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Divergent Paths: Fools Errand (PFRPG) PDF

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Divergent Paths offers new character options for the Path of War martial maneuver system of combat! In this release, the Fool's Errand discipline is introduced. The Fool's Errand discipline offers martial arts options for the maneuver system from Path of War.

Included in this 18-page PDF you will find:

  • The Fool's Errand discipline, with 1st through 9th level maneuvers
  • The contender archetype for the brawler (from Pathfinder RPG: Advanced Class Guide) and the night terror archetype for the vigilante (from Pathfinder RPG: Ultimate Intrigue)
  • Five new feats
  • One new martial tradition
  • The new Locked condition

Written by Forrest Heck with artwork by Jesus Garcia Lopez, Divergent Paths requires Path of War and Path of War Expanded.

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Product Reviews (1)

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An Endzeitgeist.com review

*****

This expansion for Dreamscarred Press' Path of War system clocks in at 21 pages, 1 page front cover, 1 page editorial, 1 page advertisement and 1 page SRD (though this page also contains the available services of the new martial tradition contained herein), leaving us with slightly more than 17 pages of content, so let's take a look!

Since this requires Path of War and Path of War Expanded to use, I assume that you're familiar with the terminology of the system herein. Furthermore, it should be noted that I will rate this as an expansion for the Path of War system and its significantly increased power-level and not as something divorced from it - this review assumes that you're familiar and okay with the boost of PC power it creates.

So, this pdf depicts the new discipline Fool's Errand - so named because of the haughty words uttered by a mage - to shove it down that mage's throat would be the goal that ultimately led to the creation of this discipline. Something that should strike a chord with path of War's fans, as it encapsulates pretty much the raison d'être for the whole series. Anyways, Fool's Errand's associated skill is Climb and it plays well with a lot of combos, for all weapons are treated as associated weapons for the discipline. This easy accessibility is also mirrored in how it can be gained: Any class may trade one of its disciplines in to gain Fool's Errand and its Climb skill instead.

Quite a few of Fool's Errand's maneuvers make unarmed strikes - these are made at the highest BAB, may deal lethal or nonlethal damage (cool!) and do not provoke AoEs. They add the full Strength modifier to damage and initiators may execute them even when their hands are full or if they attacked with their hands already. These are treated as unarmed strikes for all intents and purposes and if a character is prohibited from making such strikes, they may still initiate a maneuver. However, other weapons may not be substituted for the unarmed strikes granted by Fool's Errand maneuvers - with the exception of gauntlets, obviously. It should also be noted that, while this makes Fool's Errand strikes operate as though they were Improved Unarmed Strikes, the discipline does not actually specify granting it, which serves as a multiclassing/prerequisite hurdle. All in all, a solid array of clearly defined limiting conditions.

Next up, we're introduced to a new condition imposed by many of the maneuvers herein, the "locked" condition. Only creatures within melee reach may be locked. Locking a creature does not provoke AoOs and while it is treated as a melee attack for purposes of miss chances, line sight etc., it is not a melee attack per se. It ends any Stealth you may have and a creature affected must succed a Reflex save versus 10 + 1/2 your highest initiator level + your Strength modifier or highest initiation modifier, whichever is highest, or become locked. Locking is considered to be a Fool's Errand maneuver for the purposes of DC-increasing abilities and a discipline weapon's bonus is considered to be already included in the save DC. In the case you are allowed to substitute another ability score modifier for melee attacks or CMB, you may use that one instead of Strength for the purpose of determining the save DC.

A creature that has been locked may not voluntarily move from their current space without escaping the lock and airborne creatures locked do not fall. Freedom of movement and slip the bonds (both not properly italicized) prevent being locked. A lock may be ended as a free action and ends if a creature is no longer in reach. The initiator of the locked condition may move freely while locking a target and may drag creatures by moving at 1/2 speed, in relation to your position. Creatures thus dragged need to have a viable place - you can't drag them into or through solid objects, but you *can* drag them into dangerous terrain. The locked creature's movement, however, does not provoke AoOs and neither does the initiator's movement provoke AoOs from the locked creature. Creatures dragged into harmful locales may attempt a new save to escape the lock - on a success, they fall prone. Similarly, a locked creature may attempt a save on its turn as a move action/whenever it tries to move - that means 5-foot steps are potentially possible, but also expended on a failure - in either case, on a failure, the attempt is treated as having moved, preventing further 5-foot-steps for the target.

