How to deal with High AC?


Advice


So, I have a couple of super high AC people in my game at the moment,

1)Cavalier Alchemist, 2) Armored Hulk Alchemist and 3) Vivisector/Armored Hulk. With mutagens up they're running around AC 20-22 and have the option to use Shield extracts which push their AC up another 4 points.

The thing is, they've just hit level 4. Apparently people are willing to club together to get the combat monsters full plate really early in the game and not a lot of monsters I was using previously, even Trolls were requiring 17s and up to hit them.

I've run into some luck dealing with the party using Gunslingers with Muskets, but that seems to be only one part of a panapoly of things I should be doing. What else could I use to challenge these 3 rather crazy characters while letting the other PCs not instantly die? What other sources of touch attacks are there? Are there any good Will save spells to use?

(Other PCs are, Conjuration specialized Wizard, Bear Druid, Oracle, and a Cavalier Bard specced for social)


1. Touch spells ignore armor so that is the old stand by to get past high AC-shocking grasp being a favorite...
2. spells that require reflex saves
3. cmb maneuvers-especially grapple.
4. sunder-no armor no problems
5. I think part of your problem is you have a lot of PC's its hard to build encounters with that many PC's especially if they don't all build to the same power lvl.


Spells that require will saves work very nicely too. At 4 HD they're still vulnerable to sleep, scare, cause fear, and a whole bunch of others.


Remember that AC is not a characters only defense. That being said, nothing is wrong with party splurging on high AC as that becomes their tactical focus. They WANT to be able to stand toe to toe with a troll.... So let them. Just not necessarily every battle.

Combat Maneuvers are probably a good idea, trip is always good. Or if you want to lessen their AC, try sundering all that fancy new Full Plate (depends on your DM style).

Throw some low-level wizards at the party... Level 1 spells are fantastic. Grease the melee characters (none of them sound like they have high reflex). Obscuring Mist. Silent Image. Or level 2 spells have some good ones too.. Including my personal favorite, Glitterdust (how good are their will saves?). Other good ones to use would be Charm person, Hold Person, Hideous Laughter.. If you have ranged attackers, use Entangle or Web to slow the PCs down.

With 7 (thats a lot) PCs, you should be able to throw some big groups of stuff at them without worrying about them dying. Don't be trapped by throwing a couple big monsters or enemies at them, as action economy (2 trolls vs 7 pcs? 2 actions vs 7 actions) will always be in the PCs favor. Instead try something like 1 troll, 1-2 wizards, and some gunslingers.


Splash effects are your friends here, too. A bunch of fire-loving goblins with Alchemist's Fire would ruin their day (as would a few bomb-wielding alchemists). Actually, considering the party size, both.

Liberty's Edge

tonyz wrote:
Spells that require will saves work very nicely too. At 4 HD they're still vulnerable to sleep, scare, cause fear, and a whole bunch of others.

Also, Mutagen and Shield together should be something they've really only got one fight a day, maybe two if they push it. The durations involved are...rather low, especially Shield.

And Trols have one of the lower to hit bonuses for a CR 5 in the Bestiary. Check out a Barbed Devil, or Large Air Elemental for just a couple of higher attack bonus critters.


Touch attacks, ranged and melee, work well.

At low levels, nothing like a natural hazard such as a stream, with deep holes, to make the heavily armored rethink their gear. Have the land riddled with pesky little streams the character will be in and out of his armor all game long. Of course, this can slow the game down for others but it provides lots of role playing.

Mud reduces the land speed.

A heat wave, and risk of dehydration, the character can become sick and fatigued.

Just a few ideas.


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hit them where it hurts the brain bucket design encounters to factor in positioning and elevation an d use hordes of creatures , be sure to use creatures that have a high cmb and use manuevers these penalties will begin to outweight their ac bonus,s.

