Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The Orcus Fight Club
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Zurai" data-source="post: 4294593" data-attributes="member: 52324"><p>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.</p><p>[sblock=Invisi-Ranger]<strong>Male Razorclaw Shifter Ranger Battlefield Archer Demigod 30</strong> </p><p><strong>Alignment:</strong> Unaligned</p><p><strong>Deity:</strong> Sehanine</p><p></p><p><strong>Str:</strong> 12 (+1)</p><p><strong>Dex:</strong> 30 (+10)</p><p><strong>Con:</strong> 13 (+1)</p><p><strong>Int:</strong> 12 (+1)</p><p><strong>Wis:</strong> 26 (+8)</p><p><strong>Cha:</strong> 10 (+0)</p><p></p><p><strong>Hit Points:</strong> 170 <strong>Bloodied:</strong> 85</p><p><strong>Healing Surge:</strong> 45 <strong>Surges per day:</strong> 8</p><p><strong>Initiative:</strong> +27 (roll twice, take higher)</p><p><strong>Speed:</strong> 8</p><p><strong>Perception:</strong> 46 (darkvision) <strong>Insight:</strong> 39</p><p><strong>Action Points:</strong> 1</p><p></p><p><strong>AC</strong> 47 <strong>Fortitude</strong> 33 <strong>Reflex</strong> 42 <strong>Will</strong> 40</p><p></p><p><strong>Basic Melee Attack:</strong> +23 (Longsword) <strong>Damage:</strong> 1d8+20 or 1d8+21</p><p><strong>Basic Ranged Attack:</strong> +33 (Longbow) <strong>Damage:</strong> 1d10+38</p><p></p><p><strong>Skills:</strong></p><p>[code]</p><p>Acrobatics +31 (+15 Level, +10 Dexterity, +2 Racial, +4 Item)</p><p>Arcana +16 (+15 Level, +1 Int)</p><p>Athletics +27 (+5 Trained, +15 Level, +1 Str, +6 Item)</p><p>Bluff +15 (+15 Level, +0 Cha)</p><p>Diplomacy +15 (+15 Level, +0 Cha)</p><p>Dungeoneering +23 (+15 Level, +8 Wis)</p><p>Endurance +27 (+5 Trained, +15 Level, +1 Con, +6 Item)</p><p>Heal +28 (+5 Trained, +15 Level, +8 Wis)</p><p>History +16 (+15 Level, +1 Int)</p><p>Insight +29 (+15 Level, +8 Wis, +6 Item)</p><p>Intimidate +15 (+15 Level, +0 Cha)</p><p>Nature +28 (+5 Trained, +15 Level, +8 Wis)</p><p>Perception +36 (+5 Trained, +15 Level, +8 Wis, +2 Feat, +6 Item)</p><p>Religion +21 (+5 Trained, +15 Level, +1 Int)</p><p>Stealth +41 (+5 Trained, +15 Level, +10 Dex, +2 Racial, +3 Feat, +6 Item)</p><p>Streetwise +15 (+15 Level, +0 Cha)</p><p>Thievery +25 (+15 Level, +10 Dex)</p><p>[/code]</p><p></p><p><strong>Feats:</strong></p><p>Defensive Mobility</p><p>Initiate of the Faith</p><p>Fleet-Footed</p><p>Precise Hunter</p><p>Weapon Focus: Bows</p><p>Alertness</p><p>Adept Power: Weapon of the Gods</p><p>Danger Sense</p><p>Distant Shot</p><p>Sly Hunter</p><p>Acolyte Power: Mass Cure Light Wounds</p><p>Secret Stride</p><p>Combat Anticipation</p><p>Epic Resurgence</p><p>Armor Specialization: Hide</p><p>Skill Focus: Stealth</p><p>Quick Draw</p><p>Evasion</p><p>Far Shot</p><p></p><p><strong>Languages:</strong></p><p>Common</p><p></p><p><strong>Class and Racial abilities:</strong> </p><p>Hunter's Quarry</p><p>Prime Shot</p><p>Archer's Action</p><p>Battlefield Experience</p><p>Battle Surge</p><p>Divine Spark</p><p>Divine Recovery</p><p>Divine Miracle</p><p></p><p><strong>Powers:</strong></p><p>Nimble Strike (At-Will Attack, Standard, Ranged attack + shift)</p><p>Twin Strike (At-Will Attack, Standard, Two weaker ranged attacks)</p><p></p><p>Manticore Volley (Encounter Attack, Standard, Three ranged attacks with increasing damage for multiple hits)</p><p>Thundertusk Boar Strike (Encounter Attack, Standard, Two attacks + push target)</p><p>Hawk's Talon (Encounter Attack, Standard, Strong and accurate attack)</p><p>Combined Fire (Encounter Paragon Attack, Immediate Reaction, Strong ranged attack after an ally makes a ranged attack)</p><p>Razorclaw Shifting (Encounter Racial, Minor, +2 Speed and +1 AC and Reflex until end of encounter)</p><p>Yield Ground (Encounter Utility, Immediate Reaction, Shift Wis squares after being damaged with a melee attack and gain bonus to defenses)</p><p>Weave Through the Fray (Encounter Utility, Immediate Interrupt, Shift Wis squares as an enemy moves adjacent to you)</p><p>Archer's Glory (Encounter Paragon Utility, Free, Gain a limited duration action point when you kill an enemy)</p><p></p><p>Confounding Arrows (Daily Attack, Standard, Three ranged attacks + ongoing daze or stun)</p><p>Three-in-One Shot (Daily Attack, Standard, Three strong ranged attacks + bonus to hit if first attack lands)</p><p>Weapon of the Gods (Daily Attack, Minor, Weapon is blessed until end of encounter)</p><p>Quarry's Bane (Daily Paragon Attack, Standard, Strong ranged attack vs all designated quarries)</p><p>Open the Range (Daily Utility, Immediate Interrupt, Shift 1 square then move 1 + Wis squares as an enemy moves adjacent to you)</p><p>Mass Cure Light Wounds (Daily Utility, Standard, You and all nearby allies recover hp equal to healing surge amount)</p><p>Master of the Hunt (Daily Utility, Minor Stance, Add Wis to damage modifiers)</p><p>Divine Regeneration (Daily Epic Utility, Minor, You gain Regeneration equal to your highest stat until end of encounter)</p><p>Healing Word (Daily Class Feature, Minor, Self or ally uses a healing surge and gains surge + 6d6 hp)</p><p></p><p><strong>Equipment:</strong></p><p>Phasing Longbow +6</p><p>Sylvan Elderhide Armor +6</p><p>Dancing Longsword +4</p><p>Cloak of Invisibility +6</p><p>Ioun Stone of True Sight</p><p>Ring of Invisibility</p><p>Ring of Regeneration</p><p>Dynamic Belt +4</p><p>Gloves of Piercing</p><p>Boots of Striding</p><p>Bracers of the Perfect Shot +4[/sblock][sblock=Fight Summary]Initiative:</p><p>Elharl avg 37</p><p>Orcus avg 32</p><p></p><p>Round 1: 1,525 hp remaining</p><p>Standard to become invisible until end of encounter or struck by a targeted attack</p><p>Minor to use Weapon of the Gods</p><p>Move as neccesary</p><p></p><p>Round 2: 1,525 hp remaining</p><p>Minor to select Orcus as his Hunter's Quarry</p><p>Minor to activate Master of the Hunt</p><p>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**)</p><p>Spend Action Point for extra Standard Action</p><p>Standard action to use Confounding Arrows (+39 vs 46 to hit x3 for 1d10+1d6+30 damage each, avg 86 total)</p><p></p><p>Round 3: 1,384 hp remaining</p><p>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)</p><p>Move action as neccesary</p><p>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</p><p></p><p>Round 4: 1,250 hp remaining</p><p>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)</p><p>Move action as neccesary</p><p></p><p>Round 5: 1,144 hp remaining</p><p>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)</p><p>Move blah blah</p><p></p><p>Round 6: 1,070 hp remaining</p><p>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)</p><p>Move</p><p></p><p>Round 7-23: 1,008 hp remaining</p><p>Repeat Round 6</p><p></p><p>Round 24: -46 hp remaining</p><p></p><p>* - 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 <em>after</em> rolling all attack rolls and, on average, at least on attack hits.</p><p>** - 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</p><p>+10 Dexterity</p><p>+2 Proficiency</p><p>+6 Enhancement</p><p>+1 Prime Shot</p><p>+2 Combat Advantage due to Invisibility</p><p>+1 Battlefield Experience</p><p>(+8 Wisdom for Hawk's Talon)</p><p>(+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)</p><p>+8 Wisdom due to Master of the Hunt</p><p>+6 Enhancement</p><p>+3 Weapon Focus</p><p>+3 Sly Hunter[/sblock][/sblock](Note that I've included critical hits for this summary, which is an improvement from the invisible cloak thread)</p></blockquote><p></p>
[QUOTE="Zurai, post: 4294593, member: 52324"] 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][b]Male Razorclaw Shifter Ranger Battlefield Archer Demigod 30[/b] [b]Alignment:[/b] Unaligned [b]Deity:[/b] Sehanine [b]Str:[/b] 12 (+1) [b]Dex:[/b] 30 (+10) [b]Con:[/b] 13 (+1) [b]Int:[/b] 12 (+1) [b]Wis:[/b] 26 (+8) [b]Cha:[/b] 10 (+0) [b]Hit Points:[/b] 170 [b]Bloodied:[/b] 85 [b]Healing Surge:[/b] 45 [b]Surges per day:[/b] 8 [b]Initiative:[/b] +27 (roll twice, take higher) [b]Speed:[/b] 8 [b]Perception:[/b] 46 (darkvision) [b]Insight:[/b] 39 [b]Action Points:[/b] 1 [b]AC[/b] 47 [b]Fortitude[/b] 33 [b]Reflex[/b] 42 [b]Will[/b] 40 [b]Basic Melee Attack:[/b] +23 (Longsword) [b]Damage:[/b] 1d8+20 or 1d8+21 [b]Basic Ranged Attack:[/b] +33 (Longbow) [b]Damage:[/b] 1d10+38 [b]Skills:[/b] [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) [/code] [b]Feats:[/b] 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 [b]Languages:[/b] Common [b]Class and Racial abilities:[/b] Hunter's Quarry Prime Shot Archer's Action Battlefield Experience Battle Surge Divine Spark Divine Recovery Divine Miracle [b]Powers:[/b] 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) [B]Equipment:[/B] 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 [i]after[/i] 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) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The Orcus Fight Club
Top