kigmatzomat
Legend
Ao the Overkitty said:I'm the tank of the party and I have the second lowest AC of the group (which becomes the lowest once the Sorcerer gets her shield spell up). Of course, I'm walking around with +1 Full-plate and MW Large Darkwood shield for AC at 11th level (and generally weild a greatsword, so that knocks the shield out of the equation). My AC is either 19 or 21, while everyone else's is between 25 and 28.
Methinks there's something wrong with your game world's internal logic. I don't know how much loot you have, but your character should have ~66,000gp in gear if they were "joe bob, hero for hire." 3E also expects fairly easy access to magic items; hence the city-size:item-gp ratios. In theory, you should be able to customize your gear without mindnumbing amounts of effort.
As head of the clan... it's just a problem of sacrificing some family honor for a better AC
We do have an armorer in the family now (a cohort of one of the players), but have not had a chance to improve or create anything. Also, we have to deal with taxes in the region of 50-60 thousand gold each year, so we try to be as stingy with our gold as possible.
Okay, here's a problem, as I see it. You have massive taxes, which means you should also have a massive revenue base. 50-60Kgp means you should be seeing revenues of 100-200Kgp with 3-5% profits (above and beyond expenses like food, shelter, caravan guards, etc) of 3,000-10,000gp for your clan even in a brutal totalitarian regime with a 50% taxation rate. At a more reasonable 25% tax rate you see a revenue of 250-300,000gp and clan-wide 5-10% profits of 12,000gp-30,000gp.
Having paid taxes, you should be able to call for assitance to deal with the ogre assassins and the freaking dragons that keep plagueing your people. Alternately, your taxes should go down to cover the manpower that you aren't using.
Second, as head of a clan, you should be able to use the clan's resources within reason. Heck, there should be a clan armory of gear to deal with these scenarios. Even if there's not, you should have zero problems arranging for your gear to be exchanged for something better through this massive organization that deserves a 50,000gp tax bill.
Third, cohorts are expected to be adventuring heroes in their own right. They aren't in the PCs league so they shouldn't be in the front line, but they should never want to stay behind. Heck, they should be the personality types that you have to argue with to get them to stay behind.
Now if the PC used the cohort as a living shield that's different, but if the dragon was fighting everyone and it got caught in the radius of doom, that stuff happens. Otherwise, the cohort cleric should get off their duff and get back to adventuring with the PCs. Maybe she stays farther back and casts Sanctuary constantly, but she should be there to at least heal the party after each battle or cast the occassional utility spell.
Heck, she should be able to cast Imbue with Spell Ability and give the party at least a few spells on the fly.
Fourth, use your clan's non-magical resources to help create some defenses. Water is the bestest thing against invisible creatures. Shallow pools of water, too wide to be jumped, with water-absorbant stone to indicate the passage of invisible beasties. Install water-doors (a waterfall that pours into a grate) in secure zones that will drench even flying critters and help identify their location and notify guards when the sound of the water changes (add some chimes/bells near the water-door that will ring from water droplets). Fountains and sprinkler systems can be used to help find invisible creatures in wide areas.
Turnstiles are also a highly effective block to invisible creatures. Give the turnstile a lock mechanism that will only allow a 1-creature rotation of the system. Guards can pass through the area regularly without being as worried about being followed by an invisible creature. An invisible rogue can try to pick the lock, but it can be made difficult, especially if you use an two-key system with one guard manning the gate.
Since the DM throws things in that can hit the others regularly, I've adopted the philosophy that I'm going to get hit no matter what my AC is. So, I pretty much just stick to my Greatsword and rely on my hit points to get me through the night. From what I've seen, there comes a point where the Attack bonuses of the things you face far outstrips a group's ability boost their ACs. It seems to start around the 7th or 8th level for us.
This is true, but you're being unusually limited in how you choose your AC and damage output which has made that level much lower than it should be.