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.

Purity of the Soul (Su): At 2nd level, the righteous sentinel gains a +2 sacred bonus on saving throws against mind-affecting spells or effects from creatures of the aberration type, and an additional +1 bonus every four levels thereafter, to a maximum of +6 at 18th level. In addition, the righteous sentinel gains the paladin’s divine health ability.

Cleansing Fire (Sp): At 8th level, as a standard action, the righteous sentinel may wreathe himself in cleansing blue flames for a number of rounds equal to his Charisma modifier. This flame sheds light as a torch. Aberrations within 20 feet of the flame take a –4 penalty on attack rolls against the righteous sentinel and his allies. In addition, allies within 20 feet of the flame gain a +2 sacred bonus on saving throws against spells and effects from aberrations. The righteous sentinel can use this ability a number of times per day equal to 3+ his Charisma modifier.

Aura of Suppression (Su): At 14th level, as a standard action, a righteous sentinel can emit a 20-foot aura that suppresses an aberration’s supernatural and spell-like abilities for a number of rounds per day equal to his righteous sentinel level. Any aberrations that attempts to use a supernatural or spell-like ability (such as the rust monster’s antennae attack, an intellect devourer’s body thief, or a neothelid’s mind thrust) must succeed at a Will save (DC 10 + 1/2 the righteous sentinel’s level + the righteous sentinel’s Charisma modifier); failure means such an ability does not function, as if the aberration were affected by antimagc field. These rounds do not need to be consecutive.

Into the Void (Su): At 20th level, a righteous sentinel becomes the true bane of aberrations. His DR increases to 10/evil, and he becomes immune to all mind-affecting spells and effects used by aberrations. Whenever he uses avenging smite and successfully strikes an aberration, the creature must make a Will save (DC 10 + 1/2 the righteous sentinel’s level + the righteous sentinel’s Charisma modifier) or be banished to oblivion. This ability does not kill the creature, but it is sent to a remote place, such as deep underground or far into space (if it is a creature native to space), and cannot return under its own power for at least 100 years.

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.