Pathfinder Player Companion: Pirates of the Inner Sea (PFRPG)

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Pathfinder Player Companion: Pirates of the Inner Sea (PFRPG)
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Draw your cutlass and set sail for adventure!

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.

ISBN-13: 978-1-60125-405-4

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

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Ring Side Report- Review of Pirates of the Inner Sea

5/5

Originally posted on www.throatpunchgames.com, a new idea everyday!

Product- Pathfinder Player Companion Pirates of the Inner Sea
System-Pathfinder
Price-~$11
TL;DR- Not much magic, but a darn fine book 93%

Basics- Ah hoy landlubber! It's time to be bad guys! Pirates of the Inner Sea discusses being a pirate in Golarion, Pathfinder's default setting. The book opens with a chapter discussing different pirate histories of the inner sea ranging from sanctioned privateers all the way to all and out pirates. Next the book moves to different pirate gear. After gear, several different archetypes are introduced as well as the Inner Sea Pirate prestige class. The book then discusses Besmara, the god of Pirates and sea monsters. After Besmara, the book introduces a few pirate focused spells and then pirate codes and rules aboard ship.

Mechanics- I liked this book, but it's not perfect. The prestige class is a nice pirate focused martial character. The archetypes are great pirate focused changes to the core classes. The magic spells build upon what you would expect a pirate would need. The gear is cool. All that is great, but I felt like magic was a bit left out. The spells are good, but there are not many of them. Spell casters didn't really get any pirate focused prestige classes. The bard got one, but his stuff didn't focus on magic. It's good for what you get, but it leaves half the available classes out. 4/5

Theme- This book is amazingly theme-tastic. I liked all the different kinds of pirates discussed in the book. I can play a scallywag, but at the same time I can be a good guy as an Andorian privateer. I can play evil and play a slaver. Awesome. The book ends with a small section on terminology and pirate codes. The codes give the feel of being on a lawless ship where someone has to hold court. The terms make my home game that much more interesting when I bust out random phrases to get my players into the game. Besmara has a nice pirate feel for a god who really doesn't care what you do! 5/5

Execution- The book is arranged well. I loved what I saw. The art is beautiful. The test isn't hard to read. I'd like bigger, but then Paizo would have to cut stuff. I enjoyed reading this. Standard Paizo quality. 5/5

Summary- If you want to play pirates in Pathfinder, then go pick this up. If you want to fight pirates then go get this. In both cases, you need this book to make your game that much better. If you plan to run a game inland with absolutely no water, then don't get this book. All and all I liked what I saw and can't wait to put more of it to use in my home game. 93%


Pirates for Players

4/5

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.


kind of good

3/5

I have to say that I was a bit disappointed in this product. There isn't a great deal of meat on the bone here.

On the plus side, There is some good background information here that might be quite important if you run a pirate heavy campaign. The art is good and some of the table information is useful.

On the negative side I have to say that there is little here regarding ships, how to use them, not much for spells or sea-based items.

I would have to say that there is enough to make the product useful in some ways, but I would probably call it "Piratres at a glance".

Suppliment this book with (if you can find them) "The Seafarer's Handbook", "Pirates!", "Arms and Armor 3.5" (for special item creation)and applicable parts of "Swashbuckling" series.

To be fair, it's hard to get pirates into a mixed world without butchering the whole concept. Your DM is faced with a bit of a challenge when working with pirates, but it can be a fun addition.


4/5


A little of everything

4/5

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.


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If a wizard has nothing better to do then throw fireballs at ships then isn't a very good wizard. I mean what the heck happened to his minions, are they on vacation.

Besides cannons are useful for spellcasters who didn't mem fireball(or similiar spells), don't have such spells, are out of spells, or think themselves too good to waste magic on pointless ships.

Also why does everybody think that just because it is one of these books that it must be common place or have to exist in there campains like Paizo is forcing it on them.

My final point is...I would still like some stats on trains and maybe a ghost train as well for future world neutral book.

