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The Orcus Fight Club

WOLead said:
One thing that struck me odd was why doesn't Orcus ready a Charge action for when the InvisiRanger attacked?
See the discussion in the Cloak of Invisibility thread. Short version: we're currently debating whether an enemy can automatically pinpoint you when you attack. Given the way the rules are laid out, it's my opinion that they do not. Thus, he can't ready a charge action for when I-R attacks.

It'd also be pretty easy for I-R to just attack from 20+ squares away and be out of range of a charge anyhow. His max range is 45, after all.
 

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Ah, I see. I was taking it that when you attacked, you gave your position away, hidden or invisible, as you have to move afterwards so the hostile doesn't know exactly where you are.

@Boarstorm: You can't use an action point on someone else's turn to my knowledge. But you can use an action point to allow you to have two standard actions on your turn, which allows you to ready two different actions.
 


I didn't want to make another thread for this.
Someone on the WotC board mentioned another combo to kill solos.

You need:
-Wizard (orb is best) with sleep
-Someone with Blade Cascade

The wizard casts sleep on Orcus. When Orcus sleeps he can be CdG which is an automatic hit. According to this poster a CdG can be done with a power, so when you use Blade Cascade to CdG you always hit and thus attack till the target is dead.

Is there anything in the rules which would prevent this from working (except rule 0)? The only problem is to hit Orcus with the sleep and he not making the save. Still its imo safer than the solo ranger with rerolls and Blade Cascade.
 
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Coup de Grace is not an automatic hit.

Though with the penalties, reroll abilities, and auto-crit you could still likely kill Orcus in one round.
 

30th level strength specced Ranger:
15(half level)+9(28 STR)+6(Magic Weapons)+3(Proficiency)+2(Combat Advantage)=35
Orcus 48-5=43 AC

Have to roll an 8 to hit...Not so good. Now I'm sure there are various things that would help you out at such high levels, but a maximized hit is going to deal about 29+3+6+18+6d12=95 on average. I think I assumed every advantage this guy could possibly have. I'll also assume that his weapon is vorpal, so he can use the vorpal daily on one of those hits and the reroll ability on the crit-dice. I think this ends up with you having to hit him 15 times at least(before the vorpal stuff its 17). Thats going to be tough.
 
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Going off of Boarstorm's idea.

Level 1 Ranger, using a longbow, riding a hippogriff.

The ranger has 3 bags of holding, each holding 2000 arrows (10 arrows weigh a pound, bag of holding holds 200 pounds).

Round one:
Stay beyond 20 squares. Fire bow at Orcus. Fly 10 squares away.

Round two:
Repeat until Orcus is dead.

Basket of everlasting provisions may be needed during this lengthy process.
 

Derren said:
From WotC Boards:

Cleric + Seal of Binding + Divine Regeneration = Orcus stun locked for 50 rounds while dealing about 1300 damage to him. The damage the cleric recieves is mitigated by Divine Regeneration.

Of course this is an effective spell to use in one-on-one combat, and great if you have regeneration, but Orcus is not alone, he has followers out the wazoo (gods tend to). If you can kill everyone around him, then hope that no one shows up for 50 turns, this could work. IF someone shows up, you're in trouble, since the sustain standard leaves you very vulnerable.

EDIT: actually, it doesn't work. If you consider that you are taking over 20 a turn from your own power, as well as 10 from Orcus's aura, your hit points will be staying neutral at best. Once Orcus becomes bloody, the aura damage increases to 20, which will overwhelm you regeneration, and bring you to bloodied HP faster than it can kill him. It could work if you have some buff up to protect you from necrotic. Also you will need party members on hand to protect and maybe heal you.
 
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