Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Paladin-Knight of the Secret and Bizarre Righteous Order of the Hokey Pokey
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="HellHound" data-source="post: 773007" data-attributes="member: 3397"><p><strong>Paladin-Knight of the Secret and Bizarre Righteous Order of the Hokey Pokey</strong></p><p></p><p>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...</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><em>That’s what it’s all about!</em></p><p></p><p><strong>Hit Die</strong>: d10</p><p></p><p><strong>Requirements</strong></p><p>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.</p><p><strong>Race</strong>: Human, half-elf or gnome</p><p><strong>Alignment</strong>: Lawful Good, Lawful Neutral or Neutral Good.</p><p><strong>Knowledge (religion)</strong>: 4 ranks</p><p><strong>Perform (dance)</strong>: 1 rank</p><p><strong>Feats</strong>: Martial weapon proficiency</p><p><strong>Spellcasting</strong>: Must be able to cast bless and divine favor.</p><p></p><p><strong>Class Skills</strong></p><p>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).</p><p></p><p>Skill Points per level: 3 + Int modifier</p><p></p><p><strong>Class Features</strong></p><p>All of the following are class features of the Paladin-Knights of the Secret and Bizarre Righteous Order of the Hokey Pokey prestige class.</p><p></p><p>Fighter BAB</p><p>Strong Fort Saves</p><p></p><p><strong>Weapon and Armor Proficiency</strong>: 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.</p><p></p><p><strong>Spellcasting</strong>: 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.</p><p></p><p><strong>Do the Hokey Pokey (Ex)</strong>: 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.</p><p></p><p><strong>Secret Innuendo of the Righteous Dance (Ex)</strong>: 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.</p><p></p><p><strong>Magic of the Hokey Pokey (Ex)</strong>: 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.</p><p></p><p><strong>Mystic Ward of the Hokey Pokey (Su)</strong>: 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.</p></blockquote><p></p>
[QUOTE="HellHound, post: 773007, member: 3397"] [b]Paladin-Knight of the Secret and Bizarre Righteous Order of the Hokey Pokey[/b] 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. [i]That’s what it’s all about![/i] [b]Hit Die[/b]: d10 [b]Requirements[/b] 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. [b]Race[/b]: Human, half-elf or gnome [b]Alignment[/b]: Lawful Good, Lawful Neutral or Neutral Good. [b]Knowledge (religion)[/b]: 4 ranks [b]Perform (dance)[/b]: 1 rank [b]Feats[/b]: Martial weapon proficiency [b]Spellcasting[/b]: Must be able to cast bless and divine favor. [b]Class Skills[/b] 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 [b]Class Features[/b] 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 [b]Weapon and Armor Proficiency[/b]: 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. [b]Spellcasting[/b]: 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. [b]Do the Hokey Pokey (Ex)[/b]: 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. [b]Secret Innuendo of the Righteous Dance (Ex)[/b]: 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. [b]Magic of the Hokey Pokey (Ex)[/b]: 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. [b]Mystic Ward of the Hokey Pokey (Su)[/b]: 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Paladin-Knight of the Secret and Bizarre Righteous Order of the Hokey Pokey
Top