Prone -4 ac, Flanking +2 attack, Charging +2 attack , elevation + 1 attack.
Dirty trick a less than well known combat manuever can inflict blinded, dazzled, deafened, entangled, shaken, or sickened.
Design a fight in a bar where a bunch of cads swarm them , jump on tables , trip them , spit potent alcohol in their eyes, grapple , flank ,urinate on them "thats where the sickened bit kicks in" and act like rabid monkeys.
Goblins desire to do these things as well.

Nets are a neat thing too ranged touch attack to inflict -4 dex -2 str and entangle them.
Would be funny to see those lil munchkins beaten bloody by the fishermen at the docks.

Also go back to old school gm'ing run traps that make them think outside the box the simpler the better the hardest traps are usually the simplest ones , make it so the party enters a room full of flour and they need to think outside the box to avoid a powder explosion, force them to trek through corridors narrow enough to only allow them to pass single file and trap the hell out of it.

Heres what you should do.

- Sailors
- tomb of horrors
- include more encounters with more creatures

one last thing there are plenty of spells that are touch attacks it may seem sub optimal but run some goblin shamans with corrosive touch / shocking grasp not only is it thematically cool 2-4d6 damage will be noticed over time and will tax party resources best spells for this are Magic missile, Shocking Grasp, Scorching ray.

You are the gm you build encounters differently than players build characters , a player will never use blasts due to the spell slot expenditure as a gm your spells per day is limited only by your discretion make it so they are attacked by a cult of cr 1 adepts , hell if they each only have 1-2 spell slots and dumpy stats you can get away with making them cr 1/2 , run 5 of them with 1 cr3 necromancer.
Magic Missiles from the cultists and scorching rays from the necromancer.
add 6 1/3 skeletons in there for good effect maybe a ghoul.


Another simple trick is to string the party out in a line. The group could be in dense wooded area, or with brambles that limits the ability to work together. Hit the front tank with slippery muddy hillock trap, that requires a acrobatic check and possibly a reflex save. While you do this perhaps a low level caster throws a mirror imagine spell and/or darkness spell over the middle of the group. It really doesn't matter what the spell is just keep the group confused. Round it out with an attack on back of the line. Everyone involved and few can aid each other.

Scarab Sages

In my opinion, environmental hazards and traps aren't used enough. As they travel, bring on a heat wave or cold snap. Suddenly that metal armor is not so nice.
Also, they don't have to fight. Look in the "make them cry" DM thread on these boards for some creative traps.
Then again, they have put some considerable effort into their AC, so let it shine in a fight. Then let those other light armored PC's save their butts when that armor becomes a serious liability.


To avoid the hassle of killing the other PCs too easily with your tailored kill-the-AC-beasts encounters, get monsters or enemies that are out to get one or more of them specifically. Someone they killed has a brother, a mother, or a cousin who is really powerful and can have "unpleasantnesses" arranged.


Fireball for the win! :)


Incorporeal touch attacks ignore armor. Send a few Shadows after them.

Shadow demons will be good once you feel the party is high enough level for them. They're incorporeal plus they have a magic jar SLA. Of course, the difficulty of the encounter will be heavily influenced by who gets possessed. Shadow demons can get really nasty. Make sure the party has magic weapons first so they can actually damage them. Throwing Shadows at them first so they know to expect incorporeal creatures on occasion would also be a good idea.

Brilliant energy weapons ignore armor but they're expensive. Unless armor stays a problem late in the game, I wouldn't go with this option.


Combat moves (Trip and Grapple), touch attack, Flank, Reflex save spells that's just a few things, but I've never considered AC 20 to not really be to high an AC for a group myself. Although I hit groups with a higher number of monsters than maybe the average group and as long as I can roll a 15 and hit them with lacky's I'm pretty happy.


Sit down and talk to the players about how their AC has gotten out of hand, and work with them for ways to lower it to something more reasonable.

The players will find this more reasonable than you suddenly altering the campaign to thwart their high AC, and you'll find the game overall more fun too.

