TEXT: The Holy Knight
  
  2
  Mazes & Perils: Holy Knight
  © Moebius Adventures, 2016
  Writers: Vincent Florio and Brian Fitzpatrick
  Editors: Brian Fitzpatrick and George Fields
  Layout: Brian Fitzpatrick 
  Art: William McAusland
  Some artwork copyright William McAusland, used with permission
  Some artwork from Adobe Stock, Used With Permission
  1st Printing October 2016
  Last Update: 25-SEP-2016
  
  3
  Holy Knights
  When the Gods chose to start fighting their battles 
  in the mortal realms, they needed champions. These 
  champions would lead their troops into battle with 
  an unshakeable faith in their mission. They would 
  create fear in their gods' enemies and bring hope to 
  their allies. And they would be unstoppable on the 
  battlefield; even death would not deter them from their 
  divine goals. These champions of their faith are called 
  Holy Knights...
  Extra Classes
  Though we included six main classes in Mazes & Perils 
  Deluxe Edition, there is plenty more to explore, so we'll 
  be releasing a new class now and then to expand the 
  world. Whether they expand the reach of the things in 
  the dark or the things in the light is up to you!
  An Overview...
  Focused on becoming masters of martial combat, Holy 
  Knights only gain limited casting abilities at higher 
  levels. But as bastions of good, they are the bane of true 
  evil everywhere. Their very presence can turn undead 
  and keep them at bay. 
  When starting down the path of a Holy Knight, each 
  champion gains an understanding of the evils they 
  face. This understanding grants them bonuses against 
  such evils in combat. As their studies continue, they 
  learn strategies for dealing with many forms of undead. 
  And at the highest levels, they are immune to fear and 
  supernatural death. They have a profound belief that 
  their gods will protect them against their enemies, and 
  they use that belief as a shield. 
  Basic Features
  Like the Fighting Man, a Holy Knight uses a d6 for 
  their hit dice. They have no limitations on weapons, 
  armor, or race, but must be of a Good-based alignment.
  Special Abilities
  Holy Knights have several special abilities gained at 
  different levels:  
  • 
  Favored Enemy: Lawful or Chaotic Evil
  • 
  Turn Undead
  • 
  Favored Enemy: Undead
  • 
  Spell Casting
  • 
  Relentless Battle
  • 
  Protection from Supernatural Fear, 10' Radius
  • 
  Immunity from Death
  Favored Enemy
  At 1st, 4th, and 6th levels, Holy Knights gain 
  knowledge they can use to more effectively fight evil in 
  their divine campaigns. 
  Favored Enemy: Lawful or Chaotic Evil
  At 1st level, Holy Knights gain an understanding of a 
  particular type of evil. They must choose either Lawful 
  Evil or Chaotic Evil and gain a +1 to hit and damage 
  against enemies with that alignment. 
  • 
  Favored Enemy: Lawful Evil
  • 
  Favored Enemy: Chaotic Evil
  For instance, one Holy Knight may take Favored 
  Enemy: Lawful Evil and encounter a Gargoyle in 
  combat. Gargoyles are Lawful Evil creatures, and the 
  character would gain a +1 to hit and damage against 
  them.
  However, a different Holy Knight might have taken 
  Favored Enemy: Chaotic Evil and come across a Gnoll 
  in combat. Gnolls are Chaotic Evil creatures, and this 
  knight would gain a +1 to hit and damage against 
  them. 
  If either knight encountered a type of evil that was not 
  favored, they would not gain the bonuses.
  