Dark Archive

Generally speaking it has been stated numerous times that outside of the Mana wastes Gunslingers are very rare hence why I can understand why the book wouldent have an archetype for them. (Since In having an archetype it would mean there were enough of them around to justify having one.)

Grand Lodge

2 people marked this as a favorite.

You burned the loot,You may be a great wizard but your a lousy pirate.

Sovereign Court

3 people marked this as a favorite.

Taken on its own merits this is an excellent book.

I hope all of this moaning about gunslingers doesn't detract from that.


The upcoming Skull & Shackles AP is not a setting. It is an AP within the setting of Golarion. This book is about pirates...IN GOLARION where guns are rare.

If this were a setting-neutral book, a gunslinger archetype would make sense. In a Golarion book, not so much.


Am I the only one really, really disappointed in the Inner Sea Pirate PrC? Seriously, they wrote up a whole new PrC just to give us some flavored Rogue Talents.

Not only does it look like a Rogue- it looks like a weaker version of a Rogue.

The only features the PrC has is Sneak Attack and Rogue, I mean Pirate Talents. Same BAB, saves, and HD as a Rogue. It get lower skill (6/lvl) and Sneak Attack (4d6) progression, and gives up trapfinding and trap sense advancement (or what replaces them) entirely. In exchange it gets one extra Pirate Talent (6 total over 10 levels). Seems like a net loss, IMO.

Now granted, some of the Pirate Talents are useful- they just aren't any better than Rogue Talents.

Personally, I'm going to just nix the whole PrC. Instead, I'll just let any Rogue take Pirate Talents and Advanced Pirate Tricks instead of his standard Talents and Advanced Talents. Seems less stupid that way.


Pathfinder Adventure Path Subscriber

Guess thats a problem of PrC´s. Paizo doesn´t really like them. Always the lousy +0 BAB on first level, really hurting medium BAB classes. Then for many other classes no real advancements. Except you are a speööcaster and get casting advancement sometimes.

Silver Crusade

Merkatz wrote:

Am I the only one really, really disappointed in the Inner Sea Pirate PrC? Seriously, they wrote up a whole new PrC just to give us some flavored Rogue Talents.

Not only does it look like a Rogue- it looks like a weaker version of a Rogue.

The only features the PrC has is Sneak Attack and Rogue, I mean Pirate Talents. Same BAB, saves, and HD as a Rogue. It get lower skill (6/lvl) and Sneak Attack (4d6) progression, and gives up trapfinding and trap sense advancement (or what replaces them) entirely. In exchange it gets one extra Pirate Talent (6 total over 10 levels). Seems like a net loss, IMO.

Now granted, some of the Pirate Talents are useful- they just aren't any better than Rogue Talents.

Personally, I'm going to just nix the whole PrC. Instead, I'll just let any Rogue take Pirate Talents and Advanced Pirate Tricks instead of his standard Talents and Advanced Talents. Seems less stupid that way.

Your solution for the problem you perceive is perfectly valid for you. That's fine. However, bear in mind that the PrC is one that any nonlawful class can enter into (this makes the monk and paladin ineligible to take it, but does open up the awesome possibility of an antipaladin of Besmara being able to take it). So why should it offer better talents than what a rogue can get? Why should it offer more sneak attack than it does? For those classes that don't get these things normally, what the prestige class does is fine. The original pirate PrC that they wrote up, the Shackles PrC has the added requirement "+2d6 sneak attack" which meant that in Pathfinder only a rogue or a ninja could take it (the KQ spell-less ranger can do it as well). This leaves out other classes to make it fill a niche that is decidedly rogue and in my mind that's not remotely fair. Also, bear in mind that the talents are done to represent options that can be taken by any of the pirates from the nations presented in the book, in any combination as needed.

