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The Orcus Fight Club

WOLead

First Post
This is to be taken as seriously as you want, or as stupidly ridiculous. After reading that the Invisible Cloak no longer wants Orcus there, why not make his own little thread detailing various ways of killing Orcus, and the chance it has for success. Anything from an actual build with just a 0.5% chance of actually winning in 50 rounds, to....
Shout at Orcus, "Who do you think I am?!"

Then with the Warlord skill "Believe in the me, who believes in you!" at an ally, who can then summon Tengen Toppa Gurren Langann and attack Orcus as a free action.

Dead Orcus chance, 100%. Don't mess with Kamina and Simon.
The "Never Going to Happen" type deal. =P

So onto my low, low, almost non-existant chance of beating Orcus.
Level 27 Half-elf Fey Pact Warlock.
Feytouched Paragon path
Demigod Epic Destiny
30 Charisma
Features: Action Surge
Powers:

Curse of the Twin Princes
Curse of the Fey King
Warlock's Leap
Equipment:
Eladrin Armor+6
Eladrin Boots
Charged Rod of Harvest +6
Scarab of Invulnerability
1st Turn:
Spend an Action point for an extra Standard Action. Gain +4 to attack rolls till the start of your next turn by Feytouched Action, and +3 to the Standard Action given by the Action point from Action Surge.
Use Curse of the Fey King against Orcus with the Action point Standard action. +40 vs. Will(49). Use Dark One's Own Luck to make sure it lands. (9% chance to miss)
Use Curse of the Twin Princes next. +37 vs. Will(49) The Effect can't miss.
Use the Minor Action to activate the Scarab of Invulnerability.
Use a Free Action to let Orcus know what you just did, and taunt him a bit saying he can't kill you.
Use the Move Action for Warlock's Leap and teleport adjacent to Orcus.
End of your turn.

Orcus's 1st Turn:
Feeling a bit annoyed, he goes straight for Touch of Death. Curse of the Twin Princes comes up and flip a coin. Heads, Orcus hits you and you are probably going to die. Tails, Orcus just used Touch of Death on himself. 50% chance.
If Tails, +33 vs. Fort(51) for Orcus to die. Take the first roll with Curse of the Fey King if its under 18. Dead Orcus if either roll is 18 or more. Especially nice since his own ability beats his own Necrotic Immunity. Chance Orcus Rolls a 18 or above on two Rolls, 27.75%.
Chance Orcus Rolls a 18 or above on one Roll, 15%. (For if the Curse of the Fey Prince fails to land).

Chance Orcus Dies in 1 Turn, 13.3%
[0.91*(0.5*0.2775)+0.09*(0.5*0.15)]

A 13% chance to kill Orcus in one turn solo. Technically it was Orcus who killed Orcus, but when do the Fey play fair?
 

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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.
 

Even Hand of Justice (Paladin 29 Daily) makes Orcus take "the full damage and effects" of his own attacks as well.
Much like in the OP, this is all about Orcus doing himself in with his Touch of Death.
 

Darkness said:
Even Hand of Justice (Paladin 29 Daily) makes Orcus take "the full damage and effects" of his own attacks as well.
Much like in the OP, this is all about Orcus doing himself in with his Touch of Death.

Oh, nice one. A Paladin willing to get killed so he takes out Orcus with him, huh? Just hope the DM doesn't decide to hold off the Touch of Death until Orcus makes his Saving Throw against that effect.

No one else has something to respond to this? Or a DM's reaction to foil an Orcus death against one of the more serious plans.
 

Hah! Good fun. I'll add Invisi-Ranger to the mix in an official capacity, though please keep discussion about his cloak to the appropriate thread.
[sblock=Invisi-Ranger]Male Razorclaw Shifter Ranger Battlefield Archer Demigod 30
Alignment: Unaligned
Deity: Sehanine

Str: 12 (+1)
Dex: 30 (+10)
Con: 13 (+1)
Int: 12 (+1)
Wis: 26 (+8)
Cha: 10 (+0)

Hit Points: 170 Bloodied: 85
Healing Surge: 45 Surges per day: 8
Initiative: +27 (roll twice, take higher)
Speed: 8
Perception: 46 (darkvision) Insight: 39
Action Points: 1

AC 47 Fortitude 33 Reflex 42 Will 40

Basic Melee Attack: +23 (Longsword) Damage: 1d8+20 or 1d8+21
Basic Ranged Attack: +33 (Longbow) Damage: 1d10+38