That being said, it is fair game to use some critters who don't base their attacks on AC.
If you aren't going to ask the PC's to tone it back though- don't go overboard with it.
The purpose of high AC is to not get hit. Don't just alter the campaign to make their hard work and investment suddenly worthless. All that does is 1) ruin the game for them and 2) make them worry that anything they become good at you'll just rearrange and skimp them out of in the future.

-S


Traps. Traps. And more Traps. And put them in situations requiring the use of Climb or Acrobatics.


CaspianM wrote:

So, I have a couple of super high AC people in my game at the moment... With mutagens up they're running around AC 20-22 and have the option to use Shield extracts which push their AC up another 4 points.

The thing is, they've just hit level 4.

Thing thing is those aren't high ACs.

At low levels PCs can easily get reasonable ACs. In the mid levels monsters hitroll exceeds them. In the later game PCs can get reasonable ACs.

-James


With that party size, use larger groups of monsters instead of singular tough monsters. Have monster groups focus fire on PCs one at a time (Probably the same tactics your PCs use). If a character is flanked and taking lots of regular attacks, chances are one or two will get through on a 20. Like others have said, attack the touch AC, attack the saves, attack the CMD, and try to have the bad guys control the encounter. Even if the bad guys don't actually do much damage to the group, if you can get them to feel like they're on the ropes, you're challenging them. Also, attack the non-tank PCs. Force the tanks into reacting and trying to draw fire. They'll feel less good about pumping armor class as their friends start dropping. this is also why large groups of weaklings are good. When they drop the wizard, they can move on and leave him slowly dying and needing actions from the other PCs, instead of smashing him into an unraisable waffle in one hit.


just wait until the PCs are level 16. some of the PCs in my game are running around with ACs in the 48-50 range. That makes them very hard to hit. :-(


For Hilarity, you could unleash a firing squad of kolbold sorcerers on them with rays of enfeeblement. Your strength needs to be at least 5 to move around in full plate with no shield, weapon, or gear. 4-5 touch attack rays later and mr tough pants is lying on the ground unable to get up until the spells wear off.


CaspianM wrote:

So, I have a couple of super high AC people in my game at the moment,

1)Cavalier Alchemist, 2) Armored Hulk Alchemist and 3) Vivisector/Armored Hulk. With mutagens up they're running around AC 20-22 and have the option to use Shield extracts which push their AC up another 4 points.

The thing is, they've just hit level 4. Apparently people are willing to club together to get the combat monsters full plate really early in the game and not a lot of monsters I was using previously, even Trolls were requiring 17s and up to hit them.

I've run into some luck dealing with the party using Gunslingers with Muskets, but that seems to be only one part of a panapoly of things I should be doing. What else could I use to challenge these 3 rather crazy characters while letting the other PCs not instantly die? What other sources of touch attacks are there? Are there any good Will save spells to use?

(Other PCs are, Conjuration specialized Wizard, Bear Druid, Oracle, and a Cavalier Bard specced for social)

If you are feeling mean swarms are nasty. Especially if you were to design a CR appropriate variation on the Tick swarm from Bestiary 2.


CaspianM wrote:

So, I have a couple of super high AC people in my game at the moment,

With mutagens up they're running around AC 20-22 and have the option to use Shield extracts which push their AC up another 4 points.

I wouldn't consider those to be crazy high. They are well armored but not impregnable. A 17 to hit still means you are hitting 1 out of five rolls. When you get to the always need a 20 point then start to worry.

CaspianM wrote:
Apparently people are willing to club together to get the combat monsters full plate really early in the game[.] What else could I use to challenge these 3 rather crazy characters while letting the other PCs not instantly die?

So, part of the problem is they've pooled their resources to armor half the party and left the other half vulnerable? Um, that seems to be their problem not yours. I wouldn't avoid the soft underbelly just because they chose to concentrate on buying armor for the melee characters. They heavily armored the front, don't think you only solution is to attack their strong point. I'm not saying go after them to be vengeful, but if they have an obvious vulnerability they need to fix it.