Actually, the more I think about it, the more I want to see an antipaladin of Besmara/Inner Sea Pirate reaving across the Inner Sea. I might have to write one up for my Skull and Shackles campaign, just to see how it would turn out. I think I derailed my own post. Let me get back to you on that....


Pathfinder Adventure Path Subscriber

You complain about PrC´s having 2d6 SA requirement?
What about all the other PrC´s that have spell levels or bardic stuff or who knows what as requirement?

The point is more that it doesn´t have SA every 2 levels, so rogues get nerfed of their damage by taking it. And most stuff you get is not really making up for it.

PrC´s could be written different for different classes, continuing some of their iconic abilities and replacing other class abilities.

Silver Crusade

The purpose of a PrC is to allow players who have a particular concept to realize that concept with whatever class they may want to use. The pirate is not limited in concept to the rogue, though that class makes a very good one. A fighter should be able to take the pirate PrC as should a barbarian, bard, or any other class that can meet the requirements. It shouldn't be limited to just the rogue. What you cite as a complaint is a misunderstanding of my statement, which was to point out just how limited to classes the original PrC was compared to this one (and I only listed the Pathfinder core and variant classes that were eligible to take it; the class is 3.5 so whatever 3.5 classes that have sneak or stealth attack could take it as well which weren't many). The Inner Sea Pirate is more open class-wise, allowing those other classes that aren't rogue to get some sneak attack while offering the rogue (or ninja or spell-less ranger) limited continuation of that same ability. Regardless, you can get up to +4d6 of sneak attack dice if take all 10 levels (+7d6 total if you come in strictly as a rogue). The previous one actually only gave +3d6 over 10 levels but it was required that you have an initial +2d6 of sneak attack (even though the earliest you could take it as a rogue was 6th level, which meant that you could have +6d6 total after taking all 10 levels) and the abilities you got, though more flavorful, were more situational than those provided by the Inner Sea pirate (which are more utilitarian in nature). My only complaint about the Inner Sea pirate is that it didn't offer the shipmind or fogcraft abilities from the other PrC as either advanced talents or Shackles only talents (which could have opened up the other pirating regions of the Inner Sea to have specific talents as well), but word count may have been a factor in preventing that from happening.

It's not bad for what it does. Could it be better? Probably, but I think its more balanced in regards to the other classes that can take it. And that was probably their main concern. I was expecting something more mystically inclined, say in the vein of Pirates of the Caribbean (which I personally did not enjoy). This is more Errol Flynn, Douglas Fairbanks or Tyrone Power in nature than Johnny Depp. More old school than new. I like that it doesn't discount what's come before in favor of what's being portrayed now.

Sovereign Court

I and others in my group where a little disappointed in the book. not enough Arch-types in the book and Zero detailing or pictures of the ships or more details on them.

While the information on the key area of pirates was nice, I just felt like more could be there or yet another source book by the time the Shackles and Skulls is released.


IceniQueen wrote:
While the information on the key area of pirates was nice, I just felt like more could be there or yet another source book by the time the Shackles and Skulls is released.

Like the Campaign Setting: Isles of the Shackles? I'd prefer it's release prior to Wormwood Mutiny as well, but at least it's not long after instead.

Sovereign Court

No as the Isle of Shackles desc does not give more meat to the ships or arch classes just the area of the Isles and the Pirates of that area which is fine.

What I refereed to was another source book that has not been mentioned if it ever will be or made not the Shackles book

More Meat less fluff


Blayde MacRonan wrote:
So why should it offer better talents than what a rogue can get? Why should it offer more sneak attack than it does? For those classes that don't get these things normally, what the prestige class does is fine.

Why should the Inner Sea Pirate offer better Talents than a Rogue can get? Because everything else about the Inner Sea Pirate is objectively worse than a normal Rogue. This is a fact, not a debate. The question that needs to be answered is, "Why would I (as a non Rogue) take this PrC, instead of just multiclassing into one of the pirate themed Rogue Archetype?"

