In that case, what you want to do is to throw some oil flasks on the ground, provoking Balance checks if it runs or charges.
Oil A pint of oil burns for 6 hours in a lantern. You can use a flask of oil as a
splash weapon. Use the rules for
alchemist’s fire, except that it takes a full round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully.
You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.
Where do you see oil as forcing Balance checks?
Then you run in circles with it, using archery.
Why does your powerful, versatile combatant fixate on archery? It's not a bad tactic, but you're not being versatile if you keep doing this.
If, at any point, it charges, everyone charges and sunders one of its heads.
Even the ones with their bows?
In a smaller room situation, you would probably have two archers and two sunderers.
Ah, two in front and two in back. Can I get a damage output estimate?
In a less ideal situation, here's how four fighters can take one down in hand-to-hand combat. First, during the first round, everyone who beats the hydra's initiative charges and sunders a head.
You've got a good chance of beating the initiative, with +6 vs +1.
The Hydra is a Huge creature, and gains +8 on its attack roll for a total of +24. Fighter, using a one handed weapon, attacks at +21. You get a +4 bonus if you ditch the shield, though, but that decreases your AC.
The first guy to charge in and attack provokes 2 AoOs, though. 22 attacks at AB +16 and an average of 11.5 damage per hit vs AC 22 (assuming he's using a shield) results in 189.75 damage on average, or in other words, one dead fighter.
If no one does, one fighter uses Total Defense and moves adjacent, provoking an AoO.
11 attacks, one from each head. At AB +16 and 11.6 damage each vs AC 26, they do 63.25 damage
Then the next fighter runs up behind him, benefitting from cover, and pops up adjacent to the hydra, making a Sunder attempt.
Hold on. The rules for cover granted from allies states that
"Soft Cover Creatures, even your enemies, can provide you with cover against ranged attacks, giving you a +4 bonus to AC. However, such soft cover provides no bonus on
Reflex saves, nor does soft cover allow you to make a
Hide check."
You don't get cover and provoke AoOs from your movement.
On the Hydra's turn it viciously attacks whoever just sundered it with 10 attacks. It's already attacked him 11 times, so that's 22 attacks on one fighters so far. 21 attacks for 11.5 each at +16 AB vs AC 22 is... an average of 178.25 damage dealt to that fighter.
the first two wounded take Total Defense and back out, purposefully provoking AoOs. The remaing two go nuts with the severing.
It'll deal about damage to each fighter moving out before more sundering takes place. Alternatively, the it could attack the fighters who are trying to sunder its heads since your fighter build doesn't have Improved Sunder and provokes AoOs when trying.
In a full party, you get the casters to summon some monsters or something, and they can provoke the AoOs and provide cover.
[ame]http://www.youtube.com/watch?v=zFuMpYTyRjw[/ame]
Alternatively, the fighter could tank, purposefully drawing AoOs, with the cleric using him as cover and healing, while a rogue or monk tumbles in and severs heads.
Rogues and Monks do not seem like the type to be able to Sunder, what with little incentive to take the Power Attack feat chain.
Also, I'm not sure the cleric could heal you and keep up with the damage being inflicted. Seems like it would be a huge drain on resources.
Of course, all that presumes you want to melee the hydra, which you don't. I've seen it done, and it's not pretty.
Agreed, which is why I'm using it to test your powerful, versatile fighter's ability at combat since you've been avoiding it.
I think it would be much better to set things up with glitterdust, grease, or summoned monsters, then have the fighter act as an archer, or run up and do some sundering once the AoOs are neutralized.
Again with the archery.