durable and self-sufficient in his little cottage. So, to calculate CR, his base defensive CR is based on his 36 hp would be 1/4, adjusted by his AC of 10 down to 1/8. However, he could cast stoneskin, which negates the poor AC, leaving it at 1/4. His offensive CR would be based on him casting lightning bolt three times, at 28 damage per round, for a CR of 4. His bonus to hit really doesn't come into play I don't think. That means his CR averages out to 2?!? I'm really surprised its that low, but if his AC is only 10, I suppose that makes sense. The original module calls for him to know lesser globe of invulnerability. Since there isn't such a spell in 5E, I gave him a scroll of globe of invulnerability. He's pretty loaded with magic items, but it seems appropriate. Whiskers is included below, since I'd need its stat block as well. Ramne Medium humanoid (human), lawful good human wizard (diviner) 7 ________________________________________ Armor Class 10 Hit Points 36 (7d6) Speed 15 ft. ________________________________________ Str 7 (-2), Dex 9 (-1), Con 7 (-2), Int 17 (+3), Wis 16 (+3), Cha 13 (+1) ________________________________________ Saving Throws Str -1, Dex +0, Con -1, Int +7, Wis +7, Cha +2 Skills Arcana +6, History +6, Nature +6 Feats Tough Senses Passive Perception 13 Languages common, draconic Challenge 2 (450 xp) ________________________________________ Arcane Recovery. You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover totalling 3 spell levels. Divination Savant. The gold and time you must spend to copy an divination spell into your spellbook is halved. Expert Divination. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level. Portent. When you finish a long rest, roll two d20's and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Spellcasting. Ramne is a 7th level wizard that uses Intelligence as his spellcasting ability (spell save DC 14; +6 to hit with spell attacks). Ramne has prepared the following spells from his spellbook: • Cantrips (at will): light, mage hand, prestidigitation, true strike • 1st Level (4 slots): detect magic, magic missile, sleep • 2nd Level (3 slots): arcane lock, continual flame, invisibility • 3rd Level (3 slots): dispel magic, lightning bolt • 4th Level (1 slot): dimension door, stoneskin ________________________________________ ACTIONS Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d8-2) bludgeoning damage. ________________________________________ Equipment: quarterstaff, ring of protection, wand of wonder, spellbook containing 8 1st, alarm, arcane lock, clairvoyance, continual flame, detect magic, dimension door, dispel magic, find familiar, identify, invisibility, lightning bolt, locate object, mage armor, magic missile, protection from evil and good, sending, shield, sleep, stoneskin, unseen servant, scroll of globe of invulnerability, two potions of healing, potion of speed, 200 gp of diamond dust for two castings of stoneskin Whiskers Tiny fey, unaligned ________________________________________ Armor Class 13 Hit Points 1 (1d4-1) Speed 30 ft. ________________________________________ Str 3 (-4), Dex 16 (+3), Con 8 (-1), Int 2 (-4), Wis 12 (+1), Cha 3 (-4) ________________________________________ Skills Perception +3, Stealth +5 Senses Passive Perception 13 Languages -- Challenge 0 (10 xp) ________________________________________ Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on healing or smell. ________________________________________ ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. [/QUOTE]
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