For thousands of years, pirates have captured
the imagination, their rough-and-tumble lives
filled with a boundless lust for blood, gold, and
glory. Being a pirate is the ultimate freedom—freedom to take what you want and never apologize.
Whether from the decks of massive slave galleons or
beneath the sails of swift ships, pirates hunt the seas, singing
chanteys and hoisting the Jolly Roger as they seek out the next
unsuspecting merchant. They are the wolves of the sea, and their
hunger can never be sated.
Whether you want to abandon the life of a landlubber to join a pirate crew,
hunt down their murderous ships in the name of justice, or simply follow
a mysterious map to buried treasure, Pirates of the Inner Sea has everything
you need to know about piracy on Golarion, all of it one hundred percent
player-friendly and ready to guide you on your journey.
Inside this book, you’ll find:
In-depth overviews of six major pirate organizations in the Inner Sea
region, including the government-backed privateers of Andoran, the
slavers of Okeno, the high-seas buccaneers of Riddleport and the
Shackles, and the quick-moving brigands of the River Kingdoms.
Each entry details the pirates’ history, notable captains, activities
and hideouts, preferred ships, and more.
Pages of new pirate weapons and equipment, from hook hands, cutlasses, and tar bombs to
peg legs, treasure chests, and grog.
New pirate archetypes for several different classes, including the buccaneer bard, the freebooter fighter, the
corsair ranger, and the smuggler rogue.
The Inner Sea pirate prestige class.
A detailed look at the faith of Besmara the Pirate Queen, goddess of all those who make their living
spilling blood on the water.
New pirate-themed spells for casters of numerous types and faiths.
New character traits to help you customize your pirate character mechanically as well as thematically.
Sample pirate codes, minor pirate groups, a timeline of important pirate events, and more!
This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and Pathfinder
campaign setting, but can easily be used in any fantasy game setting. In addition, it is particularly useful for
players of the Skull & Shackles Adventure Path.
Written by Amber E. Scott
Each bimonthly 32-page Pathfinder Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for social, magic, religious, and combat-focused characters, as well as traits to better anchor the player to the campaign.
This book is set up in the typical places style. It begins by listing pirates for the different regions of Golarion. Andoran, Mediogalti, Okeno, Riddleport, River Kingdoms, and Shackles are the main regions with a page of other pirate-frequented nations. There is also a pirate timeline. Each of the major nations has the history, notable captains, ships, hideouts, types of pirating and 4 traits. These sections are 2 pages long, so they just hint at the nations. Amber Scott makes each region feel different from the other, and I was amazed at all the types of piracy in Golarion. This section is kind of odd for players, since it really seems more like background a DM would use, except for the traits. I'm kind of unsure as to the effectiveness of some of the traits, especially in the Shackled Skull AP, which players will want to use this book for.
The second half of this book is by far and away the better half. 4 pages of delicious pirate weapons and accessories, detailed and with charts. Wonderful for players and DMs. I will use the heck out of this section. Next, 2 pages of archetypes. These are varient "paths" for base classes, swapping out standard level abilities for pirate ones. Something I will definetly use on named NPCs. A whole new prestige class, Inner Sea Pirate is next. This class gives rogue skills to anyone who meets the simple pre-reqs. It has a very rogue feel, granting talents with a seafaring taste. Besmara is in the faith section. She is also detailed "The Wormwood Mutiny". Therefore, I'd rather have seen how Golarion's other faiths can be applied to seafarers. Spells has aquatic and necromantic spells for a wide range of classes. Finally, social mentions norms and laws for various ships. Pirate slang is under this heading and will add alot of flavour for campaigns.
My final thoughts are that this book is nice. It has some highly useful sections, and is well done in general. Each region feels distinct. However, I would rather have seen this book combined with the player's guide, especially the weapons and social sections. Although this book is good, if these sections were placed in other products, it would've been unnecessary.
This book sprinkled a little bit of pirate flavor on everything from spells to class archetypes to faith and my personal favorite, pirate gear. I was a little disappointed to see all of the pirates shown to be human in nature and no monstrous ones detailed or even mentioned, but still a great buy.