Sentinel

Level

KXP


Spheres

Total Picks

TH

-2

0

1

1

-2

-1

1000

1

1

-1

0

2000

1

1

0

1

3000

1

1

1

2

6000

2

3

2

3

9000

3

6

3

4

12000

4

10

4

5

15000

5

15

5

6

18000

6

21

6

7

21000

7

28

7

8

24000

8

36

8

9

27000

9

45

9

10

30000

10

55

10

11

33000

11

66

11

12

36000

12

78

12

13

39000

13

91

13

14

42000

14

105

14

15

45000

15

120

15

16

48000

16

136

16

17

51000

17

153

17

18

54000

18

171

18

19

57000

19

190

19

20

60000

20

210

20

21

63000

21

231

21

22

66000

22

253

22

23

69000

23

276

23

24

72000

24

300

24

25

75000

25

325

25

26

78000

26

351

26

27

81000

27

378

27

28

84000

28

406

28

29

87000

29

435

29

30

90000

30

465

30

31

93000

31

496

31

32

96000

32

528

32

33

99000

33

561

33

34

102000

34

595

34

35

105000

35

630

35

36

108000

36

666

36

 

sentinelsRequisites:

HNCL varies, Wis 20, Chr 18

Alignment:

any

HD/level:

&+++d20

Weapon Prof.:

6+level

To Hit Table:

Mon

Save Table:

Level +18

Reference:

RA:Sentinels

Groups:

Concordant (x2)

 

 

[X] Section stats

ihp

+0

iTH

+0

P Save

+1

M Save

+1

War

+0

Rog

-1

PPsi

-1

Wiz

+0

Pri

+1

MPsi

+0

 

 

Note the XP table starts at level -2, not 1. This class does not give the "All Concordant Classes" abilities until level 1.

Level -2: Requires HNCL 0. Considered x0 Being.

Level -1: Requires HNCL 9. Considered x1 Being.

Level 0: Requires HNCL 18. Considered x1 Being.

Level 1: Requires HNCL 18+(Sentinel level), max of HNCL 27 at Sentinel level 9. Considered x2 Being.

Level 9: Gets 1X action per round.

"Spheres" is how many spheres of powers you get and are not regular Concordant spells and cannot be removed unless the Sentinel Class is removed.

Gets its level in "Sentinel picks" per level. (e.g. at level 3 you would have 1+2+3= 6 Sentinel picks). You must choose powers within a sphere in order (1 first, 2 second, etc.). Each listed power in a sphere costs that many picks, so in order to have the 1, 2, and 3 powers of a sphere, you need 6 Sentinel picks total.

List of Spheres to be developed into powers (probably not complete):

All, Animal, Anti-Magic, Astral/Planar, Cataclysms, Charm, Combat, Cosmos, Creation, Divination, Elemental, Guardian, Incantatrix, Innates, Meta-Magic, Necromantic, Numbers, Plant, Protection, Psionics, Radiation, Summoning, Sun, Technology, Thought, Undead, Wards, Weather, Wild Magic

List of Spheres with known powers (powers listed next page):

Chaos, Charity, Community, Darkness, Death, Destruction, Disease, Elf, Entropy, Evil, Fear, Fertility, Fire, Good, Healing, Knowledge, Labor, Law, Love, Luck, Madness, Magic, Metalworking, Moon, Mountain, Music, Peace, Revenge, Science, Sea, Secrets, Skill, Sky, Stoicism, Strength, Sun, Sword, Thievery, Thunder, Time, Travel, War, Wealth, Winter, Wisdom

