A righteous sentinel who makes a covenant against monstrous humanoids seeks out bands of such creatures, and either divert them from their destructive course or destroy them outright. Often the righteous sentinel works closely with druids, rangers, or local guides to seek out the lairs and encampments of monstrous humanoids and their minions.
Skills: The righteous sentinel with the covenant against monstrous humanoids adds Knowledge (nature) (Int) to his list of class skills. In addition, whenever a righteous sentinel with a covenant against monstrous humanoids uses Knowledge (nature) to identify or gain information about monstrous humanoids, 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 monstrous humanoids gains the following abilities as he increases in level.
Darkvision (Su): At 2nd level, the righteous sentinel gains darkvision up to 60 feet. If the righteous sentinel has darkvision, it increases by 30 feet.
Impeding Burst (Sp): At 8th level, as a standard action, the righteous sentinel can release a 30–foot burst of divine energy that hampers a monstrous humanoid’s movements for a number of rounds equal to his Charisma modifier. Monstrous humanoids caught within this burst must make a Will save (DC 10 + 1/2 the righteous sentinel’s level + the righteous sentinel’s Charisma modifier) or be affected by a slow spell. The righteous sentinel can use this ability a number of times per day equal to 3+ his Charisma modifier.
Strategic Unity (Ex): At 14th level, the righteous sentinel can spend a standard action to grant the following bonuses to a number of allies within 30 feet (including himself ) equal to his Charisma modifier. The allies must be able to see or hear the righteous sentinel to receive this bonus. The righteous sentinel can grant a +2 dodge bonus to AC, a +2 morale bonus on all attack rolls, and the ability to move up to their speed as an immediate action once for a number of rounds equal to his Charisma modifier. The righteous sentinel can grant these bonuses to each ally within range, but only once per combat.
Conquering Hero (Ex): At 20th level, the righteous sentinel becomes incredibly proficient at defeating monstrous humanoids. Whenever the righteous sentinel engages the target of his avenging strike, he gains DR 5/– and gains a number of temporary hit points equal to his level for the duration of the smite. Also, whenever he uses avenging smite and successfully strikes a monstrous humanoid, the creature must make a Fortitude save (DC 10 + 1/2 the righteous sentinel’s level + the righteous sentinel’s Wisdom modifier) or receives one of the following three additional effects:
The target can be...
put to sleep for 1d4 hours
paralyzed for 2d6 rounds, or