hong said:
Well, the point of that feat (and the others on that page) was to give everyone a reason for bumping up their Cha. This works best with point buy.
Nothing wrong with that. But giving them a means to ignore mind-affecting spells (a couple of d8 damage won't worry the fighter types to much) is to much, especially cause they can try the save first.
Depends on the character. Also, most grunt types will have terrible Will saves (I think the 15th level blademaster in our campaign has Will +10).
You'll notice that 1st level adventures tend to send the PCs up against kobs, dire rats, skeletons, and other creatures that hardly measure up to greataxe-wielding orcs in terms of smackdown potential. I'm also fully of the opinion that 1st level wizards need more hit points. This is what I did in my game, in fact.
So you give the fighter types the means to overcome their weakness (mind-affecting spells), wizards the means to overcome theirs (low HP)? What's next? Rogues getting fighter BAB and d10 so they can survive counterattacks?
I think every class should have a weak link, which isn't so easy to overcome (and if they want to, they'll have to lose effectivity in those sectors they're good at!)
So the fighter wants to be better against mind-affecting stuff? Better get a high WIS, Iron Will, or even multiclass into a class with good will saves. Wizard wants more HP? Take toughness, get a high CON, or, again, multiclass, into something with more HP (barbarian, for example).
Also, the matter of not going after orcs because they're so strong can also be applied to clerics: if they are to dangerous for you, don't attack them! But sometimes you'll have no choice: the wizard will see an orc before him, the fighter that cleric. In both cases they have to depend on their comrades to help them (the wizard will depend on his fighter comrades that they draw the attacks on them - it's not hard to get the attention of an orc - and the fighter will depend on his cleric friend to either counter hold person spells, or cast remove paralysis - or freedom of movement, on higher levels. That's the spirit of D&D: to combine the powers of the individual in order to get a powerful party where people cover each other's back, mask each other's weaknesses and improve each other's strengths. It's not made for single characters without weaknesses.