-An ISP has the same BAB, HD, and Saves as a Rogue.
-An ISP has less skills per level than a Rogue.
-An ISP has slower Sneak Attack advancement than a Rogue. It gets a single Talent in return.
-An ISP gives up Trapfinding, Evasion, Trap Sense, and Uncanny Dodge. It gets nothing in return.
-An ISP has an alignment requirement and 3 skill requirements, unlike a Rogue.

So if the Inner Sea Pirate is worse than a Rogue at everything else, it's Talents better be a lot better than the Rogue's, otherwise what is the whole point of the PrC? And the problem is that on the whole, the Inner Sea Pirate's Talent list is not better than a Rogue's. Arguably it is worse.

You have a much, much smaller list of Talents available than a Rogue does. And in this tiny list are some real stinkers like "Drink for Free." And many of the others are boring static bonuses with some pirate fluff attached.

And, hell, it's not like the Rogue Talent list doesn't already have plenty of pirate friendly options. Black Market Connections, Combat Trick (pirateish Feat), Combat Steal, Firearm Training, Grit, Ledge Walker, Rope Master, Strong Stroke, Terrain Mastery: Water, Wall Scramble. And if you took Ninja Trick -> Wall Climber, you'd get everything the Pirate Talent Rigging Monkey and the Advanced Pirate Trick Defensive Climber would give you- but better. And these are just the basic Rogue Talents.

In addition, you could take one of the many pirate themed archetypes to get some additional cool pirate bonuses that this PrC can't even hope to compete with. Swashbuckler, Rake, Pirate, and the brand new Smuggler are all good thematic options that grant additional pirate abilities.

I will admit however, that two Pirate Talents could potentially prove to be extremely useful, depending on how the seafaring rules in the upcoming AP get presented. Namely, Storm Sailor, and Windrigger. But even if these interact amazingly well with the rules, I still couldn't justify a full advancement in this PrC. Probably just two, or four levels.

Grand Lodge

Does anyone know if both ends of the Boarding Gaff are reach and trip?

Contributor

blackbloodtroll wrote:
Does anyone know if both ends of the Boarding Gaff are reach and trip?

Looking at this picture, I would say only one end.


Liz Courts wrote:
blackbloodtroll wrote:
Does anyone know if both ends of the Boarding Gaff are reach and trip?
Looking at this picture, I would say only one end.

The description in the book does say that it has a hook on each end, which I did think was strange.

Contributor

Peanuts wrote:
Liz Courts wrote:
blackbloodtroll wrote:
Does anyone know if both ends of the Boarding Gaff are reach and trip?
Looking at this picture, I would say only one end.
The description in the book does say that it has a hook on each end, which I did think was strange.

Sounds like a GM's call to me then. If the gaff you get has a hook on each end, then I would say yes, reach and trip on both end. If not, then no. :D

Grand Lodge

I was curious if one end could be used at reach, while the other could be used for adjacent opponents.

Dark Archive

So, just got this e-mail from Amazon:

Due to a lack of availability from our suppliers, we will not be able to obtain the following item(s) from your order:

Amber E. Scott "Pathfinder Player Companion: Pirates of the Inner Sea"

I am so confused! I wanted my Arrr!

Paizo Employee Chief Technical Officer

Goblins Eighty-Five wrote:
So, just got this e-mail from Amazon:

We're working with our distributor to get Amazon back on target.

Dark Archive

Thanks! I don't blame ya'll, I blame the silly folks at Amazon. They've dropped the ball many times with regards to Paizo products, in my opinion. Of course, what irks me most is that I will no longer be getting the lowest price guarantee. I really hope they don't do this with the RotRL anniversary edition! I'm really looking forward to it! :)

Paizo Employee Chief Technical Officer

This product should once again be purchasable at Amazon.

