Monstrous Humanoids

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...

Once a creature has been the target of a conquering hero attack, regardless of whether or not the save is made, that creature is immune to that righteous sentinel’s attack for 24 hours.

Righteous Bond: The righteous sentinel can add the allying*, anarchic, axiomatic, brilliant energy, defending, flaming, flaming burst, frost, holy, huntsman*, icy burst, keen, and speed special weapon properties to his bonded weapon. Alternately, the righteous sentinel adds the advanced template to his bonded companion at 11th level. (*Advanced Player’s Guide)

Covenant Spells: The righteous sentinel adds the following spells to his spell list: 1st level–challenge evil*, expeditious retreat, divine favor, knights calling*; 2nd level–aura of greater courage*, light lance*, righteous vigor*, unprepared combatant‡; 3rd level–blink, deadly juggernaut, heroic fortune*, mnstrous physique I‡; 4th level–fire of vengeance*, holy sword, monstrous physique II, vengeful outrage. (*Advanced Player’s Guide, ‡Ultimate Magic, †Ultimate Combat)

Code of Conduct: Defeat monstrous humanoids with evil intent through cunning or battle. Eradicate single or small bands of monstrous humanoids that harm or threaten civilization. Liberate those under the influence or enslavement of evil monstrous humanoids.