Power Classes IX - Pirate

John Cooper

Explorer
Power Classes IX - Pirate
By August Hahn
Mongoose Publishing product number MGP 1109
16 half-sized pages, $2.95

I have no doubt that as the 9th book in Mongoose's inexpensive "Power Classes" line, each one providing a new 20-level character class, Pirate was one of the most eagerly-anticipated in the series. As far as I'm concerned, it's also one of the most disappointing.

The cover is nice, though, again a joint effort between Nathan Webb (who draws the figure) and Scott Clark (who does the background effects). This time, Nathan provides us with a typical pirate wearing typical pirate garb: he's got the pirate hat, the pirate coat (with large, turned-up cuffs), the turned-over pirate boots (with the legs of his pirate breeches tucked inside), and even some traditional pirate weapons: the inevitable cutlass, plus several pistols (and even what looks like a flintlock rifle slung on his back!). To drive home the fact that this is a fantasy supplement, though, the traditional pirate's parrot has been replaced by a winged humanoid with leathery wings and blue skin - maybe an imp, maybe a water mephit, maybe a homunculus. His hands are veiny, his beard scruffy, and his expression disdainful. Overall, a very nice offering from Nathan.

Nathan also provides the three black-and-white interior illustrations. On page 4, he has a half-orc pirate with all of the stereotypical pirate trappings: peg leg, hook hand, eye patch, golden earrings, battle-notched cutlass. Very nicely done. On page 12 we get a pirate helmsman at the wheel, again wearing pirate-traditional clothes complete with a cutlass at the hip. Finally, on page 15 we have a nicely-done treasure chest filled with loot, and the corpse of a pirate who must have just dug it up (as evidenced by the shovel trapped underneath his body). There are two things that bothered me about this piece: first, the perspective on his left arm seems off - rather than looking like it's further away from the viewer, it looks like it's stunted and deformed; and second, there's an upright sword sticking up from behind the treasure chest, but if this is what killed the pirate he must have died from blood loss when he was stabbed in his foot, because that's where it looks like he'd have gotten stabbed. I do like the anchor tattoo on his right arm, though - it's an appropriate detail making the overall picture that much more believable.

As for the pirate class itself, it's okay- up to a point (16th level, as a matter of fact). Anyone who has read my review of Book of the Sea already knows my views about Pirate, as the pirate class provided in Book of the Sea was taken directly - word for word, it looks like - from this book! Of course, Book of the Sea is one of Mongoose's more recent books, while Pirate was released before the advent of the 3.5 rules, so this product was written as a standalone work and then later incorporated into the "Classic Play" book. (Come to think of it, this also explains why "Pick Pocket" shows up in the 3.5 Book of the Sea.) In any case, to reiterate my problems with the pirate class that I first read in Book of the Sea, at higher levels the pirate starts manifesting the Water domain spells, only they aren't really spells, they're even better: they can't be interrupted, work fine even inside an antimagic field, and completely bypass all spell resistance! Does that sound like something your typical pirate can do? No, it didn't seem that way to me, either.

Another problem with Pirate has nothing to do with my dislike of grafting weird "better than normal magic" non-spells onto the standard pirate is that a 16-page book really isn't enough to do a pirate class justice, especially when those 16 pages are really just 8 pages folded lengthwise. Sure, there's enough room to detail the class abilities (as admittedly was done here), but to really do a pirate justice, you really need rules about ships, and deck plans, and naval combat, and so on, and there's not enough room for any of that here. (The most we get are details on the cutlass.) Imagine playing a pirate PC, only without being on a ship. Not much of a piratey feel, is it? And, of course, if you buy a book with full seafaring rules, chances are it comes with its own pirate class, making this book rather superfluous.

All in all, Pirate is my least-favorite of the "Power Class" books to date. I give it a "2 (Poor)." Now if you'll excuse me, I need to pop over to my review of Book of the Sea and apologize to Gareth Hanrahan, who was undeservedly on the receiving end of my pirate class rant, when it turns out he wasn't even responsible for its inclusion in his book.
 

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There is just something magical about the thought of the ocean breeze blowing past billowing sails, the feel of strong wood beneath one’s feet, and the gentle roll and pitch of the waves as your ship cuts across them in search of fame and fortune. The adventurous, often romantic image of the pirate is a part of our collective psyches, handed to us from historical figures like Redbeard and Sir Francis Drake and the many corsairs and villains that have plied the seas of our imagination. There is something primal about the freedom and untempered bravado pirates possess that inspires us to place them over and over again in song and story. From a role playing standpoint, pirates are a wonderful addition to our games. They are fierce, self-reliant characters with a crew of men willing to do their bidding, a ship to call their home that grants them the ultimate mobility to travel as they wish, and a licence to do as they please lest someone do it to them first. With pirates come the brotherhood and code of the sea, a form of unwritten law that create a grand backdrop for adventures of buccaneering and bounty-chasing. Hoist the main sails and batten down the hatches; there’s glory to be had, me mates!
 

So, and correct me if I'm wrong here John, you dislike this class because you disliked two things about it and the art? If the class is fine up to 16th level, why a 2? Isn't that more than a little harsh?

We use the class extensively in our water-based campaign and when the Beloved of the Sea power is taken as it is fully described (as opposed to the much-shortened form you give above) it makes perfect sense. It is, after all, a personal relationship between the pirate and the sea.

Some of the legends of Blackbeard say that once, while imprisioned in Corsica, fish would throw themselves into him his sea-facing cell window so he could eat. That works for us as a legitimate use of this power.

Why no mention of the great Nautical based knowledge abilties? Why no mention of the Natural Rigger and excellent bonuses for lack of armor? It seems to my group like you had so much fun tearing this down, you didn't bother to see the utility of what you were standing on.

<Eshan>
 

Eshan,

A reviewer has to decide his opinions on the book in question and then back them up. I have some serious problems with the pirate class in Power Classes IX - Pirate, as detailed in my review above. In my opinion, the "better than normal spells" non-spells are nothing more than, well, goofy for a pirate PC. And yes, I feel that a 20-level character class that stops making any sense after 15th level can best be described as "poor."

The Conan RPG has a much better pirate core character class - again, as is everything in my review, my own opinion - that would probably be easy to tweak into a standard D&D/d20 fantasy game with much better results. If you're using the pirate class from this book in your own game and enjoying it, then great - more power to you. Not everyone's going to have the same views. If you feel my rating is out of whack, the best thing you could do is write up a review of it yourself. (Although calling me on it here is certainly a quicker alternative.)

And no, I didn't have fun tearing this book down. I prefer writing positive reviews to negative ones, but I've always written my reviews based on my true feelings for the book in question, and I honestly didn't like this one much at all. Yes, the Nautical based knowledge abilities and Natural Rigger abilities were well thought out and make sense for the class. Yes, there are some positive things about this book. But overall I didn't like it, and I felt it more important to back up my assertation that this was one of the weaker in the "Power Classes" line than go through each individual item and give it a thumbs up or a thumbs down.

Your review may well take a different approach. And hey, the more people that review a given work, the more views on it there are for other people to read and compare.

John Cooper
 

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