A righteous sentinel who makes a covenant against aberrations, he becomes a hunter of aberrations, protecting the common people from these bizarre threats. Often the righteous sentinel will work in secret, usually alone or with one or two trusted allies, so as not to spread panic or fear from potential threats. Upon locating the lair of such abhorrent creatures, the righteous sentinel will seek infiltration through whatever sewers or passages are available, and not leave again unless it or he has been obliterated. Skills: The righteous sentinel with the covenant against aberrations adds Knowledge (dungeoneering) (Int) to his list of class skills. In addition, whenever a righteous sentinel with a covenant against aberrations uses Knowledge (dungeoneering) to identify or gain information about aberrations, he receives a bonus on the check equal to 1/2 his righteous sentinel level (minimum +1). Covenant Powers: A righteous sentinel with the covenant against aberrations gains the following abilities as he increases in level.
Righteous Bond: The righteous sentinel can add the ally*, bane (aberrations), cunning*, defending, flaming, flaming burst, holy, huntsman*, keen, speed, and transformative* special weapon properties to his bonded weapon. Alternately, the righteous sentinel adds the cave creature‡ template to their bonded companion at 11th level. (*Advanced Player’s Guide, ‡Advanced Bestiary by Green Ronin Publishing, LLC., Copyright 2004) Covenant Spells: The righteous sentinel adds the following spells to his spell list: 1st level–protection from evil, true strike, unbreakable heart±, word of resolve‡; 2nd level–fire of entanglement*, paladin’s sacrifice*, twisted space†, wake of light*; 3rd level–deadly juggernaut†, displacement, magic circle against evil, holy whisper*; 4th level–break enchantment, fluid form*, holy sword, spell immunity. (*Advanced Player’s Guide, ‡Ultimate Magic, †Ultimate Combat, ±Pathfinder Campaign Setting World Guide: The Inner Sea) Code of Conduct: Hunt aberrations and do not allow them to roam freely or harm others. Destroy them if you can, or banish them if you cannot. |
Classes > Multiclass Archetypes > Ranger > Righteous Sentinel (Ranger/Paladin) > Divine Covenants >