Unleash righteous fury and vanquish those who oppose your noble call to arms! Join the forces of good or evil in your pursuit to spread the word of your liege, or dedicate yourself to a religious or personal code of knightly conduct. Whether you’re a muscle-bound weapon of faith bedecked in steel plate or a spellcaster devoted to the god of magic, this volume offers countless options to those who walk the elite path of knighthood.
Knights of the Inner Sea presents a player-focused, in-depth discussion of what it means to be a knight on the world of Golarion, where every day is a trial against forces that seek to enslave or obliterate humanity, and it’s up to a stalwart few to fight back against the elements of corruption for the betterment of all. Every Pathfinder Player Companion includes new options and tools for every Pathfinder RPG player.
Inside this book, you’ll find:
- An in-depth analysis of the various kinds of knights that roam the Inner Sea region, and roles that help define exactly what these diverse orders stand for. - New spells, magic items, character options, and traits to help knightly adventurers distinguish themselves as glorious champions of their causes. - A detailed dissection of a knight’s armaments and her horse’s barding, as well as an exploration of heraldry and its function throughout the Inner Sea. - New rules for mounts both monstrous and bestial, including descriptions and traits for some of the Inner Sea’s most prominent breeds. - Rules for acquiring a loyal squire to aid a knight in her noble endeavors, including new archetypes to further specialize these stalwart sidekicks.
It's nice to know that if you get into trouble, there is someone with a sword ready to defend you. //Knights of the Inner Sea// looks at the fighting men of Golarion. Included are the major orders as well as a few minor orders, and the traits, mounts, and builds to make these glorious warriors, as well as information on their general history and origins. With this book, Golarion is expanded a little more, as are warriors in other realms.
This book feels a little light compared to other Pathfinder books. There is a lot of great information available, such as information on new mounts and how full plate and barding work. However, it just feels like there could have been a bit more, such as a little more fiction or more maps. Also, it feels weird that mages are mentioned as being part of these orders, even a substantial part, and yet there is no real information on how they work outside of support and a few spells, even if the focus is one the fighting men. Nonetheless, this is good background information, and the new traits and mount rules make it good information for any campaign.