Again as to going after their strong point, mutagen only lasts 10 min/level, shield only lasts 1 min/level. Do they only adventure for about 45 minutes a day? Make sure encounters hit them even when they are low on resources. A long series of minor encounters is sometimes more effective than one massive assault.


Magus classed NPCs.

Lots of touch spells, and the ability to slap enemies silly with them and regular attacks.


20-25 AC is what level 4 PCs should be at. I mean a fighter with out magic armor can get 26 AC with Full plate, shield, shield focus, dodge and 16 dex. A Wizard can have the same dex with Mage Armor and Shield using the dodge feat as well for an AC of 22. The rogue in chain shirt with 20 Dex and dodge is AC 20. The Cleric is about a 22 with same stuff as the fighter but lower dex bonus and lacking dodge due to fewer feats, it's dodge or shield focus. And this is with no magic item to boost AC. By 4th having +1 armor is possible, possibly a ring of protection or amulet of natural armor. So even if the group didn't go as defensive the magic would still bring them up to the same AC.


They don't have that good of ac.


Just remember, you don't need a never-ending stream of shadows to shake the party up, just give the bad guys some tactics and variety. Set up a situation where having a troll swing and miss at the front line is a good decision because it ties up the tanks and leaves the others exposed.


Uhm, how's the Touch AC? How 'bout Will saves? Have you considered swarm attacks?


Attack other things.


at fourth level Daze still works. very effective lock-down if used right, and a couple of first level adepts can spam it to buy your minions a couple of turns. of course once you've been affected by daze you're immune for one minute, but even so have a pair of 1st level casters throwing it around at whoever's currently being swarmed and you'll be amazed how many of them scramble to take iron will at 5th level.


Robespierre wrote:
Attack other things.

I second this don't fight the way the part would want you to...Have the enemies appear in the rear or the flanks and go after softer targets(if there intelligent). If you where intelligent and your option was the massive guy in full plate or the guy wearing robes you know hurls all different types of spells which would you chose(especially if you know you can take one out quickly). Don't be a dick about it but throwing tactics that go against party concept can really make things more challenging.


22 is not high

20+level is not high

no panic


I have 7th level cleric who is defense oriented, I took Craft Magic Arms and Armor at 5th and have been able to make my own Breastplate and Shield(both +3). Normal AC is 27, when I buff with Shield of Faith and Barkskin I am looking at a 33. I haven't optimized it fully, but 20-22 isn't bad at 4th level. Can only cast Barkskin 1 time a day, but it lasts 70 minutes(normally multiple encounters), shield of Faith is normally prepped 2-3 times.
Dwarf with the Protection and Travel domains with 16 dex, so I stayed away from fullplate for Touch AC and Travel domain flavor(even though he would still move at 30 in Fullplate).


By 4th level, my fighter had an AC of 27 and this was my first fighter. It's not that hard to get an AC in the upper 20's that early.

From here on, I'll be focusing on DR and upping the AC when I can. He doesn't hit hard but he's always the last guy standing.


As DM don't forget to pay attention to party wealth (pg 399 CRB). At 4th level, a PC can expect to have $6000 GP worth of equipment and by the time level 5 comes around the average wealth should be $10,500. Is the group ahead of the average wealth guidelines, if so trim the coin and gems awarded but provide items that need to be sold for coin. Selling treasure is at 50% (pg 140 CRB) Rather than give 2000GP in coin provide a +1 longsword ($2315 GP)instead. The local merchant is only going to pay $1157 tops...mayble less with RP the scenario and skill checks.

Liberty's Edge

Shadows are my bane they should be everyone elses too...
just sayn'


Of course, you could do something completely unconventional...
port in the Squad Rules from Star Wars Saga Edition.

Three critters of the same type.
Increase base size of critter by one category.
Double base critter's HP
Base critter TAB gets +4 bonus as other members of squad are aiding another for attacks.

All melee attacks are considered melee area attacks: targets suffers half damage on a miss, unless have Evasion.
All ranged attacks have a one square splash: all creatures adjacent to the main target also suffer damage, equal to what the main target suffers.
Squads can't be grabbed or grappled.
Area attacks against a squad deal +2 die of damage.

