[RPG] Depowering a high AC PC without killing the rest of the group

balanceencounter-designpathfinder-1e

I am a relativly new DM and we are playing Pathfinder. We are playing a pre-made adventure, Rise of the Runelords. My group consists of a Bard, a Sorcerer an Alchemist and a Knight on Level 7. Problem is: the Knight's AC is very high, but totally within the rules of what the class is allowed to wear.

I am putting Monsters of CR 6-7 against them and they basically have to land a critical hit to just land a hit on him. Last time they basically walzed into a Sawmill filled with cult members and their boss: ~12 CR 2 cultists and the CR 7 Boss. While most of the party had trouble and one went down unconscious, I was barely able to even hit the knight, except with a critical hit. Even when I hit, the damage hardly impacted the knight. It felt like attacking a tank with a bunch of kittens…

It is limiting my fun as a GM, because combat feels pointless. And what I dislike even more: He began claiming the major part of the loot "because I am the tank that killed them all while your were laying unconscious". The groups just envies his invincibility.

As this is a premade adventure, my options to change anything are limited. If I make the monsters more difficult, all that will happens is that I kill the rest of the group more quickly.

How can I level this a bit?


Some hard numbers

Knight:

  • AC: 28 (DEX-Mod +2, Evade +1, Full Plate-Armor +9, Heavy Steel-Shield +2 (+1 for Talent Shield Focus), Ring of Protection +2) (just noticed this adds up to 27 instead of 28. oh well…)

  • Gets two attacks a round, 1d20+12 and 1d20+6, dealing 1d8+2 damage

  • Str: 15 (+2), Dex: 14 (+2), Con: 14 (+2), Int: 12 (+1), Wis: 11 (0), Cha: 14 (+2)

  • Fort: 7, Ref: 4, Will: 2

    (Have to learn to read too. These other defenses (e.g. Reflexes) aren't as good. Going to target them.)

I am having a look at whether I can somehow upload the character sheet, but I will have to translate it, because it is in German.

The rest of the party:

  • average AC of 15
  • attack rolls averaging around 1d20+4.

Rise of Runelords cultist and boss stats (spoilers):

  • Cultist stats (abridged):

    AC 15 (touch 13, flat-footed 12), hp average 21
    Fort +3, Ref +6, Will +4
    Str 12, Dex 17, Con 13, Int 10, Wis 14, Cha 8
    BAB +1, CMB +2, CMD 15

    Melee: war razor +5 (1d4+2 dmg), Ranged: hand crossbow +4 (1d4 dmg), Sneak Attack +1d6
    Spell-like abilities: bleeding touch (5/day), copycat
    Spells: 1st: command (DC 13), disguise self (DC 13), shield of faith; 0th: bleed (DC 12), light, mending
    Tactics: cast shield of faith if possible, save command for slowing pursuers when retreating, trip or bull rush non-melee enemies into the machinery

  • Cultist boss stats (abridged):

    AC 26 (touch 20, flat-footed 19), hp 61
    Fort +6, Ref +11, Will +7
    Str 8, Dex 22, Con 12, Int 14, Wis 15, Cha 13
    BAB +5, CMB +4, CMD 24

    Melee: +1 short sword +12 (1d6 dmg), Ranged: hand crossbow (1d4 dmg, poison), Sneak Attack +1d6
    Spell-like abilities: copycat (5/day), dazing touch
    Spells: 3rd: dispel magic, suggestion (DC 15), summon monster III; 2nd: bear's endurance, cat's grace, hold person (DC 14), invisibility, undetectable alignment; 1st: charm person (DC 13), command (DC 13), cure light wounds, divine favour, shield of faith; 0th: light, mending, read magic, stabilize
    Tactics: Use bear's endurance, cat's grace, shield of faith, invisibility before combat. Use spells/channel energy while the cultists melee. Flank + sneak attack with sword after used up spells, summoning monsters to help flank if needed.

Best Answer

First things first, you have to identify the problem. If his AC is too high, you could review his sheet and check if he didn't calculate something wrong (it happens more often than you could believe).

If he built his character around that much defense, he will have other flaws, but lets take a look at the information you gave us:

For a short comparison: Knights AC: 28 (Full Plate-Armor, Shield and a Ring of Protection) Knight gets two attacks a round, 1d20+12 and 1d20+6, dealing 1d8+2 damage

The Rest of the party has an average AC of 15. Attacks are ranging around 1d20+4.

Well, even though his AC is so high, his offensive power is that of a lv1 character (or lower), he will hit easily, but that damage is too low for a character of his level (7th).

His AC is actually 26, +9 from full plate armor, +3 from heavy shield (+2 base, +1 from shield focus), +2 from ring of protection, +1 from evasion, and only +1 from his dex modifier (it's limited by his armor).

Then, look for options that will "break" his strength, without hurting the others too much. There are a few options for that, based on the Knight class:

Reflex and Will Saves

The Knight's reflex and will saves are bad, and the class is a martial based on charisma (similar to a paladin, but with nothing to boost the saves), which means the character is vulnerable to spells and effects that target those saves.

The character could take two powers that boost his saves against fear and charm effects, but everything else means he is weak against it. Illusions, necromancy, create pit, fireballs, entangle, web, etc.