As a peculiarity, the Reflex save of the creature may alternatively employ their Strength modifier. Creatures that do not attempt to move may try to break free of a lock as a free action instead at the end of their turn. It should be noted that, unlike the last-second-save for being dragged into hazardous terrain, a regular saving throw to end the condition does not render the target prone. Finally, if the initiator becomes helpless, all creatures locked are released. In short: "Locked" is like a more swingy version of the drag maneuver that ignores creatures sizes - in fact, considering the sucky Ref-saves, but decent Strength-scores of many gigantic creatures, it does not immediately become a dragon slayer, while still retaining a chance for success.

All righty, those basics of the discipline out of the way, let's move forward and take a look at the maneuvers the Fool's Errand grants, shall we? The most basic strike, iron grip, would allow for an attack and lock attempt in combination; regarding stances, we have the Improved Unarmed Strike (or greater variety if you have it already) as well as substituting Climb for Acrobatics in the stance Lesson I: Balance. Lesson II: Control nets you the option to penalize locked foes and the counter lock step allows you to counter the attack of an incoming attack by a locked foe via a Climb check. One-Two Punch duplicates the two attacks for -2 to atk flurry as a standard action and there is a Climb check based option to throw targets up to 10 feet. The second level options include a boost for movement as a swift action within the threatened squares of a target and another boost, death at ten paces, nets your next melee attack, which must be single target, a range of 30 feet - while I personally think that this should still be treated as a ranged attack (it makes no sense to me that this does not apply the rules for firing into melee), I get the design decision. Lead and Follow is an AoO-lock attempt, initiated as an immediate action counter. Hurricane kick would be the kick that nets you temporary Fly - you know the iconic visual of the kicking, freeze-framed martial artist flying towards the foe? Yeah, that one.

At 2nd level, we also have a strike that combos weapon and unarmed strikes and ignores all hardness and DR - I have never been a fan of these, but there's precedence in Path of War and if you're using this system, DR and hardness don't matter much anyway, so yeah. At 3rd level, we have a combo of lock and entangling and Lesson III: Suppression represents a powerful stance: The first attack you execute each round is resolved as though the target is flat-footed and it also nets you a 1/round free action lock attempt. Countering melee attacks with Climb-based Disarms and the option to catch the enemy weapon can also be found here. Windmill Waltz Flurry nets you a weapon and two unarmed attacks with AoO-less 5-foot steps in between and full movement after resolving the attack, though this does provoke AoOs. 4th level yields the intriguing make them humble counter - which can be initiated to negate freedom of movement and similar effects, with the check based on ranks of Climb. Cool! Speaking of which - Night Falls is a strike that pins and silences those hit with its lock, helping infiltrators and providing versatility beyond numerical escalation.

The sincerest form of flattery is a potentially rather potent option that nets you a readied non-stance maneuver when used, though one that caps at what you could conceivably initiate. An upgrade to the throwing angle can also be found at level 4. The flurry angle is further upgraded at level 5 with a new strike. Cool: The stance Lesson IV: The Ladder lets you jump in sequence to the air, with Climb ranks acting as a non-cheesable limit. There also would be a counter that nets you a competing attack roll versus all incoming attacks for that round, negating them potentially. W whirlwind lock strike is also included for this level. At 6th level, we have a combo attack that locks a foe, drags it along and then follows up with a standard action attack or a strike. Lesson V: Expression is a stance that nets your unarmed attacks a range of 10 ft. with 5 range increments and also allows you to perform cone-based attacks - which are btw. explained in a helpful sidebox regarding their placement. Nice catch there. No Escape counters a foe's successful escape from your lock, either following up on it or flat-out negating it. We also get yet another flurry-style upgrade and one option to air-juggle foes with the boost To the Skies.

Throwing creatures by using Climb to surpass their CMD and combo-ing that with disarm/picking up weapons would be one of the level 7 option, whereas the boost Lightning Strikes Twice can be added after your attack - it then repeats last round's damage, haled, including any adverse conditions or the like, but with saves potentially applying. No, there's no save to resist this boost. Utter commitment nets a 30-foot cone and a bonus damage equal to 7 times initiator level, half that for those affected by the cone. The 8th level maneuvers provide the final upgrade for the flurry tree and the final stance, which nets a free lock attempt each round, another stance of 7th level or lower, AoO locks and better dragging/hostile creature movement negation. The level also provides the culmination of the throwing moves with sky-shattering throw, which allows for meteoric throws. The level 9 capstone can duplicate any 8th level or lower maneuver of a discipline you know one maneuver or stance for or a 7th level or lower maneuver or stance from a discipline you know no maneuver or stance from.

