If you want to really make the player mad - do a sort of OotS type scenario with the game:
1. BBEGs get ahold of several magical weapons that a "good" deity allowed to be created for the defense of a certain temple. Said BBEGs robbed the temple and are now using the weapons - drawing the wrath of the deity.
2. Said deity releases a slew of VoP enhanced characters after the weapons because the deity knows that the VoP characters (monks, especially

) will bring the items back without claiming them for themselves.
3. Before the VoP party can reach the BBEGs, the PCs reach them. Many (if not all) of the deity's weapons are sundered by the half-orc just because that's the way he plays his character.
4. When the VoP characters catch up to the party and realize they sundered all (or most) of their deity's weapons - the VoP characters feel compelled to bring the half-orc and his friends before their deity to feel the deity's wrath. [Think Miko in OotS]
...
Now, I am typically against intentionally irritating players. But I am likewise against players who seldom vary their tactics. My thought is that if a player always uses the same tactics, they'll get areputation. And before you know it - their opponents are prepared for it.
Heck - you could even enhance this and really make a point by having the BBEGs intentionally seek out the party so that the "deity's weapons" are destroyed. Once they are sundered, the BBEGs flee the scene quickly, leaving the PCs with the sundered mess. This could be because the BBEGs knew they were being pursued by the VoP characters and wanted to have someone else draw their wrath. They heard about the half-orcs fighting style and intentionally sought him out to make the deity angry with him rather than the BBEGs.
That could seriously work. And, it wouldn't be life-ending for the character, but it might make a point that every tactic can be abused and sticking to one tactic all the time gives you a bad reputation.