Owner - House of Books and Games LLC

Liz Courts wrote:
Peanuts wrote:
Liz Courts wrote:
blackbloodtroll wrote:
Does anyone know if both ends of the Boarding Gaff are reach and trip?
Looking at this picture, I would say only one end.
The description in the book does say that it has a hook on each end, which I did think was strange.
Sounds like a GM's call to me then. If the gaff you get has a hook on each end, then I would say yes, reach and trip on both end. If not, then no. :D

Definitely hooks on both end ... after all, from what I can recall of the flavor text, it's intended to be used when you're boarding in order to keep the two ships next to each other ... so two hooks would be pretty darn necessary.


I have a lot of thoughts on this book as written. I'm going to be making a few changes to be sure, first order of business is swap archetype names the fighter one gets renamed Freebooter and the ranger one gets renamed Corsair, at least for any campaign I want to run with this. Now granted if you want to run a golden age of piracy campaign and truth be told this book gives you many of the tools to do just that in a fantasy setting, you need to dial down the availability of firearms from an exotic weapon to martial weapon proficiency. This puts firearms in the hands of those classes that are most prone to use them. In my games where I run this sort of thing the gunsmith feat from UC is thrown out. I take a page from SpellJammer and say that the powder is a non-magical magic item created with a Craft (Alchemy) check which can allow for some amazing things based on how you mix that powder. Golden Age of Piracy and American Revolution are pretty much the same time frame for me and I do think that in some cases this is overlooked by most fantasy settings.

For a Piracy campaign, and I'm thinking of running that for some folks if I can get a bunch of players here in Philly, especially using Fursona to do a Pathfinder rendition of the Furry Pirates game I found amusing mixed with a healthy dose of Iron Claw, I am using Age of Sail/Golden Age of Piracy/American Revolution era technology along with aspects of Adamant's Tome of Secrets. Everyone gets Pirate background as part of character creation, and I'm renaming the sawtooth sabre from ISWG to shark tooth sabre and making it the signature weapon of the Pirate Brotherhood. Bards and rogues can trade in their bows for firearms and alchemists get firearms added to their list of weapon proficiencies for a few reasons, one of which is the fact they make the powder and cartridges so they also know how to use the weapon, and yes I would allow paper cartridges in game for this but not the metal ones, those came later.

Grand Lodge

Fun Fact: the only classes that benefit fully from the Ship Aptitude regional trait for Shackles pirates are barbarians and experts that don't choose Profession as one of their 10 skills.

I never noticed before looking into this that barbarians are the only PC class that don't get Profession as a class skill. Whatdoyaknow

Grand Lodge

Also, I'm definitely going to house rule it this way, but shouldn't the black spot spell have the curse descriptor from Ultimate Magic?

Grand Lodge

(last one I promise)

The spell track ship on page 29 has the travel descriptor. Can anybody tell me where this descriptor is described?


I got this book and I enjoy it, and was especially pleasantly surprised to see the references to river pirates in it. Those guys used to be a big problem in places like Eastern Europe and Pennsylvania; there used to be a gang called the Schuykill Rangers around Philadelphia, and the Hole-in-Rock gang was nasty in the Midwest.

Okay, they were never Blackbeard or Anne Bonney; heck, they weren't Stede Bonnet or Thomas Tew, but I enjoy the reference!

Grand Lodge

So a few of the new spells have a material component (salvage, skeleton crew, and unseen crew) but doesn't mention what the component is. That wouldn't normally be a problem, you could just assume it's a component that's covered with a spell component pouch. Unfortunately salvage is a spell that makes permanent repairs on an object that normally could cost (depending on the vessel) up to tens of thousands of gp. Spells like that usually have a costly material component with them.


The spells in this supplement does not list Oracles. The theme still stands from the APG that Oracle use spells from the Cleric list?

THX

Scarab Sages Developer

5 people marked this as a favorite.

Hey folks! The question about how the freebooter can use quarry actually rose to the top of the FAQ list (in large part because of Mark Seifter's tireless work going through FAQ's), so there's now an official answer!


I was disappointed that none of the spells were available for Magus.

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