Sphere

Picks

Power Name

Power Effect

Chaos

1

Children of Chaos

Chaos aligned creatures summoned have 200% more HD

Chaos

2

Embodiment of  Chaos

Healing 25% effect vs. your attacks except in lawful aligned locale

Chaos

3

Rapture of  Chaos

Assault your enemies with anarchic attacks +(2xHD)d8

Chaos

4

Soul of  Chaos

Gain regeneration equal to your HD in chaos tainted locale

Chaos

5

Lord of  Chaos

An ally in the room takes half of all damage dealt to you

Chaos

6

Architect of  Chaos

Treat any chaos aligned plane (or area) as your home plane

Charity

1

Children of Charity

Summoned creatures can use your spell resistance

Charity

2

Embodiment of  Charity

Spells you cast upon others are 200% more effective

Charity

3

Rapture of  Charity

Bless your allies with healing energy +(2xHD)x10hp

Charity

4

Soul of  Charity

Magical boons 200% more effective when cast upon you by an ally

Charity

5

Lord of  Charity

Allies can make beneficial touch spells at any range in the room.

Charity

6

Architect of  Charity

You gain the Paragon template but must give away all your wealth

Community

1

Children of Community

You always summon three times as many creatures as allowed

Community

2

Embodiment of  Community

Your summoned allies cannot be banished

Community

3

Rapture of  Community

Punish enemies with divine energy +(2xHD)d3

Community

4

Soul of  Community

Gain regeneration equal to your HD while allies in the room

Community

5

Lord of  Community

Split your manifestation into ten avatar forms

Community

6

Architect of  Community

Boons cast upon you affect all allies in the room

Darkness

1

Children of Darkness

Shadow creatures summoned have 200% more HD

Darkness

2

Embodiment of  Darkness

Negative Energy immunity only 50% effective against you

Darkness

3

Rapture of  Darkness

Assault your enemies with negative energy based attacks +(2xHD)d4

Darkness

4

Soul of  Darkness

Regeneration equal to your HD while shrouded in darkness

Darkness

5

Lord of  Darkness

Dominate any shadow creatures in the room.

Darkness

6

Architect of  Darkness

50% chance to avoid any attack or spell (stacks with incorporeality)

Death

1

Children of Death

Undead created/summoned have 200% more HD

Death

2

Embodiment of  Death

Immunities ineffective against your necromantic effects

Death

3

Rapture of  Death

Assault your enemies with negative energy based attacks +(2xHD)d4

Death

4

Soul of  Death

Use single source of neg. energy damage to give bonus hit points

Death

5

Lord of  Death

Dominate any undead in the room.

Death

6

Architect of  Death

Revive your opponents greatest enemy to fight for you

Destruction

1

Children of Destruction

Those summoned gain damage bonus equal to your CCL x2

Destruction

2

Embodiment of  Destruction

You totally ignore an opponent’s damage reduction

Destruction

3

Rapture of  Destruction

Assault your enemies with force based attacks +(2xHD)d4

Destruction

4

Soul of  Destruction

For every hit you score, opponents degenerate 2xCCL/r

Destruction

5

Lord of  Destruction

You can score critical hits on any target immune to crits

Destruction

6

Architect of  Destruction

Your strength is doubled

Disease

1

Children of Disease

Vermin summoned in the room have 200% more HD

Disease

2

Embodiment of  Disease

Immunities against your diseases totally ineffective

Disease

3

Rapture of  Disease

Assault your enemies +(2xHD)/3 Ability Score damage

Disease

4

Soul of  Disease

Gain regen=HD if there are frightened opponents (or allies) in the room

Disease

5

Lord of  Disease

Your wisdom score is tripled

Disease

6

Architect of  Disease

Those in the room have their regeneration work in reverse

Elf

1

Children of Elf

Summoned fey have 200% more HD than normal

Elf

2

Embodiment of  Elf

Immunities against your enchantment effects totally ineffective

Elf

3

Rapture of  Elf

Assault your enemies with +(2xHD)d8 specified enemy damage

Elf

4

Soul of  Elf

Regenerate 2 hp/round for every elf/fey in the room

Elf

5

Lord of  Elf

You automatically dominate any elves/fey of a lower HNCL

Elf

6

Architect of  Elf

Allies in the room gain a divine ability of your choice

Entropy

1

Children of Entropy

Summoned creatures in the room automatically banished

Entropy

2

Embodiment of  Entropy

Immunities ineffective against your necromantic effects

Entropy

3

Rapture of  Entropy

Assault your enemies with negative energy based attacks +(2xHD)d4

Entropy

4

Soul of  Entropy

Gain regeneration equal to your HD in a vacuum

Entropy

5

Lord of  Entropy

Dominate any undead in the room.