Spells that grant negative conditions, such as shaken, nauseated, entangled, exhausted, or sickened, are all good options, as some of those will lower his strengths and allow enemies to have a better chance against him.

If you really want to see him rage from a failed save, make an enemy cast Create Pit on him. And watch him strip after a bunch of failed attempts at climbing up (remind him that he has a -8 penalty from armor).

Touch Attacks

Most spells will either allow a saving throw, or a touch attack, or both.

Knowing this, you should know that touch attacks will be checks against the character unarmored AC (10+ dex bonus + dodge bonus + deflection modifiers usually), which is much lower than his armored AC.

There are lots of enemies that can use touch attacks, so a quick look on the bestiary looking specifically for that feature will give you many candidates for an encounter. A quick look on the wizard/sorcerer spell list should be enough to find good spells to throw at him. Corrosive Touch, Mudball, Shocking Grasp, Acid Arrow, Scorching Ray to name a few.

Creatures that use touch attacks should be balanced against the whole party, as only monks should have a high touch AC.

Flying Enemies

If he built a character around defense and melee attacks, a flying enemy will be way out of his reach for most of the time, unless someone on the party casts a Fly spell on him. But even with the spell, since he wears heavy armor, his 40 feet flying speed should be lower than most creatures.

Difficult Terrain

As I mentioned, he wears heavy armor, which means that unless he takes a lot of levels on the Fighter class, his speed should be lower than average (20 feet or so). Difficult terrain should be a nightmare for his character, as he will move only 10 feet per move action.

There are tons of ways for the GM or the enemies to put him into that situation. Most forests, swamps, deserts and mountains are difficult terrain (most GM's ignore this). There are spells (like Entangle or Web) that will force the terrain to become difficult for a period.

Ranged Attackers

Again, his character is slow and built around melee attacks. So ranged attackers, specially if flying or above ground level, should be a pain for him to deal with. Even more if they are able to move and move faster than him (and they probably will).

Combat Maneuvers

Combat Maneuvers are an option, as his CMD should always be lower than his AC. But being a martial, his CMD is still fairly high compared to the rest of the group.

If you have a group of enemies and they have the opportunity to flank him (which also grants a bonus on the CMB check), one of them should attempt to trip or grapple him.

Trip will lower his AC (-4), limit his actions, and force him to take attacks of opportunity to stand back up.

While grapple will force him to not move towards other enemies (like their boss which happens to be a spellcaster or ranged attacker), it will also reduce his AC (-4). If he is tripped and then grappled, his AC should be much lower now. Just keep in mind that, unless the attacker has reach or the proper feat, they will take attacks of opportunity as well. But since his damage is low, they should probably be able to take a hit or two and still trip/grapple him.

Aid Another

Aid Another is the simplest action that a henchman can take that will help his side to bring down a stronger enemy (the knight). This will allow them to make an easy check (DC 10) using their attack bonus to help another character to succeed at something.

This can be used on attack rolls, raise the AC of their boss, help tripping or grappling an enemy, and whatever else you can think of.

Encounter Advice

The cultists you linked have sneak attack and the command spell. I know that their sheet says that they will only use command on emergencies, but a towering enemy wearing a full plate armor should probably be a higher emergency than saving it to escape. Commanding him to drop prone will help them to grapple and probably pin him in maybe two rounds. You will have to consider their intelligence (10), or if their boss could come up with that idea on his own (14 int, probably yes) and tell his henchmen to do it.

For their boss, his AC is actually on par with your knight. His suggestion should be used as soon as possible on the biggest and dumbest enemy he can see charging at his beloved cult, while his invisibility is a terrible idea to use at the start of combat (despite what the developer said), as most of his other options are offensive and will be wasted casting early on. Instead, he should use his copycat as often as possible (he has 5 uses and they last 6 rounds), to prevent attacks from hitting him. On top of that, his Reaper's Mask allows him to cast the Confusion spell twice per day, with a DC of 16 (minimum to cast the spell).

Let me add that whoever wrote those cultists did a terrible job at it, their feat selection is awful. Selective channel with -1 charisma. The feat does not say it affects at least one target, meaning that it does nothing at all. They took martial weapon proficiency simply to use war razors (they get +2 to conceal it) instead of using daggers or short swords (their deity's weapon) and take Skill Focus (Sleight of Hand). And why on earth would he take Weapon Finesse if he already got Finesse Rogue? I suggest you replace at least two of those three bad choices with teamwork feats, such as Precise Strike, or something that suits their sneaky murderer role, such as the lines of feats for Strangler (3 feats total).

Again, all of these are simply hints on how to make combats difficult for him. Remember that the objective of the game is to have fun, so you create challenges that they must overcome. If you, as the Game Master start to play against your players, they will get annoyed or worse, and might not come back next session.

So don't abuse these extra challenges, make his character shine in combat once in a while and he will have fun with the character he built. Throw a Stone Giant against him so he can brag about it ("I survived the blows of a giant!").

PS: There is a thread going on at paizo.com exactly about the subject of how to use creatures against your players. It's worth to take a look for a few hints, lots of good advice there.

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