Pirates!

JoeGKushner

Adventurer
Pirates is a 3.0 d20 book by Living Imagination with material drawn from history and their Twin Crowns setting to augment the role that pirates and ships have in any campaign.

The first chapter, Pirate Life, is a good look at how pirates lived in the past but lacks any real details on using this in a standard d20 campaign. For example, while maggots and weevils are a great problem, with magic, how dangerous would they be to food stores? How much of a concern would food and water be to a crew with the right equipment? This problem hits the book in several other areas, but it's most felt here. For example, what skills should pirates have? Is there a Pirate Profession?

While those details aren't touched, we do get a look at some of the standard roles that pirate crews have and what codes of conduct that follow. About the only nod that this is indeed a d20 fantasy product is the amount of gold given to an injured pirate to retire, but even then, confusion is present because the gold is paid out of the common treasury, but where is that common treasury detailed?

The chapter introduces many feats of piracy such as Cold Resistance, where you don't free in water and Ocean Affinity, granting knowledge of water depth, temperature and strength of currents and a bonus to Swim Checks. Some of the feats are probably a little out there but most seem like the type GMs give NPCs to round them out. The chapter ends with a brief Gloassary of terms like Monkey, a small cannon or Black Spot, the death threat of a pirate.

The bulk of the book, Chapter Two, Pirate Profiles, is dedicated to NPCs. These NPCs often come from new Prestige Classes and have other unique bits about them. Some of them do draw on information, like skills, feats and PrCs, from other Twin Crowns material. The section starts with historical characters like Captain Kidd and Captain Blood, but then moves into fiction.

The PrCs perhaps specialize too much and it'd be the rare campaign that used even half of them, but for those interested in a diverse amount of pirates and sea going types, we've got the following: Gentleman Pirate, Pirate, Slaver, Sea's Chosen, Eldritch Captain, Brethren, J'Kurosgch Salteraters, Jali (Witch Doctor), Sail Rider, Lookout, Marauder, Recklet Boarder, Island Protector, and Smuggler. I can't really say that any of them struck me as new and original save perhaps the Eldritch Captain who gives up a little spellcasting progression in order to better influence his boat. Others I wondered at like the Smuggler gaining spellcasting ability as opposed to being more Rogue like and the use of the Island Protector in a supplement about pirates.

Other game mechanics are included like the Undead Captain and Crewman, as well as new rituals and organizations. The chapter is a give and take. If you're looking for NPCs to help flesh out the details here, then you're going to love the material. If you think that we've seen enough pirates and similar style PrCs, you'll just flip though it, make some notes on what might be appropriate for your campaign and move on.

Ships and Booty is a short chapter but important because it includes Trade Goods. I know I've always wanted to know what chocolate cost in bulk or iron or rope or silk or wood. It's a useful chart to have and the other material, in terms of cost and modifiers in cost, are useful for those cargo ships that the players may one day wish to own. The important information for a pirate though, isn't the shipping cost, but how much space the goods take up.

Those wanting their own custom ships will love Chapter Four, Ship Construction. It includes a listing of common ships in terms of ship stats like length, beam, depth, and average crew. Useful material but nothing we haven't seen in at least three other d20 books. Some of those other products with maps. The meat of the section is making your own ship, going through the ten steps and coming out with a cost in time and gold to make your mark on the world.

Those looking for a lot of equipment won't find a lot of standard items as most have already been covered in Broadsides and other products but we get some general items like Blunderbuss and Grenado (grenades). The majority of Chapter Five is magic items and these range from the Dagger of Action, granting the user a host of feats and a bonus to dexterity, to the Bounty Hunter, a +2 Longsword that drains strength when striking a foe. The magic items are detail oriented and lack any history, background or common uses but this allows more items to be stuffed into this chapter.

One of the more useful sections of the book, Kronor's Folly, is a small island with the town of Port King. Once a small colony run by Sameul Kronor who hoped to attract other colonist there once they saw how rich the land was for farming, Kronor instead created a base of operations to battle pirates, eventually losing both life and town to the pirates who set up shop here. Because it's an island setting, it's easy to take bits and pieces of this and put it into another campaign, ignoring references of gifts, the five lives characters get, and other campaign specific details.

