Righteous Sentinel (Ranger/Paladin)

The righteous sentinel is a wandering crusader who often lives the life of a nomad, sleeping under the stars and taking what sustenance he can from the world around him. He does this to patrol the breadth of the world, constantly on watch for incursions or uprisings of evil and corrupt creatures. The righteous sentinel often finds the endless hordes of demons, devils, and other fiends to be the most offensive and dangerous threat to life, though dragons, undead, and other such vile creatures are also considered equally as malevolent in the heart of these covenant-bound protectors of the world. Regardless of their sworn enemy, the righteous sentinel sacrifices much in order to become the perfect warrior, dedicated to preventing certain evil from gaining any further hold on the world he has vowed to protect. (Original Concept by Elghinn Lightbringer)

Primary Class: Ranger.

Secondary Class: Paladin.

Alignment: Any good.

Hit Dice: d10.

Bonus Skills and Ranks: The righteous sentinel selects three paladin skills to add to his class skills in addition to the normal ranger class skills. The righteous sentinel gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The righteous sentinel is proficient with all simple and martial weapons, all types of armor (light, medium, and heavy), and with shields (except tower shields).

Spellcasting: The righteous sentinel casts divine spells drawn from the ranger spell list, and adds his divine covenant spells to his list at the indicated spell level. A righteous sentinel otherwise learns, prepares, and casts spells as a ranger equal to his righteous sentinel level. He also receives bonus spells per day if he has a high Wisdom score.

Code of Conduct: A righteous sentinel must adhere to his own alignment as a strict moral code, while additional restrictions on the righteous sentinel’s conduct are derived from his divine covenant. He loses all class features except proficiencies if he ever willingly breaks this code.

Avenging Smite (Su): At 1st level, the righteous sentinel gains the paladin’s smite evil ability, except that it functions only against creatures described in the righteous sentinel’s divine covenant. This ability replaces favored enemy.

Detect Evil (Sp): At 1st level, a righteous sentinel gains the paladin’s detect evil ability. This ability replaces wild empathy.

Divine Covenant (Su): At 1st level, a righteous sentinel must devote himself to a singular cause. A divine covenant grants the righteous sentinel a number of new spells and special abilities. He is also expected to follow a code of conduct, in addition to strict adherence to his alignment. Should the righteous sentinel ever violate his covenant or his code of conduct, he loses the benefits of his covenant until he atones. The violation of a covenant or code of conduct is subject to GM interpretation.

A righteous sentinel cannot change his covenant without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits granted by his old covenant. He must then follow the decree of his new covenant for one entire level without gaining any benefits from that covenant. Once accomplished, he gains all of the benefits from his new covenant. Note that the names of these divine covenants might vary depending upon the campaign setting or GM’s preference. This ability replaces combat style feats gained at 2nd, 10th, 14th, and 18th level, and master hunter.

Defended Realm (Ex): At 3rd level, the righteous sentinel becomes a guardian of the world, sworn to defend its lands from those creatures that wantonly destroy it or are in complete opposition to the natural world. As such, the righteous sentinel gains the ranger’s favored terrain ability, except that that the bonuses apply to all terrains. The righteous sentinel gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks, and when traveling he normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). At 10th level and every seven levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. In addition, the righteous sentinel adds this bonus to any Knowledge skill checks when attempting to identify creatures throughout the world. He may make these checks untrained. This otherwise functions as and replaces favored terrain.

Righteous Bond (Sp): Upon reaching 4th level, a righteous sentinel forms a powerful bond with the goodly powers of the celestial planes. This bond can take one of two forms. Once the form is chosen, it cannot be changed. This ability replaces hunter’s bond.

The first type of bond is exactly like the weapon bond described in the paladin’s divine bond ability, except that the celestial spirit grants the weapon a +1 enhancement bonus at 4th level, and an additional +1 enhancement bonus every three levels thereafter, to a maximum of +6 at 19th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5. In addition, the righteous sentinel can add weapon special properties as determined by his divine covenant.

The second type of bond allows a righteous sentinel to gain the service of an unusually strong and loyal companion. This bond is exactly like the druid’s animal companion ability, except that the righteous sentinel's effective druid level is equal to his righteous sentinel level –3. The animal companion also gains a new template as determined by the righteous sentinel’s divine covenant.

Divine Conviction (Ex): At 6th level, a righteous sentinel can resist magical attacks with greater effectiveness than other warriors. By drawing on the boundless divine energy within and dedication to his cause, he can shrug off effects that would hinder even the toughest warrior. If he succeeds on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), he instead negates the effect. The righteous sentinel retains this benefit even when he is unconscious or sleeping. This ability replaces combat style feat gained at 6th level.

Camouflage (Ex): This is exactly like the ranger ability of the same name, except that the righteous sentinel can use it in any terrain, but only against creatures described in his divine covenant. This ability otherwise functions as and replaces camouflage.

Hide in Plain Sight (Ex): This is exactly like the ranger ability of the same name, except that the righteous sentinel can use it in any terrain, but only against creatures described in his divine covenant. This ability otherwise functions as and replaces hide in plain sight.

Table: Righteous Sentinel