Skills:
Code:
Acrobatics		+31 (+15 Level, +10 Dexterity, +2 Racial, +4 Item)
Arcana			+16 (+15 Level, +1 Int)
Athletics		+27 (+5 Trained, +15 Level, +1 Str, +6 Item)
Bluff			+15 (+15 Level, +0 Cha)
Diplomacy		+15 (+15 Level, +0 Cha)
Dungeoneering		+23 (+15 Level, +8 Wis)
Endurance		+27 (+5 Trained, +15 Level, +1 Con, +6 Item)
Heal			+28 (+5 Trained, +15 Level, +8 Wis)
History			+16 (+15 Level, +1 Int)
Insight			+29 (+15 Level, +8 Wis, +6 Item)
Intimidate		+15 (+15 Level, +0 Cha)
Nature			+28 (+5 Trained, +15 Level, +8 Wis)
Perception		+36 (+5 Trained, +15 Level, +8 Wis, +2 Feat, +6 Item)
Religion		+21 (+5 Trained, +15 Level, +1 Int)
Stealth			+41 (+5 Trained, +15 Level, +10 Dex, +2 Racial, +3 Feat, +6 Item)
Streetwise		+15 (+15 Level, +0 Cha)
Thievery		+25 (+15 Level, +10 Dex)

Feats:
Defensive Mobility
Initiate of the Faith
Fleet-Footed
Precise Hunter
Weapon Focus: Bows
Alertness
Adept Power: Weapon of the Gods
Danger Sense
Distant Shot
Sly Hunter
Acolyte Power: Mass Cure Light Wounds
Secret Stride
Combat Anticipation
Epic Resurgence
Armor Specialization: Hide
Skill Focus: Stealth
Quick Draw
Evasion
Far Shot

Languages:
Common

Class and Racial abilities:
Hunter's Quarry
Prime Shot
Archer's Action
Battlefield Experience
Battle Surge
Divine Spark
Divine Recovery
Divine Miracle

Powers:
Nimble Strike (At-Will Attack, Standard, Ranged attack + shift)
Twin Strike (At-Will Attack, Standard, Two weaker ranged attacks)

Manticore Volley (Encounter Attack, Standard, Three ranged attacks with increasing damage for multiple hits)
Thundertusk Boar Strike (Encounter Attack, Standard, Two attacks + push target)
Hawk's Talon (Encounter Attack, Standard, Strong and accurate attack)
Combined Fire (Encounter Paragon Attack, Immediate Reaction, Strong ranged attack after an ally makes a ranged attack)
Razorclaw Shifting (Encounter Racial, Minor, +2 Speed and +1 AC and Reflex until end of encounter)
Yield Ground (Encounter Utility, Immediate Reaction, Shift Wis squares after being damaged with a melee attack and gain bonus to defenses)
Weave Through the Fray (Encounter Utility, Immediate Interrupt, Shift Wis squares as an enemy moves adjacent to you)
Archer's Glory (Encounter Paragon Utility, Free, Gain a limited duration action point when you kill an enemy)

Confounding Arrows (Daily Attack, Standard, Three ranged attacks + ongoing daze or stun)
Three-in-One Shot (Daily Attack, Standard, Three strong ranged attacks + bonus to hit if first attack lands)
Weapon of the Gods (Daily Attack, Minor, Weapon is blessed until end of encounter)
Quarry's Bane (Daily Paragon Attack, Standard, Strong ranged attack vs all designated quarries)
Open the Range (Daily Utility, Immediate Interrupt, Shift 1 square then move 1 + Wis squares as an enemy moves adjacent to you)
Mass Cure Light Wounds (Daily Utility, Standard, You and all nearby allies recover hp equal to healing surge amount)
Master of the Hunt (Daily Utility, Minor Stance, Add Wis to damage modifiers)
Divine Regeneration (Daily Epic Utility, Minor, You gain Regeneration equal to your highest stat until end of encounter)
Healing Word (Daily Class Feature, Minor, Self or ally uses a healing surge and gains surge + 6d6 hp)

Equipment:
Phasing Longbow +6
Sylvan Elderhide Armor +6
Dancing Longsword +4
Cloak of Invisibility +6
Ioun Stone of True Sight
Ring of Invisibility
Ring of Regeneration
Dynamic Belt +4
Gloves of Piercing
Boots of Striding
Bracers of the Perfect Shot +4[/sblock][sblock=Fight Summary]Initiative:
Elharl avg 37
Orcus avg 32

Round 1: 1,525 hp remaining
Standard to become invisible until end of encounter or struck by a targeted attack
Minor to use Weapon of the Gods
Move as neccesary

Round 2: 1,525 hp remaining
Minor to select Orcus as his Hunter's Quarry
Minor to activate Master of the Hunt
Standard to use Hawk's Talon (+45 vs 48 to hit for 2d10+3d6+1d6+30 damage, avg 55, and -2 AC until end of next turn*) use Action Point to reroll if needed (assuming a hit**)
Spend Action Point for extra Standard Action
Standard action to use Confounding Arrows (+39 vs 46 to hit x3 for 1d10+1d6+30 damage each, avg 86 total)