A few short adventures to get a GM started using the material is included. The swimmers is for 6th-9th level characters, pitting them against merfolk and kithraas, a pirate group known as, yes, the Swimmers, who seek to limit the human's expansion. The next adventure, Bloodsong, is for 7th-10th level characters who go in search of Black Cat's treasure on her ship Nightfall hidden on an island chain. Short adventures that the GM will have to flesh out to mesh with the campaign and add details but useful to get the material moving right away.

The art in the book is solid but uses different styles creating dissonance. For example, the pen and ink work of both Marcio Fiorito and Rinaldo Santana work well together but the paintings stand out in stark contrast and because the interior is black and white, some detail is lost on those. For example, the painting to one of Feist books, The King's Buccaneer, is reproduced here on a small scale but looks nothing like the actual book cover.

Layout is standard two column. Text sometimes appears a little too justified with some empty spaces in the lines. Editing needs a little work. Take for instance, the Helm of Disguise, “This helm appears to be a helm...” Would that be a standard helm or ?

I guess when I saw Pirates, I was expecting a book that talked about the core classes as pirates. A book that showed what feats, skills, spells and magic items from the core books would make the best pirate. A book that went into some detail about the roles of different races and why they'd go the piracy route. Sure, I expected to see some prestige classes, but what's wrong with a Black Guard that takes to the Seas to raid the towns of his enemies or a Dwarven Defender who among with his comrades, guards a massive floating fortress? That's not what this book is.

If you're looking for PrCs, NPCs, feats and other crunch, the book has a lot to offer you. If you're looking for how magic effects the life of pirates, for example, common spells on ship, or how pirates arose and their history, then this book is not for you.
 

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On the high seas there is one name that above all else means adventure: Pirates! This supplement explores historical and fantasy pirates, their life and exploits. Included are many pirate prestige classes, from good-natured privateers to deadly raiders and including the undead scourge of the sea. Also included are specific pirate characters, their ships and crew, and a detailed pirate haven suitable as a capstone setting.


A new look at the historical world of piracy, merging the factual with the fantastic
Profiles, histories, statistics, and ships for pirates that can be powerful foes or friends
New Feats, prestige classes and magic items appropriated to the Genre
Detailed rules for the economics of crewing and operating a ship
Prices for ship maintenance, trade goods, and shipping and passage fees
Intricate rules for constructing you own custom sailing vessels
Details of a pirate haven that can serve as hideout or target for adventures
 

Avast, maties! Lay yer eyes upon the booty I jus' gathered: Pirates! (by Living Imagination) and Skull & Bones (by Adamant Entertainment and Green Ronin). Now you can live a pirates life if ye are layin low... or if ye are a landlubber!

Pirates

Pirates! is a rules supplement by Living Imagination dedicated to the topic of, uh, pirates. As with most of their rules supplements like Spellbound and Broadsides!, the book is written with Living Imagination's Twin Crowns setting in mind, but is also written with use as a general d20 Fantasy game use in mind. The book is based on Living Imagination's Broadsides!, and references it frequently.

A First Look

Format: 112 pages. Perfect-bound softcover. $19.95.

Layout: Moderate to good body text density. Single spaced lines and paragraphs. Two columns. Well shaded tables. Tables had some editorial errors, such as having the table content of the Pirate prestige class for the Gentleman Pirate prestige class, which does not match its class abilities.

Cover artist/comments: The cover art, by Clyde Caldwell, depicts a buxom and scantily clad woman illustrated Elmore style, with a miniature dragon perched upon her shoulder. The art is good quality, but it is about as classy as you would expect for such a cover.

Interior artists/comments: Marcio Fiorito, Don Maitz, and Rinaldo Santana. The art is average to good quality. I normally like Marcio's work, but some of his illustrations here struck me as a bit cartoonish.

