As the theme of the
book is obvious from the title, we’ll get right into it. The inside front cover has details on four
knightly families in the Inner Sea: the Darahans (Taldor), Graydons (Ustalav),
Tilernos (Lastwall), and Khavortorovs (Brevoy).
Along with the expected info (heraldry, motto, etc.), each has an
associated combat trait—they’re strong, but the one for Graydon is a one-time-use
only thing and that’s pretty limiting.
The inside back cover is on mounts—several types of horses (like a
“Lastwall Jasper” or a “Taldor Jennet”) and some more exotic ones, like an “Erutaki
Husky”. Each type is given a Bestiary
equivalent along with a special trait (taken in lieu of one of a PC’s two
traits) that modifies the animal in a particular way. I think it works well for those who want to
add a bit more impact to their choice of mount.
The book itself is divided into a series of two-page long
entries on various topics. The only way
out is through, so here we go!
·
“For Your Character” has an index of the new
rules options presented in the book and some stuff on what classes can benefit
the most from it. I did like the funny
little aside about the origin of the name “Knights of Ozem”.
·
“Knights Overview” discusses different types of
knights in Golarion and has some really good cross-references to other
Pathfinder books that flesh some of the types out in more detail.
·
“Eagle Knights” has a brief introduction to the
group, two good new regional traits, and a “role” (essentially a suggested
template) for how a knight of each of the group’s three orders could be built
mechanically.
·
“Hellknights” has a brief description of the
seven orders within the organisation, two roles, and two regional traits that
are pretty niche.
For both the Eagle Knights and the Hellknights, there’s a
lot better material elsewhere, and the entries here are only the barest of
introductions.
·
“Knights of Ozem” has two new traits (both
good), two roles, and a paragraph each on three of the order’s castles. I think it might be a bit trickier to come up
with an explanation for why a Knight of Ozem has joined an adventuring band
(since the group’s whole mission is Lastwall-focussed).
·
“Mendevian Crusaders” has the usual stuff, but I
like the theme of people of low-birth disguising themselves as aristocrats to
better carry out the role of knight.
·
“Other Knightly Orders” has a couple of
paragraphs each on the Kortos Calvalry, Risen Guard, and Taldan Knights. This material is descriptive only, with no
game mechanics.
·
“Anatomy of the Knight” is an interesting visual
primer on the equipment that (real-world) knights wore and carried, along with
a couple of paragraphs on heraldry.
·
“Knights and Religion” and “Knights and Race”
are very brief sketches of how different religions and races in the game relate
to the concept of knights.
·
“Squires” is a potentially important addition to
the game for knightly characters. By
taking a feat (at fourth level), knight PCs can have what’s essentially a
mini-Leadership feat providing a single Cohort—a squire. The entry gives four archetypes for the
squire (Combat Healer, Gunner, Herald, and Weapon Bearer). Very useful in a one-PC game, but probably
overpowered in a group game if all it costs is a single feat.
·
“Mounts” essentially allows a PC to use the
Leadership feat to take a monstrous mount like a giant owl or a unicorn as a
Cohort.
For both squires and monstrous mounts, it’s good to have these
as supplemental rules, but (just like the Leadership feat itself) I wouldn’t
expect every GM to allow them in every game.
·
“Cavalier Orders” adds three new Orders (a
cavalier class feature) to the game: the Order of the Land (protecting rural
areas), the Order of the Penitent (former criminals), and the Order of the
Staff (aides to spellcasters).
Interesting concepts, but the associated powers are pretty weak.
·
“Knightly Codes and Traits” provides secular
knights a nice role-playing counterpart to the idea of Paladin codes. The Codes include Freedom, Perseverance,
Revolution, Valor, and Vigilance. Each
has an associated social trait that the character gets if they maintain the
code.
·
“The Spells of Serren” is a collection of eight
new spells ostensibly created by Serren, a half-elven magus who spent a lot of
time associating with knights. I’ve
actually seen a lot of these come up in games—carry companion, bed of
iron, and especially the overpowered and problematic keep watch
(allowing PCs to stay awake all night every night).
·
“Magic Items” has what you would expect—nothing
jumped out at me, and I haven’t noticed any of them being used or abused.
And that’s Knights of the Inner Sea. It covers a ton of ground, though much of the
setting material seems incredibly cursory to someone familiar with
Golarion. However, if given to a player
new to the world that wants to play a knight PC, it could be a good entry
point.
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