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

By Amber E. Scott

Information on pirate strongholds, from the tropical isles of the Shackles to the Varisian urban of Riddleport and past, current quite a lot of ideas for freebooters, corsairs, scallywags, or even government-sponsored privateers during the internal Sea zone. Pirate-themed archetypes, new spells and magic, feats, piratical personality qualities, a pirate slang primer, and extra anticipate plunder during this player-friendly publication!

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Every sailor receives an equal share of food and drink, and 1 ration of liquor every day. • Any sailor found drunk on duty shall face 10 lashes. Any sailor too drunk to function effectively during battle shall be killed. • A sailor who suspects a hazard, be it storm cloud, sea monster, or enemy ship, must raise the alarm immediately. Any sailor who sees an unfamiliar sea creature must inform the captain immediately. • A sailor shall not speak to any creature of the sea without the captain’s permission.

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. com/pathfinder Printed in China.

If the ship is not within the area delineated by the chart, the spell fails. If the ship is reduced to 0 or fewer hit points, its icon changes from a ship to a skull and crossbones. 29 ® ™ Social Pirate Codes S hips cannot function without order and structure. Every captain has her own preferred rules and enforces those edicts in different ways. While the rules may vary from ship to ship, pirates as a group have developed general codes of conduct. When pirates capture an enemy ship, they sometimes offer the crew a choice: join the pirates’ crew, or face slavery or death.

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