Entropy

6

Architect of  Entropy

Nullify an opponent’s greatest ability (or ability score)

Evil

1

Children of Evil

Evil aligned creatures summoned have 200% more HD

Evil

2

Embodiment of  Evil

Healing 25% effect vs. your attacks except on consecrated ground

Evil

3

Rapture of  Evil

Assault your enemies with unholy attacks +(2xHD)d8

Evil

4

Soul of  Evil

Gain regeneration equal to your HD in evil tainted locale

Evil

5

Lord of  Evil

An ally in the room takes half of all damage dealt to you

Evil

6

Architect of  Evil

Treat any evil aligned plane (or area) as your home plane

Fear

1

Children of Fear

Summoned creatures who radiate fear have 200% more HD

Fear

2

Embodiment of  Fear

Immunities against your fear/strength draining attacks ineffective

Fear

3

Rapture of  Fear

Assault your enemies with +(2xHD)/3 Str damage

Fear

4

Soul of  Fear

Gain regen=HD if there are frightened opponents (or allies) in the room

Fear

5

Lord of  Fear

Nullify an opponent’s greatest strength

Fear

6

Architect of  Fear

Summon your enemies greatest nemesis from beyond the grave

Fertility

1

Children of Fertility

Living creatures summoned have 200% more HD

Fertility

2

Embodiment of  Fertility

You rejuvenate as if two divine status higher

Fertility

3

Rapture of  Fertility

Assault your enemies attacks +(2xHD)/3 Con damage

Fertility

4

Soul of  Fertility

Regeneration equal to your HD if you have had sex that day

Fertility

5

Lord of  Fertility

Dominate those of opposite sex in the room.

Fertility

6

Architect of  Fertility

Your constitution is doubled

Fire

1

Children of Fire

Fire based creatures summoned have 200% more HD

Fire

2

Embodiment of  Fire

Your fire damage is treated as 100% divine damage

Fire

3

Rapture of  Fire

Assault your enemies with flame based attacks +(2xHD)d6

Fire

4

Soul of  Fire

Use single source of fire damage to give bonus hit points

Fire

5

Lord of  Fire

Dominate any fire creatures in the room.