Round 3: 1,384 hp remaining
Standard action to use Three-in-One Shot (+39 vs 46 to hit for 2d10+1d6+30 damage / half on miss, avg 40, and avg +3 to hit for remaining attacks; +42 vs 46 to hit x2 for 2d10+1d6+30 damage each / half on miss, avg 83 total; +3d6 Hunter's Quarry damage, avg 11)
Move action as neccesary
Minor to activate Divine Regeneration if needed to heal damage from aura or burst - 30 regen will completely heal all of Orcus's possible damage

Round 4: 1,250 hp remaining
Standard action to use Manticore Volley (+39 vs 46 to hit x3 for 1d10+1d6+30 damage each, avg 95 total; +3d6 Hunter's Quarry, avg 11)
Move action as neccesary

Round 5: 1,144 hp remaining
Standard action to use Thundertusk Boar Strike (+39 vs 46 to hit x2 for 1d10+1d6+30 damage, avg 63 total; +3d6 Hunter's Quarry, avg 11)
Move blah blah

Round 6: 1,070 hp remaining
Standard action to use Twin Strike (+39 vs 46 to hit x2 for 2d10+1d6+20 damage each, avg 51; +3d6 Hunter's Quarry, avg 11)
Move

Round 7-23: 1,008 hp remaining
Repeat Round 6

Round 24: -46 hp remaining

* - On average, there's at least one hit every round. As such, I automatically lowered Orcus's AC by 2 for every shot after the first assumed hit from Hawk's Talon. Even losing the Weapon of the Gods AC penalty occasionally doesn't significantly alter the outcome of the fight, just makes it last a couple more rounds. Similarly, Hunter's Quarry is always assumed to trigger each round, since you decide which attack to use it on after rolling all attack rolls and, on average, at least on attack hits.
** - Hawk's Talon only has a 10% chance to miss and can be re-rolled if needed, leaving an actual 1% chance to miss. As such, I assumed a hit just to simplify math. A miss and reroll delays the kill by one round; the 1% chance for a complete miss causes a few more rounds delay as it's harder to set up the initial -2 AC penalty.[sblock=Summary of Attack Bonuses]+15 Level
+10 Dexterity
+2 Proficiency
+6 Enhancement
+1 Prime Shot
+2 Combat Advantage due to Invisibility
+1 Battlefield Experience
(+8 Wisdom for Hawk's Talon)
(+3.5 average for the second and third shots on Three-in-One Shot due to power bonus)[/sblock][sblock=Summary of Damage Bonuses](+10 Dexterity on every attack except Twin Strike)
+8 Wisdom due to Master of the Hunt
+6 Enhancement
+3 Weapon Focus
+3 Sly Hunter[/sblock][/sblock](Note that I've included critical hits for this summary, which is an improvement from the invisible cloak thread)
 

Ok... elven ranger, level 1, Far Shot feat, careful shot with a longbow...

So... 1/20 chance to inflict an average 5.5 damage per round, or 0.275 damage per round...

1525 hit points... that's 5546 rounds...

So if you can somehow convince Orcus to stand still for 10 hours straight and ignore you as you fire off 5600 arrows at him from 21 squares away, you're golden.

I suggest pie for this purpose. Lots and lots of pie.
 

Would You Kindly?

I'd be interested in knowing how much weight from what height would take out ~1525hp. If anyone is into that sort of thing. Bonus points for the size/material of the weight
 


Zurai said:
(Note that I've included critical hits for this summary, which is an improvement from the invisible cloak thread)

One thing that struck me odd was why doesn't Orcus ready a Charge action for when the InvisiRanger attacked? Orcus would need a 13(After Armor, Enhancement, Dex Bonus, and Total Concealment modifiers) or better on his attack roll to hit though. If the Ranger attempts to beat this by staying at the limit of 20 squares away, Orcus does have Action Points to use.

Ranger: I use Twin Strike against Orcus and deal 62 damage. Then I...
DM: Hold it, Orcus readied an action against you attacking, he flies 10 squares in your direction.
Ranger: Well, I'm still safe at 10 squares away, anyways
DM: Not done yet, Orcus used an Action Point for a secondary Standard Action as well. He readied an action against himself moving, he does a flying charge against the square you are currently invisible in. He rolls a 15 and connects. You also loose Invisibility.
Ranger:...

Orcus has 2 action points to use for the above mention, and when those are out, he can make double flying move actions towards the square the Ranger shot from, then ready his charge from there on his next turn.

Still, its a combo thats painful to beat.
 


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