For example, a squad of Owlbears, using Pathfinder OGC:
XP 1,200
N Gargantuan magical beast
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +12

DEFENSE

AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, –1 size)
hp 94 (5d10+20)
Fort +10, Ref +5, Will +2

OFFENSE

Speed 30 ft.
Melee 2 claws +12 (1d6+4 plus grab), bite +12 (1d6+4)
Space 20 ft.; Reach 5 ft.

STATISTICS

Str 19, Dex 12, Con 18, Int 2, Wis 12, Cha 10
Base Atk +9; CMB +14 (+18 grapple); CMD 21 (25 vs. trip)
Feats Improved Initiative, Great Fortitude, Skill Focus (Perception)
Skills Perception +12

Lantern Lodge

As others have stated a 20 AC is not very high. Plus be happy your players are focusing on defense rather than high DPR because defense is less effective.

I would highly suggest not tailor building your encounters to destroy them. Players shouldn't be punished for building strong characters.

You may want to try increasing your ECLs by 1 or more. After experimenting you will discover what your PCs can handle. Not only will this allow you to build more challenging encounters that are still balanced to the players, but they will also feel rewarded for obtaining experience/treasure faster.

If you do want to make an encounter built to destroy them, then create one that makes sense within the game. An example might be the PCs fighting a villain and the villain escapes. Since the villain knows the PCs are armored, he hires an infamous troupe of double-pistol toting pistolero mercenaries. The PCs now have an intelligent villain and a belly full of lead...

Scarab Sages

Aid Another is your friend.

The PRD wrote:

Aid Another

In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.

15 goblins, or kobolds even. Multiple skeletons. Multiple anything. Give some spears. Give some whips. Give some short swords. The ones with whips stand out furthest, the ones with spears in some, and the ones with swords right next to the high AC guys.

AC 10. Any mook can hit THAT.

Then the one guy jacks them up for the hit!

Liberty's Edge

I agree with the people saying that 20-22 AC isn't high. I suppose that is the AC before taking the mutagen and/or the shield extract, so that their combat AC is around 26-28.
Fastidiously high if the other party members are several points below that but not overwhelming.

I see the choice to make 2 characters that dip 1 level in the alchemist class much more troubling, in particular the Armored Hulk (Barbarian archetype)/alchemist. It seem that your players are more interested in being munchkins than playing a RPG.

At this point you need to check if they are at least honest munchkins. Use the encumbrance rules and check how much gear they are carrying around and its weight.

Remember that they can have only 1 dose of mutagen ready and that it take 1 hour to brew another dose.

With a 1 level dip in a class they can make 1 or 2 shield extract every day. Don't fall in the 15 minute adventuring day trap. Throw multiple middle strength encounters against them in a day.
At least some of the time throw an encounter at them while they are remaking their mutagen. They would have stopped in a dangerous area for 1 hour, while mixing weird smelling concoctions. Someone can and will be attracted by that.

If they get in the habit of retreating to a safe spot every time they make a mutagen moving back and forth will take time. When they are facing intelligent enemies have them react to the this kind of tactic.
A strong force is attacking them in waves? They will either gather all that they have to defeat a wave or flee while the attackers are away.
They could even give the important or valuable but not useful loot to some of them to take away for safekeeping.

The players tactic has his drawbacks. Evidence them.

Grand Lodge

any good grappling monsters (or other combat maneuvers)

Want to scare the bajeezus out of them, have a fighter sunder their equipment! Don't do it more than a couple times though it looks petty otherwise.

anything that can cause them to be flat-footed will help some, as does movement impairing spells and monsters.

Never underestimate the power of conditions. Entangled, Prone, Blinded, Cowering, Exhausted, Fatigued, Grappled, Helpless, Paralyzed, Petrified, and Stunned all modify AC in some way or another.

An Entangled, Blinded, Grappled and Prone PC is just screwed... mmm gives me an idea... >;-)

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