Fire

6

Architect of  Fire

Your dexterity is doubled

Good

1

Children of Good

Good aligned creatures summoned have 200% more HD

Good

2

Embodiment of  Good

Healing 25% effect vs. your attacks except on desecrated ground

Good

3

Rapture of  Good

Assault your enemies with holy attacks +(2xHD)d8

Good

4

Soul of  Good

Gain regeneration equal to your HD in good aligned locale

Good

5

Lord of  Good

An ally in the room takes half of all damage dealt to you

Good

6

Architect of  Good

Treat any good aligned plane (or area) as your home plane

Healing

1

Children of Healing

Those summoned gain fast healing equal to your CCL x2

Healing

2

Embodiment of  Healing

You can heal permanent damage

Healing

3

Rapture of  Healing

Bless your allies with healing energy +(2xHD)x10hp

Healing

4

Soul of  Healing

Fast healing or regeneration tripled

Healing

5

Lord of  Healing

You benefit from any healing spells cast in the room

Healing

6

Architect of  Healing

Your constitution is doubled

Knowledge

1

Children of Knowledge

Those summoned gain Int. bonus equal to your CCL x2

Knowledge

2

Embodiment of  Knowledge

Competence bonuses ineffective against you

Knowledge

3

Rapture of  Knowledge

Assault your enemies with +(2xHD)/3 Wis damage

Knowledge

4

Soul of  Knowledge

Add intelligence score to Fast Healing or Regeneration

Knowledge

5

Lord of  Knowledge

Your intelligence score is tripled

Knowledge

6

Architect of  Knowledge

Your intelligence score is quadrupled

Labor

1

Children of Labor

Those summoned gain Con. bonus equal to your CCL x2

Labor

2

Embodiment of  Labor

You can cause str/con damage/drain on those otherwise immune

Labor

3

Rapture of  Labor

Assault your enemies with +(2xHD)/3 Wis damage

Labor

4

Soul of  Labor

Regeneration equal to HD if you did a full day’s work yesterday

Labor

5

Lord of  Labor

Your constitution score is doubled

Labor

6

Architect of  Labor

Your strength score is doubled

Law

1

Children of Law

Lawful aligned creatures summoned have 200% more HD

Law

2

Embodiment of  Law

Healing 25% effect vs. your attacks except in chaos aligned locale

Law

3

Rapture of  Law

Assault your enemies with axiomatic attacks +(2xHD)d8

Law

4

Soul of  Law

Gain regeneration equal to your HD in lawful aligned locale

Law

5

Lord of  Law

An ally in the room takes half of all damage dealt to you

Law

6

Architect of  Law

Treat any chaos aligned plane (or area) as your home plane

Love

1

Children of Love

Those summoned gain Cha. bonus equal to your CCL x2

Love

2

Embodiment of  Love

Immunities against your enchantment effects totally ineffective

Love

3

Rapture of  Love

Assault your enemies with charisma draining attacks

Love

4

Soul of  Love

Add charisma score to Fast Healing or Regeneration

Love

5

Lord of  Love

Your charisma score is tripled

Love

6

Architect of  Love

Your charisma score is quadrupled

Luck

1

Children of Luck

Those summoned gain Luck bonus equal to your CCL x2

Luck

2

Embodiment of  Luck

You can ignore an opponent’s Luck bonuses

Luck

3

Rapture of  Luck

Assault your enemies with +(2xHD)/3 Dex damage

Luck

4

Soul of  Luck

50% chance that day of gaining regeneration equal to your HD

Luck

5

Lord of  Luck

You always use the best possible die rolls

Luck

6

Architect of  Luck

You are saved from destruction in the nick of time

Madness

1

Children of Madness

Aberrations summoned have 200% more HD

Madness

2

Embodiment of  Madness

Immunities against your mind affecting attacks totally ineffective

Madness

3

Rapture of  Madness

Assault your enemies with +(2xHD)/3 Wis damage

Madness

4

Soul of  Madness

Any round you do nothing you gain regeneration equal to your HD

Madness

5

Lord of  Madness

You control (no save) all confused targets in the room

Madness

6

Architect of  Madness

Your strength score is doubled

Magic

1

Children of Magic

Constructs created/summoned by you have 200% more HD

Magic

2

Embodiment of  Magic

Your spells can affect even magic immune targets (e.g. golems)

Magic

3

Rapture of  Magic

Assault your enemies with force attacks +(2xHD)d4

Magic

4

Soul of  Magic

You can absorb two spells per round gaining +10 hp/spell level

Magic

5

Lord of  Magic

You can cast any number of spells per day

Magic

6

Architect of  Magic

Your intelligence score is doubled (use Charisma for Sorcerers)

Metalworking

1

Children of Metalworking

Constructs created/summoned have 200% more HD

Metalworking

2

Embodiment of  Metalworking

Ignore manufactured metal armor/shields with a bonus < 2x CCL

Metalworking

3

Rapture of  Metalworking

Destroy an opponent’s metal equipment

Metalworking

4

Soul of  Metalworking

Damage reduction +20/-, Dex -8, natural armor +20 and Str +40

Metalworking

5

Lord of  Metalworking

You automatically control all metal constructs in the room

Metalworking

6

Architect of  Metalworking

Add an items bonus to CCL or HD for your spells

Moon

1

Children of Moon

Animals/magical beasts summoned have 200% more HD

Moon

2

Embodiment of  Moon

Immunities against your transmutation effects ineffective

Moon

3

Rapture of  Moon

Assault your enemies with +(2xHD)/3 Wis damage

Moon

4

Soul of  Moon

You gain regeneration equal to your HD while bathed in moonlight.