Cartography: The maps appear to be done in Campaign Cartographer 2. The maps are decent in appearance. My only complaint is that for all but one of the maps, the shading of the island is the same as that of the sea, providing insufficient contrast and a somewhat tepid appearance.

A Deeper Look

Pirates! is a multi-functional supplement, providing for many facets of a pirate campaign.

The first chapter is entitled "Pirate's Life." It actually is split into two major sections: a background section and a rules section.

The background section of the first chapter is basically a familiarization with the pertinent details of piracy. This includes such details as life about ship, provisions, crew considerations, distinctions between pirate and privateer, and other basic facts.

The mechanics in this section, unless you count cost of provisions, is limited to feats. Feats include aggressive pilot (which provides and impressive bonus when piloting a ship to ram another or avoiding the same) and swashbuckling (which allows a character to take advantage of ship's rigging in a fight.)

The second chapter, "Pirate Profiles" is the largest in the book and actually serves dual purposes. First, it provides statistics blocks for a number of historical pirate figures of legend as well as figures made up for a fantasy game. Second, many figures have new prestige classes; after each figure that uses a new prestige class, the game statistics for the new class is presented.

The new prestige classes include archetypes of characters that ply their trade on the seas, including your basic pirate, gentleman pirate, slavers, lookout, salvager, sail rider, and eldritch captain. Other prestige classes represent more specific concepts, such as the Jali (basically a witchdoctor specializing in necromancy) and the sea's chosen (a character who suffered at the hands of someone at sea, and is seemingly watched over by the seas.) Some of the prestige classes seem a little weak, such as having only moderate BAB advancement, but offering only class abilities that bolsters a few specific seaborne situations.

In addition to the legendary pirates and prestige classes, the second chapter provides rules for ghost ships, and an example, the legendary Flying Dutchman.

The short third chapter, Ships and Booty, provides rules for operating a ship, costs for shipping, and random tables that describe the nature and value of cargoes.

The fourth chapter is a bit of a surprise, since the author of Broadsides! insisted it was impractical: a ship construction system. The complaint at the time was that different eras provide vastly different capabilities in ships. The author manages this by providing common hull types in different eras.

However, after that it dives into a more typical "handcraft" type construction system. The system shows a careful attention to detail and approximates reality fairly well, but doesn't seem to take into account different ship technologies and methodologies.

It should be emphasized here that the actual rules for using ships are in Living Imaginations' Broadsides!.

The fifth chapter provides equipment and magic items. The standard equipment includes gunpowder weapons and crucial shipboard navigation tools. The magic items include such items of interest in a seafaring campaign as the cape of the swashbuckler. The cape of the swashbuckler provides a dodge bonus to AC despite the fact that the DMG says you are never supposed to do this. That's okay guys, I think it's a stupid rule too. Veteran seafarers also know to beware Davy Jones' Locker, which is statted out as a cursed item in these pages to lure seafarers to their doom.

The sixth chapter details Krondor's Folly, an island in the Twin Crowns setting with the feel of a Carribean island. The description provides the same sort of in-depth detail that you see in Living Imagination's excellent Streets of Silver. However, given this, it suffers in breadth due to the brevity of the chapter.

The last chapter is entitled Pirate Adventures and contains two adventures for enterprising seafarers. The first pits the PCs against a pirate band composed of island natives and merfolks. The second is basically a treasure quests that takes the PCs to exotic and dangerous items. The adventures are fairly simple.

Conclusion

The character options provided in Pirates! are interesting, but in some ways seem a little weak in a standard campaign. The ship construction rules and operation rules are a welcome addition to the Broadsides! rules. The setting info and adventures are decent, but a bit too brief to be of great use.

Pirates! perhaps doesn't fulfil the promise of pirate campaigning as well as Skull & Bones does. However, if you are seeking a supplement that is more an addition to an existing d20 Fantsy game instead of a book that essentially forges the d20 System into a new game, Pirates! may serve you needs better.

Overall Grade: C+

-Alan D. Kohler
 

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