Pirate Campaign Compendium (Pathfinder) PDF

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Set Sail for Adventure!

From the jeweled islands of the tropics to the ice-choked polar seas and everywhere across the bottomless briny blue, the Pirate Campaign Compendium from Legendary Games offers 500 pages of amazing expansions for any nautical campaign using the Pathfinder Roleplaying Game. This beautiful book is perfect for embarking on epic journeys of exploration above or below the waves, voyages to distant shores, or full-on pirate campaigns of plunder and pillage! The Pirate Campaign Compendium brings you an incredible collection of rules for nautical campaigns of every kind, including:

  • Nearly 70 archetypes, class features, feats, and traits, from the pearl knight paladin and privateer ranger to the sargasso siren kineticist and boarder cavalier, plus feats like Eel Strike, Hoist the Colors, Naval Commander, and Cetacean Smash!
  • Maritime magic with over 100 spells and 60 magic items drawn from traditional Caribbean pirate lore but also from the distant corners of the fantasy world, from Arabia to the Arctic, to the Far East and South Pacific!
  • Five complete adventures for characters from 4th to 14th level!
  • Over 40 savage sea monsters from CR 1 to CR 25, with friendly merfolk and seaweed leshies to the star-spawn of Cthluhu!
  • Over 80 ready-to-use NPCs from common pirates to officers of the line, as well as richly detailed and evocative heroes and villains ideal as recurring characters and playable pirate PCs.
  • Simple and advanced ship-to-ship combat rules, plus a dynamic and exciting fleet battle system for running major naval engagements and modular rules for shipbuilding and special ship modifications.
  • Plus tons of bonus material for navigation and storms at sea, fame and infamy, aquatic and underwater terrain, shipwrecks and plunder, shipboard roles, pirate punishment, grog, seasickness, sea shanties, a pirate glossary, and even peg legs and eyepatches!

The Pirate Campaign Compendium is your indispensable resource for any Pathfinder Roleplaying Game campaign that charts a course for adventure on the open sea! Grab this book and your compass and sextant; it's time to leave the shore behind and Make Your Game Legendary!

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Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

LGP366PI10PFE


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Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

YO HO, YO HO, a Pirate's Life for THEE!

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

Ooooo...

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

1 person marked this as a favorite.
Rysky wrote:
Ooooo...

Check it out - you might add a few more o's! :)

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Print version and print/PDF option on the way - as soon as the books arrive at Paizo central!

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber; Pathfinder Comics Subscriber

Does the ship-to-ship combat in this book give every player at the table something to do?


I just got my book yesterday and thumbing through that section, it appears ship to ship combat is the same as any other combat, with all the shop's NPCs going n one initiative (the captain's). All PCs still get to act normally in the initiative order. Think f it this way, the two (or more) ships are the area in which movement is restricted and that area moves, however the space between the ships can be traversed if you have a swim or fly speed or if you decide to use a form of teleport (maybe even climb aboard a catapult, but that is super risky). All this in s nutshell is yes, as long as the player has something to contribute to the combat as a whole, then every players has something to do.

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