  4
  Favored Enemy: Undead
  At both 4th and 6th level, the Holy Knight gains 
  understanding of how to combat and defeat a specific 
  type of undead.  For the type of undead chosen, the 
  knight gains a +1 bonus to weapon damage.
  Among the undead available for study are:
  • 
  Ghouls
  • 
  Mummies
  • 
  Skeletons
  • 
  Spectres
  • 
  Vampires
  • 
  Zombies
  For example, a Holy Knight may choose Favored 
  Enemy: Skeletons at level 4 and Favored Enemy: 
  Zombies at level 6, making him even more effective 
  against his foes while another knight may choose 
  Favored Enemy: Ghouls and Favored Enemy: 
  Spectres. There are plenty of undead to be vanquished!
  Turn Undead
  Starting at 
  level 3, Holy 
  Knights gain 
  the supernatural 
  ability to Turn 
  Undead like 
  their less martial 
  comrades, the 
  Clerics. They may 
  use this ability a 
  number of times 
  per day equal to 1 
  + their Charisma 
  modifier. And 
  they Turn Undead as if they were a Cleric two levels 
  lower.
  For example, a Holy Knight with a Charisma of 12 
  (+1) would be able to Turn Undead 2x a day. And if 
  he was level 3, he would function as though he were a 
  1st level Cleric performing a Turn Undead. See page 8 
  in the Cleric section in the Mazes & Perils book for 
  details.
  Spellcasting
  Starting at Level 5, a Holy Knight is capable of casting 
  a limited number of spells per day. They gain many of 
  the same spells as their Clerical brothers. See the next 
  section for a list of available spells.
  Relentless Battle
  At level 7, Holy Knights gain the ability to stand 
  and fight long after most mortal men would fold: 
  Relentless Battle. Knights can remain fighting until 
  they get to -5 HP or the combat is over. Once combat 
  ends, the character falls unconscious.
  Protection from Supernatural Fear, 10'  
  Radius
  At level 8, the Holy Knight gains the ability to resist 
  supernatural fear affects and can protect all allies 
  within a 10 foot radius. This includes all creatures who 
  induce Fear-like symptoms such as the Mummy who 
  can inspire fear in his victims the first time they see 
  him in combat. 
  Immunity from Death
  At levels 10 and 12, Holy 
  Knights gain even more 
  divine protections from 
  their divine patrons.
  Immunity I
  Starting at level 
  10, Holy Knights 
  become unaffected by instant 
  death effects created by supernatural means. Normal 
  means and magical spells will still work. 
  Immunity II
  At level 12, Holy Knights are also unaffected by 
  instant death effects created by magical means. 
  Normal methods such as assassinations will still work, 
  but spells like Finger of Death will no longer affect the 
  character.
  Charisma Score
  Modifier
  3
  -2
  4-7
  -1
  8-11
  0
  12-15
  +1
  16-17
  +2
  18
  +3
  Note that these bonuses do not stack. Even if you 
  take Favored Enemy: Chaotic Evil and Favored 
  Enemy: Ghoul, use the bonuses most beneficial 
  to your cause (i.e. +1 to hit and +1 to damage 
  vs. Chaotic Evil is better than +1 to damage vs. 
  Ghouls).
  RefeRee
  
  5
  Spells
  Like Clerics, Holy Knights rely on their Wisdom as 
  their key ability score to cast their spells. They may 
  choose from the following spells (* are new):
  • 
  1st— Cure Light Wounds, Detect Undead*, 
  Light, Magic Weapon*, Protection from Undead*
  • 
  2nd— Darkvision*, Halt Undead*, Slow Undead* 
  • 
  3rd— Create Water, Improved Cure light 
  Wounds, Remove Curse, Speak with Dead
  • 
  4th— Create Food, Dispel Evil, Protection from 
  Evil
  If not listed below, all spells are Cleric spells that can 
  be found in the Mazes & Perils book.
  New Spells
  Darkvision
  Level: 2
  Range: 0'
  For one hour, the target can see 60' even in complete 
  darkness. The target sees the world only in black and 
  white, but otherwise has normal sight. Does not grant 
  the ability to see in magical darkness. 
  Detect Undead
  Level: 1
  Range: 20'
  For 10 minutes the character is able to concentrate 
  and focus his energy to detect if there are undead in 
  the area. The character may take slow 5' steps in any 
  direction to move the spell area, but opening doors or 
  moving objects will result in being disturbed. If the 
  character is disturbed in any way, the spell effects will 
  end.
  Halt Undead
  Level: 2
  Range: 30'
  For 1d6 rounds, the undead affected is unable to 
  move in any direction and frozen in its tracks. The 
  undead may a ttack if a victim is within touch range 
  but with a -2 to hit.
  Magic Weapon
  Level: 1
  Range: 0'
  When cast, this spell grants the weapon touched with 
  a +1 magical enchantment to hit and damage for 1d6 
  rounds. While active, the weapon cannot be broken; 
  and the enchantment is still valid if the caster dies or 
  the weapon is dropped.
  Protection from Undead
  Level 1
  Range: 0'
  For 12 turns, this spell protects the target from any 
  undead intending harm. The protected individual 
  gains a +1 to all saving throws required vs. attacks 
  by undead nearby. And undead foes attacking the 
  protected individual have a -1 to all attacks.
  Slow Undead
  Level: 2
  Range: 30'
  All undead in the spell range are slowed to half their 
  normal speed for movement and a ttacks. If a target 
  leaves the spell radius, all effects are canceled. This 
  spell can affect up to a maximum of 12 targets at 
  once.
  
