Oryan77 said:
Thanks for so many good suggestions. There are a lot of ideas that I'm going to make note of and remember to throw it in an encounter sometime in the future.
I just started DM'ing this new group of people last Saturday. So I haven't gotten a good feel for this powergaming cleric yet. Pretty much the powergamers tactics were to just run up to a guy and bash him. Although he would work with the rogue to position himself so they get flank bonuses. But during the game he would continuously be looking in books coming up with ideas on combos for future powergaming tactics. So I'm not sure what to expect. For all the melee fighter goons; I needed to roll natural 20's just to hit him.
This is where it pays to have clever foes with specialty weapons. Some people on the board will undoubtedly suggest having the bad guys use aid other to give another one +2 to hit. Resist that temptation. It's only a very marginal improvement over just power attacking for full and hoping for the 20. (Assuming ideal circumstances--a situation where a natural 20 hits because 20+attack bonus=AC, one aid other yields a 15% chance of some damage on the character while just hoping for 20's yields a 9.75% chance of rolling at least one twenty. Also note that Aid other is not automatic for NPCs who can only hit AC 27 on a natural 20. We know that there is at least a 10% chance that the aid other attempt will fail). Instead, look for ways that tactically competent bad guys can improve their chances. (Note that I say tactically competent--there are limits to the kinds of tactics you should used based upon the characteristics of the fight and your fighters--orcs should fight differently than hobgoblins, etc).
For instance, a villain could use the withdraw action to move around the PC into a flank without provoking an AoO (provided that he doesn't leave a threatened square after the first one. It's also possible that a villain could 5 foot step into a flank. Doing so provides the +2 bonus without sacrificing an attack).
Another tactic that they could use: sunder the PC's shield. Doing so would probably reduce the PC's AC significantly.
Disarming or tripping the PC is also a good tactic. Disarm is particularly effective for wielders of two handed weapons that grant a disarm bonus. Given a heavy flail, even a +6 attack bonus fighter will be at +12 when trying to disarm the cleric of a one-handed weapon. That's pretty good odds. Those same flails will enable the NPCs--even ones without improved trip to try to trip the PC without provoking AoOs.
A net is another simple way to reduce the character's AC. (And since touch attacks are generally easy, you don't even need to be proficient).
Between those tactics, a group of say 6 orcs with heavy flails or guisarms and ranseurs and a net could drop the character's AC by 10 or more (trip for -4 AC, entangle for -2 AC, sunder shield for another -2 AC, flank for +2 to hit, and disarm to deprive him of his weapon). Once he is disarmed (or even before then if you have baddies with Improved Grapple), you could grapple him.