To be fair, a +4 Int item is a significant investment for an 8th level character, it's almost half their wealth by level. Although even a 22 Int wizard is going to curbstomp a lot of encounters, so it really doesn't matter that much.![]()
Oh, I agree that any caster should focus on buffing their save stat. +6 item is 36K, so 18K if you make your own...yea, that is actually doable. Fortunately, my 11th level party isn't that proactive.![]()
[URL said:http://www.d20pfsrd.com/gamemastering#TOC-Placing-Treasure[/URL]]Table: Character Wealth by Level can also be used to budget gear for characters starting above 1st level, such as a new character created to replace a dead one. Characters should spend no more than half their total wealth on any single item. For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins. Different character types might spend their wealth differently than these percentages suggest; for example, arcane casters might spend very little on weapons but a great deal more on other magic items and disposable items.
I throw PCs up against monsters who have whatever spells I deem necessary, and have stats roughly equivalent to what I want the challenge to be. If they say "How?", I say "Custom Template".Consider throwing the PC's up against wizards who have similar feat chains (no Intellect Headband - a Fox's Cunning will do the trick). If they're calling out the "unfairness", point out that they just attended the same training academy as the party wizard did - what's the big deal? It's funny how abuses get table ruled when they are used against, not just by, the players.
I throw PCs up against monsters who have whatever spells I deem necessary, and have stats roughly equivalent to what I want the challenge to be. If they say "How?", I say "Custom Template".![]()
A thousand times this.Moral of the story: Even if you're running PF, don't feel like the "NPCs are just like PCs!" has to be in effect.
(Stuff about the item)
What other rules are, or are not, in play? Wizards tend to sack STR, but they have those heavy spellbooks to cart around. How's our Wizard's encumbrance looking?
Sacked CHA, did we? Let's ensure there are occasions where he needs CHA, and his substandard stat has a negative impact on him.
He chose to be weak in some areas to enhance others - don't give him all the benefits of what he did take and let him ignore the costs of what he sacrificed. Sure, the Party Face can take care of some of that - but how does he negotiate for rare magic item components he doesn't understand?
And sooner or later, the Wizard actually needs to talk himself, not hide behind the Bard or Paladin.
Consider throwing the PC's up against wizards who have similar feat chains (no Intellect Headband - a Fox's Cunning spell or potion will do the trick). If they're calling out the "unfairness", point out that they just attended the same training academy as the party wizard did - what's the big deal? It's funny how abuses get table ruled when they are used against, not just by, the players.
Or, hey, maybe we could let a PC actually be cool and powerful. Optimization tends to be a problem only if there is a wide power gap between the PC's (sometimes not even then). It's about a fun game for the players - so what do the players enjoy? High save DC's mean the wizard's spells tend to work. How often do we think his main ability - spells - should fail miserably?
That was really the least relevant part of the character. With a +2 item, his save DC bonus would have been 1 DC less. My own PC (and several others) had +4 items already.
That was exactly a solution I proposed. However, that requires lot of work. (Note that NPCs usually get less gear than PCs, at the very least.)
I've only been in one campaign that tracked encumbrance like that, with a computer program, and ... it wasn't fun. Spellbooks aren't that heavy, especially when you consider the wizard wasn't really carrying anything else. A headband doesn't weight much, neither do robes or scrolls.
2) The player showed up with a character sheet right at the beginning of the session. The DM couldn't prepare encounters, combat and non, for challenging a completely new PC. (He was running an adventure path, and like many DMs, does not have the time to create 3.x/PF-style encounters.)
3) A low Charisma just doesn't matter. Our party already has a face. We also have some low Cha characters (my druid, the barbarian) and that hasn't hurt us at all. If all of a sudden the DM starts punishing low Charisma PCs, it's going to be obvious who the real target is.
4) One of the necromancer abilities lets you "Turn Undead" and that requires a high Charisma to be useful. We even faced a bunch of undead. It didn't matter though. There's plenty of ways for a wizard to deal with undead without using Turn Undead. (We used such measures in 3.x, when necromancers didn't get such an ability anyway.) So I guess there was a cost, but an extremely minor one.
Hasn't happened yet, but since he can cast Hideous Laughter he didn't give up Enchantment.
5) I don't think such tactics work well. The DM has to put a lot more effort into challenging this one PC than anyone else. That tells me the problem is the rules.
With his high Int, he'll understand anything about magic. (He's better at that than, say, our witch.) Spell components aren't rare, at least not the ones that don't cost anything within the rules. Also, it's Kingmaker, we can just order lower-ranking NPCs to buy us stuff, although we have to pony up the cash. At least we're supposed to! (We keep up our WBL that way, since it's nearly impossible within the rules to actually keep that up, given we have to sell most loot we find, and aren't motivated to adventure for loot rather than plot reasons. Our face is also very good -- both in and out of game -- at the kingdom management aspect.)
