| Are |
1. No, it's not PFS-legal.
2. It was written for 3.5, which Pathfinder is generally compatible with. The mechanics of Guided would be the same in both systems.
That said, it hasn't been updated for the Pathfinder game, even though many other rules Paizo originally released in 3.5 products have been. Some take this to mean that Paizo feels the rule in question wouldn't fit the Pathfinder game.
3. Yes, I would allow it.
| Chengar Qordath |
James Risner wrote:Karui Kage wrote:+11. No, it's not legal.
2. It's from 3.5, so depends on the GM.
3. It's on a small list of things I ban, so no. Way too powerful for a +1 bonus.+2
@Krodjin:
Can't compare the two: guided: wis for attack and damage, agile: dex for damage only
Well, one could make the case that dexterity is overall a much stronger stat than wisdom (class abilities aside). Dexterity goes into a save, some skills, AC, and initiative, while wisdom only adds to a few skills and will saves.
That said, I've only allowed Guided in one game, where a monk player wanted it. It gave the class a bit of a helping hand.
Michael Sayre
|
Well, one could make the case that dexterity is overall a much stronger stat than wisdom (class abilities aside). Dexterity goes into a save, some skills, AC, and initiative, while wisdom only adds to a few skills and will saves.
And bonus spells. And Spell save DC's. And while you can say (class abilities aside) there's frankly a lot of class abilities that can benefit from it. A monk gets ki points, AC, possibly DC's on saves vs. abilities if he goes Qinggong. Inquisitors also have a large number of abilities that proc off of Wisdom, and even the Gunslinger can get in on abusing Guided to get a ridiculous boost over other GS' who don't go that route. The skills it enhances, like Sense Motive and Perception, are arguably some of the most important and often used skills in the game. Guided also feeds into stat consolidation for some of the classes that are already amongst the more potent in the game, turning Clerics and Druids into SAD monsters who can boost all or most of their relevant abilities with a single stat.
| Chengar Qordath |
Chengar Qordath wrote:And bonus spells. And Spell save DC's. And while you can say (class abilities aside) there's frankly a lot of class abilities that can benefit from it. A monk gets ki points, AC, possibly DC's on saves vs. abilities if he goes Qinggong. Inquisitors also have a large number of abilities that proc off of Wisdom, and even the Gunslinger can get in on abusing Guided to get a ridiculous boost over other GS' who don't go that route. The skills it enhances, like Sense Motive and Perception, are arguably some of the most important and often used skills in the game. Guided also feeds into stat consolidation for some of the classes that are already amongst the more potent in the game, turning Clerics and Druids into SAD monsters who can boost all or most of their relevant abilities with a single stat.
Well, one could make the case that dexterity is overall a much stronger stat than wisdom (class abilities aside). Dexterity goes into a save, some skills, AC, and initiative, while wisdom only adds to a few skills and will saves.
Well, I would say there's a bit of hidden cost to using Guided for Clerics and Druids, since some of their best combat buffs lose their punch (enlarging, Righteous Might, Wildshape). Melee combat buffs are frequently built on the assumption that strength is the melee combat stat.
Still, I'll concede that I'd be a lot more hesitant to allow a Druid or Cleric to take a Guided weapon. Mostly because, like you said, they're already full casting classes that really don't need any more goodies. Possibly the same applies to the Inquisitor as well.
For the monk, it's less of an issue since the class has crippling MAD problems to begin with. I personally like the idea of monks having something like wisdom-based weapon finesse built into the class as it is.
For the Gunslinger, I'm not even sure Guided would work by RAW, and if it did all you get is a Gunslinger trading AC and initiative for extra grit and different save/skill bonuses. I don't think that's a game-breaker.
Michael Sayre
|
***
For the Gunslinger, I'm not even sure Guided would work by RAW, and if it did all you get is a Gunslinger trading AC and initiative for extra grit and different save/skill...
The vagueness of the ability was another reason I haven't allowed it. I'm pretty firmly of the opinion that the ability is only intended for melee weapons, but I've had enough of players arguing that nothing says it can't be used for ranged to not even want to open that Pandora's box.
At the end of the day, the core Pathfinder material charges you two feats just to get WIS to-hit, and then only for characters with Channel Energy and only with their Deity's Favored weapon. If I were to let the Guided property into the game, I'd want to use that as a guideline for how heavily this ability has been weighted; I wouldn't allow it in as a +1 enhancement, and I'd have to be sold on even allowing it as a +2. I'd probably be cool with +3, because at that point it isn't going to have quite the impact it will during the lower levels of play.