The pdf also contains archetypes, the first of which would be the contender brawler, who begins play with 3 maneuvers readied and known, 1 stance and increases that to 15 known, 7 readied and 5 stances. The archetype gets a maximum of level 6 maneuvers. His initiation modifier is Wisdom. He may choose Fool's Errand and two other disciplines of his choice. Readying maneuvers takes practice in the form of 10 minutes of exercise. Expended maneuvers are regained by using the ambush class feature or expending a standard action. The archetype loses knockout, awesome blow and 4 combat feats. Ambush lets the contender regain a maneuver whenever he successfully attacks or locks a foe denied his Dex-bonus. This may be done 1/round, plus an additional time per round at 4th level and every 4 levels thereafter. The brawler may use martial flexibility to temporarily learn a new maneuver instead of a combat feat, exchanging it for a readied maneuver, but is limited in choice to disciplines he knows at least one maneuver of. Instead of brawler's flurry, the archetype gains point of concentration, which nets the option to lock adjacent foes hit with melee attacks 1/round, increasing that by +1/round at 8th and 15th level. The brawler may forego his movement to instead move all creatures he has locked for the distance they could have been moved via him dragging them. Maneuver training may be applied, bonus-wise, to lock-save DCs.

The second archetype herein would be the Night Terror vigilante, who, discipline-wise, gets Eternal Guardian, Fool's Errand, Tempest Gale and Veiled Moon, using Charisma as initiation modifier. The night terror features the same maneuver progression as the contender and has the same readying mechanic. However, recovering maneuvers works differently: As a full-round action, he makes A Stealth skill check while being observed to hide and move up to his speed. This recovers initiation modifier, minimum 2, maneuvers. Movement thus taken is not reduced by dragging locked creatures, and neither does the night terror take a Stealth penalty. Alternatively, we have the standard action for one maneuver default. Night terrors are locked into the stalker specialization and they increase hidden strike's potency to 1d8, increasing that by a further +1d8 at 4th level and every 4 levels thereafter. This bonus damage may be foregone in favor of a lock attempt, with a bonus to the DC equal to hidden strike damage dice. Such an attempt is still treated as a successful use of hidden strike for ability interaction purposes.

First level night terrors become proficient with improvised weapons and treat them as unarmed strikes for the purpose of amulet of mighty fists interaction (item not properly italicized). Starting at 8th level, the night terror may use such pieces of environment to perform attacks sans wielding them and 15th level increases the option to make attacks with unattended objects to 30 feet, treating these as thrown weapons, but sans the shooting into melee penalties. He still needs, thankfully, line of effect to object and target. The night terror may select Combat Skill, Fist of the Avenger, Heavy Training, Unkillable and Nothing Can Stop Me avenger talents and may choose Discipline Focus, Stalker Arts or learn to perform potentially unnoticed attacks, access to Mithral Current, the option to lock targets and pin them to the wall, silent takedowns or pinning foes to walls....Yeah, you probably noticed it, right?? This is basically Batman, the archetype, done via Path of War's rules!

The pdf also contains 5 new feats, three of which would be devoted to the Fool's Errand Style: The base Style feat lets you substitute entangled or sickened for your attack against a locked target, while Fool's Errand Scholar provides wildcard feats, taking limited resource feats into account. Nice. The third one, Fool's Errand Sensei provide the options to temporarily buff your AC or kip up via the expenditure of readied boosts or counters, respectively. Quicksilver Grip represents a discipline crossover feat for Fool's Errand and Mithral Current, providing the option to sheathe the weapon when hitting foes and adding the option to threaten locked foes with sheathed weapons and the option to draw as part of AoOs. SU Mithral Current maneuvers also becomes EX. Vortex Rush would then be the Elemental Flux & Fool's Errand crossover feat, which lets you and targets you force to move leave a trail of elemental energy that that causes initiation modifier energy damage of the associated energy of the element, but only once per creature and action and each trail is considered part of the one trail. Still, pretty cool!

The pdf closes with a brief write-up of the eponymous fellowship of fools, sticking it to magicians and psionics alike with martial potency.

Part II of my review can be found here!


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