I thought having NPCs not constantly be surprised to be a better solution though. Sometimes we ambush NPCs but not always. I don't recall ever being ambushed by NPCs.
There was a wide gap. That's to be expected to some extent; it doesn't matter that our barbarian can literally put out over 100 damage per round (when fully buffed with his alchemist abilities and Hasted) if his wizard friend can simply tie up multiple people with Black Tentacles and put someone out of the fight with a single action ... while invisible no less.
6) And of course, the player's bad behavior (showing up with an unvetted character sheet) played a role. At least for one session, there was little the DM could do but tell him to get lost. And since we have a multiple-DM group, we don't have a group leader, so nothing like that was going to happen. (We don't game at that DM's house either.)
Given that our DM rarely surprises us with enemies (only happened once that I recall, and not really a surprise, but certainly prevented us from prepping), I don't think that would work well in that campaign. The enemy has to have at least 1 round of warning to have a low-duration spell like that ready.But the gear, as you note, is a tiny component. A single Fox’s Cunning spell will give them the same +4 INT for the duration of the combat – and the enemy doesn’t need to maintain that bonus over a full day.
It’s not the rules’ fault if you find an imbalance when you don’t apply the rules. Encumbrance gives STR some relevance to non-melee characters. 8 STR gives you Light encumbrance at 26 lb, and heavy from 54 – 80. Do you want that 30’ move? Then stay under 26 lb. Backpack 2 lb; 2 scroll cases 1 lb; 1 day rations 1 lb; waterskin 4 lb; spellbook 3 lb; clothes say 4 pounds (2 if you wear monk or peasant gear), component pouch 2 lb.
That’s 17 lb – well over half way to Medium.
No weapon (waste of that Elvish bow proficiency) or light source, nothing to write with or on, no camping gear and one day’s food and water (all that other stuff can go on a mule – or a Barbarian – unless you want to carry the light source or weapon).
One spellbook? How many spells you got? 1 page for each cantrip, plus another for each spell level, fills 100 pages pretty quickly.
It’s do-able. You don’t need THAT much gear. But you don’t have much gear, and as your level (and junk carried) rises, you get to spend gold on carrying items. And this ignores the possibility your character might actually carry non-combat items – a bedroll, tent, cooking pot, mess kit, etc., but we’re ignoring any flavour to max out combat effectiveness anyway.
Sure. The one guy we’re upset with who sacked Charisma – it’s OK for everyone else to sack CHA, though. Why is that?
What did the Druid and Barbarian sacrifice?
Sounds like it hasn’t happened to the Druid or Barbarian either. And to me, Enchantment spells to resolve social situations aren’t risk free. Any more than the Druid threatening to sick a bear on the locals, or the Barbarian threatening to beat them half to death. I’m not overly familiar with Kingmaker, but I would think “we have 5 guys running the kingdom but only one ever talks to anyone” seems a little off.
Is it? Or is it that your DM is more skilled at challenging melee monsters than spellcasters? I can’t speak to your group. High save DC’s have never been that big an issue in ours. So our GM’s are not finding the same need for more effort to challenge casters.
What’s the save DC for his L4 spells? 10 + 4 + 8 + 2 (that 2 in only one school) = 24. 8th level character will have +6 good saves, +2 weak saves, plus stat bonus, so fat chance making a weak save, maybe 25% chance to make a good save. So the Wizard’s spells, especially his higher level spells, will generally work. Take them out of that one school, and we get better save odds (how well does enchantment work against the Undead?).
I’d be more concerned if the Wizard’s only real ability – his spells – only succeeded on rare occasions.
Are you suggesting the Witch has no advantages in other areas?
Once he casts an offensive spell, he’s no longer Invisible.
You’ve harped on save DC’s consistently, but Black tentacles has no save. By the way, Witches also have that spell on their list. Is your Witch ineffectual?
I don’t think the problem is that the Wizard is optimized. I think it may be that he is more optimized than the other characters in the same game and/or that he is violating unwritten and unspoken table rules about how spells are used in a manner that your DM is having difficulty coping with. But that’s largely speculation on my part.
Another possible difference in unspoken expectations - some groups require absoolutely that characters be provided in advance for vetting, and others just work on a "show up and play" basis - as long as it's rules-legal, it plays. Is there some reason this player would be less familiar with your group dynamics? Normally I'd suspect someone new to the group, but some of your comments imply he's played a number of other games with you.
One other element - the other characters, at least the ones you note, are probably better suited to deal with several encounters a day. If the wizard is allowed to get away with an encounter then a rest period, he can blow all his powerful spells in every encounter. The 15 minute work day can be a definite issue in balancing resource-constrained characters with less constrained characters (like a Witch whose hexes just keep on working, battle after battle).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.