Magical Beasts
A righteous sentinel who makes a covenant against magical beasts seek to destroy those creatures that wantonly ravage settlements, devour the innocent, or are dangerous to citizens throughout the land. However, among those who make this covenant, are righteous sentinels who secretly work with sages to determine the correct method to utterly destroy the most feared of magical beasts–the tarrasque.
Skills: The righteous sentinel with the covenant against magical beasts adds Knowledge (arcana) (Int) to his list of class skills. In addition, whenever a righteous sentinel with a covenant against magical beasts uses Knowledge (arcana) to identify or gain information about magical beasts, 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 magical beasts gains the following abilities as he increases in level.
Bestial Sight (Su): At 2nd level, the righteous sentinel gains low-light vision and darkvision 30 feet. If the righteous sentinel has low-light vision or darkvision, his low-light vision’s range is doubled, and his darkvision range is increased by 30 feet.
Monstrous Aspect (Ex): At 8th level, as a standard action,the righteous sentinel can gain one of the following aspects for a number of hours per day equal to his Charisma modifier: he grows hard, flat claws that grant him a burrow speed of 20 feet; he grows webbing between his fingers and toes that grants him a swim speed of 30 feet; he grows feathery or bat-like wings that grants him a fly speed of 30 feet with poor maneuverability. The righteous sentinel can use this ability a number of times per day equal to 3 + his Charisma modifier. In addition, the righteous sentinel gains a +4 competence bonus on all saving throws against special attacks made by magical beasts, such as a basilisk’s gaze attack or a gorgon’s breath weapon.
Reflective Aura (Su): At 14th level, as an immediate action, the righteous sentinel can emit an aura that reflects special attacks back upon the creature. The aura reflects only attacks made by magical beasts that target the righteous sentinel, such as a basilisk’s gaze attack or a gorgon’s breath weapon, and can be maintained for a number of rounds per day equal to the righteous sentinel’s level + the righteous sentinel’s Charisma modifier. These rounds need not be consecutive. The reflective aura creates one of the following effects.
Deadly Strike (Su): At 20th level, a righteous sentinel becomes a master hunter of magical beasts. He can always move at full speed while using Survival to follow magical beast tracks without penalty. Whenever he uses his avenging smite and successfully strikes a magical beast, the creature must make a Fortitude save (DC 10 + 1/2 the righteous sentinel’s level + the righteous sentinel’s Charisma modifier) or die. A righteous sentinel can choose instead to deal an amount of nonlethal damage equal to the magical beast’s current hit points. A successful save negates nonlethal damage, but not avenging smite damage. A righteous sentinel can use this ability once per day against each type of magical beast, but not against the same creature more than once in a 24-hour period.
Righteous Bond: The righteous sentinel can add the allying*, axiomatic, brilliant energy, corrosive*, corrosive burst*, defending, flaming, flaming burst, holy, huntsman*, keen, speed, and transformative* special weapon properties to his bonded weapon. Alternately, the righteous sentinel adds the totem animal‡ template to his bonded companion at 11th level. (*Advanced Player’s Guide; ‡The Book of Divine Magic by 4 Winds Fantasy Gaming, Authors Connie J. Thomson and Robert W. Thomson, with Katheryn Bauer and Sean O’Connor, Copyright 2009)
Covenant Spells: The righteous sentinel adds the following spells to his spell list: 1st level–challenge evil*, divine favor, lock gaze†, sun metal†; 2nd level–beast shape I, blur, daze monster, litany of eloquence†; 3rd level–beast shape II, fire of entanglement*, litany of sight†, mirror image; 4th level–beast shape III, break enchantment, holy sword, keen edge. (*Advanced Player’s Guide, †Ultimate Combat)
Code of Conduct: Let no evil magical beast remain alive. Prevent the destruction of settlements and death of their inhabitants from predation by magical beasts. Aid those afflicted by magical beasts and return them to their previous state. Seek the key to destroying the tarrasque.