  6
  Followers and Squires
  As a Holy Knight advances in experience and prestige, 
  they may also gain followers seeking to learn their 
  ways and join their ranks. Some of these followers 
  may be useful for running errands while others may 
  follow their lord into combat and turn the tide of 
  battle.
  Though the Holy Knight may hire specialists or men 
  at arms to aid them in their quests, their followers will 
  not be nearly as effective - essentially becoming level 0 
  characters with limited abilities. 
  The Holy Knight may acquire anywhere from 1 to 
  infinite followers, but it is limited by their Charisma 
  score. See the Mazes & Perils book for the Maximum 
  Number of Followers allowed.
  Behavior of Followers
  There are no hard and fast rules for these disciples 
  who may choose to follow the Holy Knight. It falls to 
  the discretion of the referee as to what they might be 
  able to accomplish. 
  Some of these devotees will follow their leader to the 
  very gates of hell and beyond. Others may turn and 
  run at the first hint of combat. And a few turncoats 
  may even be used against the Holy Knight should 
  they be properly motivated by his enemies. 
  Common sense should apply here. If the character 
  treats these followers well, offering not only advice 
  but food, shelter, and training in the ways of combat 
  in the name of the knight's chosen deity, they would 
  be so inclined to stay. If the knight treats them fairly 
  and never gives them a questionable command, they 
  may do anything for him - even so far as to follow the 
  occasional questionable command.
  If those questionable commands occur too frequently, 
  they will start to doubt their leader. Should the 
  character be selfish and send his followers on errands 
  even he would not do for himself, those in his retinue 
  would likely become less inclined to help their 
  glorious leader. 
  Some Rules of Thumb
  If it becomes necessary, the GM can employ this tactic 
  to determine whether the follower begins questioning 
  an odd command.
  1. The GM secretly rolls a d100 and notes the 
  number.
  2. The player rolls a d100 and declares that the 
  higher or lower roll wins.
  3. If the GM's roll fits what the player declared, the 
  NPC will question the command given.
  For example, let's say the Holy Knight drinks a bit too 
  much sacrificial wine one night and jokingly tells one 
  follower to fight another to prove their fighting skills. 
  The followers have seen this one too many times and 
  the GM declares that there's some dissension in the 
  ranks, rolls a d100 and asks the player to roll a d100 
  and declare "higher" or "lower".
  If the player rolls a 73 and the GM rolls a 54 and 
  the player declared "lower", the followers grumble 
  but fight anyway. If the player declared "higher", the 
  NPCs may choose to throw down their weapons and 
  leave the knight's retinue for good.
  Stats
  Should the Holy Knight (or the GM) wish to use 
  these followers in combat, here is a simple stat block 
  to use:
  GeneRic followeR
  Move: 120’ AL: N HD: ½ AC: 8 Dmg: by weapon
  Possessions: Work clothes; possible weapons include a 
  quarterstaff or dagger, shortbow (if hunting) and  
  quiver (d20 arrows)
  
  7
  Holy Knight- Experience and Spells Per Level
  Spells Per Level
  Special Abilities
  Level
  Experience
  Hit 
  Dice
  1
  2
  3
  4
  1
  0
  1
  -
  -
  -
  -
  Favored Enemy: Evil type*
  2
  1,900
  2
  -
  -
  -
  -
  3
  3,800
  3
  -
  -
  -
  -
  Turn Undead*
  4
  7,600
  4
  -
  -
  -
  -
  Favored Enemy: Undead*
  5
  15,200
  5
  1
  -
  -
  -
  Spell Casting*
  6
  30,000
  6
  2
  -
  -
  -
  Favored Enemy: Undead*
  7
  60,000
  7
  3
  -
  -
  -
  Relentless Battle*
  8
  120,000
  8
  4
  1
  -
  -
  Protection from Supernatural 
  Fear 10'*
  9
  240,000
  9
  5
  2
  1
  -
  10
  350,000
  10
  6
  3
  2
  -
  Immunity I*
  11
  460,000
  11
  6
  4
  3
  1
  12
  680,000
  12
  6
  5
  4
  2
  Immunity II*
  * See the Special Abilities section for a description.
  
  8
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