Paladin-Knight of the Secret and Bizarre Righteous Order of the Hokey Pokey

HellHound

ENnies winner and NOT Scrappy Doo
Paladin-Knight of the Secret and Bizarre Righteous Order of the Hokey Pokey

It is said that paladins are “tapped” by a god to serve as shock troopers in the holy wars. Many paladins are even unaware of the deity that has so tapped them for their honour and skills at war. But at least one group of paladins have a pretty good idea who it is...

These are the Paladin-Knights of the Secret and Bizarre Righteous Order of the Hokey Pokey. Together with the Sacred and Pious Mendicants of the Temple of the Everlasting Hokey Pokey, they have found a connection with the higher power that grants many paladins the divine bounty for which they are known. In the secret temples of the Everlasting Hokey Pokey they worship and praise the secretive god who brings light to the world and they do the hokey pokey.

The Temple of the Hokey Pokey is a very secretive and bizarre organization. With their strange ways, it ends up being more bizarre than secret, however. Paladin-Knights of the Secret and Bizarre Righteous Order of the Hokey Pokey are recruited to the order from existing paladins, either by traveling Knight-Paladins of the order who they have fought beside, or by the Sacred and Pious Mendicants who are always watching for those who hear the call of the higher power to teach them the Hokey Pokey. As such, all Paladin-Knights of the Secret and Bizarre Righteous Order of the Hokey Pokey are either Paladins or Clerics before gaining levels in this class.

That’s what it’s all about!

Hit Die: d10

Requirements
To qualify to become Paladin-Knight of the Secret and Bizarre Righteous Order of the Hokey Pokey (PKotSaBROotHP) a character must fulfill all the following criteria.
Race: Human, half-elf or gnome
Alignment: Lawful Good, Lawful Neutral or Neutral Good.
Knowledge (religion): 4 ranks
Perform (dance): 1 rank
Feats: Martial weapon proficiency
Spellcasting: Must be able to cast bless and divine favor.

Class Skills
The Paladin-Knights of the Secret and Bizarre Righteous Order of the Hokey Pokey’s class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Knowledge (religion), Perform (Cha), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Points per level: 3 + Int modifier

Class Features
All of the following are class features of the Paladin-Knights of the Secret and Bizarre Righteous Order of the Hokey Pokey prestige class.

Fighter BAB
Strong Fort Saves

Weapon and Armor Proficiency: The Paladin-Knights of the Secret and Bizarre Righteous Order of the Hokey Pokey is proficient in all simple and martial weapons and with light, medium and heavy armor and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor or equipment carried.

Spellcasting: At levels 1, 3 and 5, the Paladin-Knights of the Secret and Bizarre Righteous Order of the Hokey Pokey gains new spells per day as if he had also gained a level in the divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those she receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a Paladin-Knights of the Secret and Bizarre Righteous Order of the Hokey Pokey, he must decide to which class he adds the new level for purposes of determining spells per day.

Do the Hokey Pokey (Ex): By doing the sacred dance of the Temple of the Everlasting Hokey Pokey (a full-round action that involves wiggling his posterior, raising his hands in the air above his head with his index fingers raised and then shaking them while rotating 360 degrees), the Paladin-Knight of the Secret and Bizarre Righteous Order of the Hokey Pokey can sow confusion among his enemies. All enemies of the Paladin-Knight of the Secret and Bizarre Righteous Order of the Hokey Pokey within 10 feet per class level must make a Will save or be stunned for one round. The difficulty of the Will save is equal to 10 plus the Paladin-Knight of the Secret and Bizarre Righteous Order of the Hokey Pokey’s class level plus his Charisma bonus. This extraordinary ability takes a full-round action to complete, and provokes an attack of opportunity.

Secret Innuendo of the Righteous Dance (Ex): When higher-level members of the Paladin-Knights of the Secret and Bizarre Righteous Order of the Hokey Pokey meet each other, they introduce themselves via a variant of the sacred dance of the Temple of the Everlasting Hokey Pokey. Each subtle variance in the dance indicates something that one Paladin-Knight wishes to convey to the other. This is treated in all ways as the innuendo skill when used by one Paladin-Knight of the Secret and Bizarre Righteous Order of the Hokey Pokey to another. Treat the Paladin-Knights as each having the Innuendo skill at a level equal to twice their class level.

Magic of the Hokey Pokey (Ex): At level 3, the Paladin-Knights of the Secret and Bizarre Righteous Order of the Hokey Pokey gain the ability to cast spells while performing the sacred dance of the Temple of the Everlasting Hokey Pokey. This allows the Paladin-Knight to cast a single spell of level 2 or lower with a casting time of one action or less while using the Do the Hokey Pokey ability. At level 5, the Paladin-Knights of the Secret and Bizarre Righteous Order of the Hokey Pokey can cast spells of up to level 4 in this fashion.

Mystic Ward of the Hokey Pokey (Su): A level 4 Paladin-Knight of the Secret and Bizarre Righteous Order of the Hokey Pokey can perform a longer version of the sacred dance of the Temple of the Everlasting Hokey Pokey (that involves putting their right hand in, taking their right hand out, putting their right hand in, and shaking it all about) that protects their friends and companions from harm. The Paladin-Knight of the Secret and Bizarre Righteous Order of the Hokey Pokey can take no other actions except performing this dance every round (although he may also use the Magic of the Hokey Pokey ability at the same time). As long as he maintains the dance, a number of allies up to the character’s class level plus his Wisdom bonus are warded so that some of the ally’s wounds are transferred to the Paladin-Knight. The allies gain a +1 deflection bonus to AC and a +1 resistance bonus to saves. Additionally, the allies take only half damage from all wounds and attacks (including those inflicted by special abilities) that deal it hit point damage. Half of the damage not taken by the warded creature is taken by the Paladin-Knight. (So an attack that deals 20 damage normally deals 10 damage to the ally and 5 damage to the acting Paladin-Knight). Forms of harm that do not involve hit points are not affected. If the ally suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with the Paladin-Knight. When the ability ends, subsequent damage is no longer divided between the subject and the character, but damage already split is not reassigned to the subject.
 
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(a full-round action that involves wiggling his posterior, raising his hands in the air above his head with his index fingers raised and then shaking them while rotating 360 degrees),

Damm, that precludes Flumphs from taking the PrC... you racist!
 


Could someone mention this to Sepulchrave? I'm sure he'd love to see his campaign take a lighter turn, and Eadric, Chosen of Oronthon would make a great PKotSaBROotHP.
 



Tallarn said:
Could someone mention this to Sepulchrave? I'm sure he'd love to see his campaign take a lighter turn, and Eadric, Chosen of Oronthon would make a great PKotSaBROotHP.

And then, Mostin would replace Mogus by Choochoo Bear, who would make a better pseudonatural familiar anyway (I love something positive).
 
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Hellhound, you shouldnt forget to check out the Logom, its my contribution for the Portable Hole Full of Beer (Its in House Rules, actually has your name in its thread-title).
 

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