Moon

5

Lord of  Moon

Control all animals, magical beasts and shapechangers of DL<CCL.

Moon

6

Architect of  Moon

Shapechange into two creatures at the same time

Mountain

1

Children of Mountain

Earth based creatures summoned have 200% more HD

Mountain

2

Embodiment of  Mountain

Completely ignore an opponent’s natural armor bonus

Mountain

3

Rapture of  Mountain

Assault your enemies with sonic based attacks +(2xHD)d6

Mountain

4

Soul of  Mountain

Gain regeneration equal to your HD while touching solid ground

Mountain

5

Lord of  Mountain

Your natural armor bonus is equal to double your Hit Dice

Mountain

6

Architect of  Mountain

Your constitution is doubled

Music

1

Children of Music

Sonic based creatures summoned have 200% more HD

Music

2

Embodiment of  Music

All of your sonic damage is treated as divine damage

Music

3

Rapture of  Music

Assault your enemies with sonic attacks +(2xHD)d6

Music

4

Soul of  Music

Use single source of sonic damage to give hit point boost

Music

5

Lord of  Music

Targets must make two successful saves instead of one

Music

6

Architect of  Music

You can mimic any ability used against you that day

Nature

1

Children of Nature

Plants animated/summoned have 200% more HD than normal

Nature

2

Embodiment of  Nature

You totally ignore an opponent’s poison immunity

Nature

3

Rapture of  Nature

Assault your enemies with poison based attacks

Nature

4

Soul of  Nature

You gain regen=HD when you are in an area of dense vegetation

Nature

5

Lord of  Nature

You automatically animate/control all plant life in the room

Nature

6

Architect of  Nature

x2 Hp while standing upon fertile land

Peace

1

Children of Peace

Those summoned gain AC bonus equal to your CCL x2

Peace

2

Embodiment of  Peace

Ignore Enchantment immunity and ban rage when in the room.

Peace

3

Rapture of  Peace

Bless your allies with healing energy

Peace

4

Soul of  Peace

Fast healing=HD if you do not commit an aggressive act that round.

Peace

5

Lord of Peace

Enemies suffer the same amount of damage they deal to you

Peace

6

Architect of  Peace

You can deny rest or sleep to any being in the universe

Revenge

1

Children of Revenge

Summons have double HD if of opposite alignment to a favored enemy

Revenge

2

Embodiment of  Revenge

Expend up to 2 hp per HD and add that amount to your damage

Revenge

3

Rapture of  Revenge

Assault your enemies with bane based attacks +2xHDd8

Revenge

4

Soul of  Revenge

Regenerate 10 hp for every successful hit you score that round

Revenge

5

Lord of  Revenge

Gain one attack at the end of the round for each time you were hit

Revenge

6

Architect of  Revenge

Your constitution score is doubled

Science

1

Children of Science

Psionic beings summoned by you have 200% more HD

Science

2

Embodiment of  Science

Energy based effects (e.g. fire) you cause are 100% divine damage

Science

3

Rapture of  Science

Assault your enemies with electricity based attacks +(2xHD)d6

Science

4

Soul of  Science

Gain fast healing equal to your HD

Science

5

Lord of  Science

+CCL iPSPs

Science

6

Architect of  Science

Your intelligence score is doubled

Sea

1

Children of Sea

Aquatic based creatures summoned have 200% more HD

Sea

2

Embodiment of  Sea

Your cold damage is treated as 100% divine damage

Sea

3

Rapture of  Sea

Assault your enemies with cold based attacks +(2xHD)d6

Sea

4

Soul of  Sea

Gain regeneration equal to your HD while in the water

Sea

5

Lord of  Sea

Automatically dominate (no save) aquatic creatures in the room

Sea

6

Architect of  Sea

Your constitution is doubled

Secrets

1

Children of Secrets

Those summoned are mind blanked (cannot be dispelled)

