Aberrations

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