The
latest release in the Pathfinder Player Companion
line of supplements, Knights of the Inner Sea
provides players with an overview of what they need to create
characters who either are, or are destined to become, knights. It
contains information on the most prominent knightly orders in the
Inner Sea region of Golarion, their mandates and backgrounds, along
with character roles, traits, new magic items, and even a few new
spells. It’s important to be aware that, if players are looking for
an in-depth treatise about a specific knightly order (including
detailed hierarchical structures, lists of prominent commanders and
other characters, lists of outpost locations, etc.), they won’t
find it here. However, what they will find in Knights of
the Inner Sea is a plethora of
starting points from which to develop interesting character ideas,
along with options for developing those characters throughout their
careers (with things such as the new Squire feat). In this manner,
Knights of the Inner Sea
is a successful and extremely useful book for anyone who wants to
create a knight from the Inner Sea region.
Knights
of the Inner Sea is the second
of the series to use the new format that débuted in Varisia, Birthplace of Legends, a much
more player-friendly format than what preceded it. Like Varisia
before it, it opens with a “For Your Character” section which
gives an overview of what the book is focused on, along with
“Questions to Ask Your DM”. After this single page, however, it
doesn’t become stuck with having to provide specific types of
sections like the old-style Companions
did (such as the “Combat”, “Faith”, “Magic”, and “Social”
sections). This is a good thing, allowing the book to focus on the
types of material that work best for its topic.
The
centre two pages constitute my favourite part of the book. “Anatomy
of the Knight” provides a diagram detailing the names of all the
parts of a knight’s armour (such as the plackart and pauldron), a
mount’s barding (such as the champron and criniere), the heraldic
shield and tabard, and so on. In short, the names for all the
accoutrements that make up the standard mediaeval fantasy knight.
There is also a sidebar describing how heraldry works. The simple
glossary provided on these two pages allows for the addition of a
great deal of flavour to anyone’s character. Now you have more than
just stats for your knight; now you can actually talk like your
knight (and possibly sound quite pompous while doing so)!
The
inside front cover contains information on four of the most prominent
knightly families in the Inner Sea region, while the inside back
cover provides details on several Inner Sea breeds of horses as well
as a few other animals. Both sections provide yet more ways to add
flavour to your character. In fact, I’d almost consider just
“Anatomy of the Knight” and the two inside covers to be worth the
purchase price alone. (Okay, that’s perhaps an exaggeration, but I
do love the amount of flavour those four pages add to the setting.)
Knights
of the Inner Sea also introduces
an intriguing method of handling squires in the game, through the
Squire feat and several archetypes for your squire cohort. The Squire
feat works like a lower-powered version of the Leadership feat (and
actually morphs into Leadership at higher levels). To be honest, I’ve
always had something of a love-hate relationship with the Leadership
feat (and, indeed, all the ways in which older editions of D&D
have tried to handle the concept
of characters gaining followers). On the one hand, Leadership
provides a straight-forward mechanical way for dealing with a
character who has someone else following him/her around and helping
out (with healing, fighting, or whatever). On the other hand,
Leadership can cause annoying situations where a character who has
never done anything to attract a following suddenly gains the feat
and the player wants to know, “When will my cohort show up?” Not
only that, in the hands of a competent player, Leadership can easily
become the most powerful feat in the game, perhaps too powerful. As
such, I’m a bit unsure how to view the Squire feat. Is it a good or
bad addition to the game? It certainly has good flavour potential
(and that’s generally what I rate highest when considering a new
feat/trait/spell/etc.’s addition), and squires are certainly an
important part of the whole mythos surrounding the fantasy knight. In
the end, I’d have to say the Squire feat is as good or bad as the
Leadership feat is, and that’s something that individual groups
need to decide on their own.
I
do have two areas of disappointment with Knights of the
Inner Sea and they both have to
do with the cavalier class. First off, the section on monstrous
mounts presents mounts that can be gained as cohorts using the
Leadership feat, but misses out on the opportunity to provide a means
for a cavalier to gain one of these mounts as a bonded
mount. For example, as it stands now, a cavalier who wants a pegasus
mount must either gain one as a cohort (using the Leadership feat) in
addition to his bonded mount, or
simply not have a pegasus mount at all. I think there was a definite
missed opportunity here for the addition of a feat, archetype, or
some other means for a cavalier to gain a non-standard bonded mount.
I
also think there was a much bigger missed opportunity to explain
exactly how cavalier orders fit into the game world. In books like
the Advanced Player’s Guide
and Ultimate Combat,
cavalier orders are simply mechanical aspects of the class, with a
small amount of information on the general outlook espoused by each
particular order. As these books are setting-neutral, this is a
perfectly understandable way to present them. However, no Golarion
book to date has discussed how these orders fit into the world
(unless I’ve missed something somewhere). What kind of
organizations are these? How do they relate to various orders like
the Knights of Ozem? Are certain orders more prominent in certain
areas of the world? What kind of hierarchy do they have? This seems
like perfect material for a book called Knights of the
Inner Sea, yet this book doesn’t
take this opportunity. There are three new orders in the book, but
they are presented in exactly the same format as the Advanced
Player’s Guide and other
rulebooks, with no information on how they fit in the world. A few of
the roles for specific knightly orders list appropriate cavalier
orders for that group, but don’t go anymore specific as to how the
cavalier order mixes or integrates with the knightly order. I think
this is a major missed opportunity to explain, in-game, exactly what
a cavalier order is.
Apart
from these couple things, however, Knights of the Inner Sea
is a good book. If you’re looking for a definitive treatise on the
Knights of Ozem or the Hellknights, it’s not the book for you. But
if you’re looking for a broad overview of all the knightly orders,
along with options for making a knightly character, the book has just
about everything you’ll need. It’s well worth the read.
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