Secrets

2

Embodiment of  Secrets

True Seeing ineffective against your illusions

Secrets

3

Rapture of  Secrets

Assault your enemies with +(2xHD)/3 Int damage

Secrets

4

Soul of  Secrets

Fast Healing equal to your HD if you were not hurt that round

Secrets

5

Lord of  Secrets

Increase the value of one artifact fourfold (double its power)

Secrets

6

Architect of  Secrets

Your intelligence score is doubled

Skill

1

Children of Skill

Those summoned gain Dex. bonus equal to your CCL x2

Skill

2

Embodiment of  Skill

You can ignore an opponent’s dexterity bonus (to AC)

Skill

3

Rapture of  Skill

Assault your enemies with +(2xHD)/3 Dex damage

Skill

4

Soul of  Skill

Gain hit points equal to your hit die when you perform a stunt

Skill

5

Lord of  Skill

Your dexterity score is tripled

Skill

6

Architect of  Skill

Your dexterity score is quadrupled

Sky

1

Children of Sky

Avian creatures summoned have 200% more HD

Sky

2

Embodiment of  Sky

You can deny even natural flight in the room

Sky

3

Rapture of  Sky

Assault your enemies with knockback +(2xHD)d6(x2 if impact solid)

Sky

4

Soul of  Sky

Gain regeneration equal to your HD while flying

Sky

5

Lord of  Sky

Dominate any avian creatures in the room.

Sky

6

Architect of  Sky

Your dexterity is doubled

Stoicism

1

Children of Stoicism

Those summoned gain Con. bonus equal to your CCL x2

Stoicism

2

Embodiment of  Stoicism

You can ignore critical hits

Stoicism

3

Rapture of  Stoicism

Assault your enemies with +(2xHD)/3 Con damage

Stoicism

4

Soul of  Stoicism

Add constitution score to Fast Healing or Regeneration

Stoicism

5

Lord of  Stoicism

Your constitution score is tripled

Stoicism

6

Architect of  Stoicism

Your constitution score is quadrupled

Strength

1

Children of Strength

Those summoned gain Str. bonus equal to your CCL x2

Strength

2

Embodiment of  Strength

You can ignore damage reduction or hardness

Strength

3

Rapture of  Strength

Assault your enemies with +(2xHD)/3 Str damage

Strength

4

Soul of  Strength

Add strength score to Fast Healing or Regeneration

Strength

5

Lord of  Strength

Your strength score is tripled

Strength

6

Architect of  Strength

Your strength score is quadrupled

Sun

1

Children of Sun

Light based creatures summoned have 200% more HD

Sun

2

Embodiment of  Sun

All undead turned are destroyed

Sun

3

Rapture of  Sun

Assault your enemies with positive energy based attacks +(2xHD)d6

Sun

4

Soul of  Sun

Regeneration equal to your HD while bathed in sunlight

Sun

5

Lord of  Sun

Control (no save) light based creatures in the room

Sun

6

Architect of  Sun

Your wisdom score is doubled

Sword

1

Children of Sword

You may have CCL swords gain the everdancing weapon flag.

Sword

2

Embodiment of  Sword

You ignore shields with an enhancement bonus < 2x CCL

Sword

3

Rapture of  Sword

Assault your enemies with force attacks +(2xHD)d4

Sword

4

Soul of  Sword

You can absorb sword special abilities (this destroys the weapon)

Sword

5

Lord of  Sword

You need only make touch attacks to hit

Sword

6

Architect of  Sword

Gain one attack at the end of the round for each time you were hit

Thievery

1

Children of Thievery

Steal the first and second group of creatures summoned by enemies.

Thievery

2

Embodiment of  Thievery

All your sneak attack damage is treated as divine damage

Thievery

3

Rapture of  Thievery

Drain your enemies of their wealth/equipment

Thievery

4

Soul of  Thievery

You can steal two healing spells per round cast in the room

Thievery

5

Lord of  Thievery

You can avoid attacks by making a Reflex save (DC = attack roll)

Thievery

6

Architect of  Thievery

You sneak attack with every hit

Thunder

1

Children of Thunder

Avian creatures summoned have 200% more HD

Thunder

2

Embodiment of  Thunder

Your electricity damage is treated as 100% divine damage

Thunder

3

Rapture of  Thunder

Assault your enemies with electricity based attacks +(2xHD)d6

Thunder

4

Soul of  Thunder

Use single source of electricity damage to give bonus hit points

Thunder

5

Lord of  Thunder

Dominate electrical creatures in the room.

Thunder

6

Architect of  Thunder

Your strength is doubled

Time

1

Children of Time

Summoned enemies in the room automatically slowed

Time

2

Embodiment of  Time

Immunities ineffective against your temporal effects

Time

3

Rapture of  Time

Assault your enemies with +(2xHD)/3 Dex damage

Time

4

Soul of  Time

Any existing fast healing or regeneration increases by 200%

Time

5

Lord of  Time

You gain three times as many actions each round

Time

6

Architect of  Time

Summon a duplicate of your opponent from the time stream

Travel

1

Children of Travel

Allies summoned have triple their normal movement rate

Travel

2

Embodiment of  Travel

Immunities ineffective against your temporal effects

Travel

3

Rapture of  Travel

Assault your enemies with +(2xHD)/3 Con damage

Travel

4

Soul of  Travel

Regeneration equal to your HD when you take your full movement

Travel

5

Lord of  Travel

You gain twice as many actions each round

Travel

6

Architect of  Travel

Strike one opponent to damage another in the room

War

1

Children of War

Those summoned gain attack bonus of double your CCL

War

2

Embodiment of  War

Ignore even the enhancement bonuses of armor /shields

War

3

Rapture of  War

Assault your enemies with force attacks +(2xHD)d4

War

4

Soul of  War

You gain regeneration equal to your HD while in combat

War

5

Lord of  War

You to hit bonus is doubled

War

6

Architect of  War

Gain one attack at the end of the round for each time you were hit

Wealth

1

Children of Wealth

Constructs animated/created/summoned have 200% more HD

Wealth

2

Embodiment of  Wealth

Immunities ineffective against your enchantment spells/effects

Wealth

3

Rapture of  Wealth

Steal the wealth from your enemies +2xHDd1000gp

Wealth

4

Soul of  Wealth

Gain regeneration equal to your HD while bedecked in gold/jewels

Wealth

5

Lord of  Wealth

Increase the value of one artifact twofold (double its power)

Wealth

6

Architect of  Wealth

Increase the value of one artifact fourfold (double its power)

Winter

1

Children of Winter

Cold based creatures summoned have 200% more HD

Winter

2

Embodiment of  Winter

Your cold damage is treated as 100% divine damage

Winter

3

Rapture of  Winter

Assault your enemies with cold based attacks +(2xHD)d6

Winter

4

Soul of  Winter

Regeneration equal to your HD while in sub-zero environment

Winter

5

Lord of  Winter

Automatically dominate (no save) cold creatures in the room

Winter

6

Architect of  Winter

Your constitution is doubled

Wisdom

1

Children of Wisdom

Those summoned gain Wis. bonus equal to your CCL x2

Wisdom

2

Embodiment of  Wisdom

All allies in the room are immune to illusions

Wisdom

3

Rapture of  Wisdom

Assault your enemies with +(2xHD)/3 Wis damage

Wisdom

4

Soul of  Wisdom

Add wisdom score to Fast Healing or Regeneration

Wisdom

5

Lord of  Wisdom

Your wisdom score is tripled

Wisdom

6

Architect of  Wisdom

Your wisdom score is quadrupled