Sentinel


Level KXP Spheres
Total
TH
-201-2
-110001-1
020001+0
130001+1
260003+2
390006+3
41200010+4
51500015+5
61800021+6
72100028+7
82400036+8
92700045+9
103000055+10
113300066+11
123600078+12
133900091+13
1442000105+14
1545000120+15
1648000136+16
1751000153+17
1854000171+18
1957000190+19
2060000210+20
2163000231+21
2266000253+22
2369000276+23
2472000300+24
2575000325+25
2678000351+26
2781000378+27
2884000406+28
2987000435+29
3090000465+30
3193000496+31
3296000528+32
3399000561+33
34102000595+34
35105000630+35
36108000666+36
Requisites:HNCL varies, Wis 20, Chr 18
Alignment:any
HD/level:&+++1d20
Weapon Prof.:6+level
To Hit Table:Mon
Save Table:level +18
Reference:RA:Sentinels
Groups:Concordant (x2)
Complexity:CF=5
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
Chaos1Children of ChaosChaos aligned creatures summoned have 200% more HD
Chaos2Embodiment of ChaosHealing 25% effect vs. your attacks except in lawful aligned locale
Chaos3Rapture of ChaosAssault your enemies with anarchic attacks +(2xHD)d8
Chaos4Soul of ChaosGain regeneration equal to your HD in chaos tainted locale
Chaos5Lord of ChaosAn ally in the room takes half of all damage dealt to you
Chaos6Architect of ChaosTreat any chaos aligned plane (or area) as your home plane
Charity1Children of CharitySummoned creatures can use your spell resistance
Charity2Embodiment of CharitySpells you cast upon others are 200% more effective
Charity3Rapture of CharityBless your allies with healing energy +(2xHD)x10hp
Charity4Soul of CharityMagical boons 200% more effective when cast upon you by an ally
Charity5Lord of CharityAllies can make beneficial touch spells at any range in the room.
Charity6Architect of CharityYou gain the Paragon template but must give away all your wealth
Community1Children of CommunityYou always summon three times as many creatures as allowed
Community2Embodiment of CommunityYour summoned allies cannot be banished
Community3Rapture of CommunityPunish enemies with divine energy +(2xHD)d3
Community4Soul of CommunityGain regeneration equal to your HD while allies in the room
Community5Lord of CommunitySplit your manifestation into ten avatar forms
Community6Architect of CommunityBoons cast upon you affect all allies in the room
Darkness1Children of DarknessShadow creatures summoned have 200% more HD
Darkness2Embodiment of DarknessNegative Energy immunity only 50% effective against you
Darkness3Rapture of DarknessAssault your enemies with negative energy based attacks +(2xHD)d4
Darkness4Soul of DarknessRegeneration equal to your HD while shrouded in darkness
Darkness5Lord of DarknessDominate any shadow creatures in the room.
Darkness6Architect of Darkness50% chance to avoid any attack or spell (stacks with incorporeality)
Death1Children of DeathUndead created/summoned have 200% more HD
Death2Embodiment of DeathImmunities ineffective against your necromantic effects
Death3Rapture of DeathAssault your enemies with negative energy based attacks +(2xHD)d4
Death4Soul of DeathUse single source of neg. energy damage to give bonus hit points
Death5Lord of DeathDominate any undead in the room.
Death6Architect of DeathRevive your opponents greatest enemy to fight for you
Destruction1Children of DestructionThose summoned gain damage bonus equal to your CCL x2
Destruction2Embodiment of DestructionYou totally ignore an opponent’s damage reduction
Destruction3Rapture of DestructionAssault your enemies with force based attacks +(2xHD)d4
Destruction4Soul of DestructionFor every hit you score, opponents degenerate 2xCCL/r
Destruction5Lord of DestructionYou can score critical hits on any target immune to crits
Destruction6Architect of DestructionYour strength is doubled
Disease1Children of DiseaseVermin summoned in the room have 200% more HD
Disease2Embodiment of DiseaseImmunities against your diseases totally ineffective
Disease3Rapture of DiseaseAssault your enemies +(2xHD)/3 Ability Score damage
Disease4Soul of DiseaseGain regen=HD if there are frightened opponents (or allies) in the room
Disease5Lord of DiseaseYour wisdom score is tripled
Disease6Architect of DiseaseThose in the room have their regeneration work in reverse
Elf1Children of ElfSummoned fey have 200% more HD than normal
Elf2Embodiment of ElfImmunities against your enchantment effects totally ineffective
Elf3Rapture of ElfAssault your enemies with +(2xHD)d8 specified enemy damage
Elf4Soul of ElfRegenerate 2 hp/round for every elf/fey in the room
Elf5Lord of ElfYou automatically dominate any elves/fey of a lower HNCL
Elf6Architect of ElfAllies in the room gain a divine ability of your choice
Entropy1Children of EntropySummoned creatures in the room automatically banished
Entropy2Embodiment of EntropyImmunities ineffective against your necromantic effects
Entropy3Rapture of EntropyAssault your enemies with negative energy based attacks +(2xHD)d4
Entropy4Soul of EntropyGain regeneration equal to your HD in a vacuum
Entropy5Lord of EntropyDominate any undead in the room.
Entropy6Architect of EntropyNullify an opponent’s greatest ability (or ability score)
Evil1Children of EvilEvil aligned creatures summoned have 200% more HD
Evil2Embodiment of EvilHealing 25% effect vs. your attacks except on consecrated ground
Evil3Rapture of EvilAssault your enemies with unholy attacks +(2xHD)d8
Evil4Soul of EvilGain regeneration equal to your HD in evil tainted locale
Evil5Lord of EvilAn ally in the room takes half of all damage dealt to you
Evil6Architect of EvilTreat any evil aligned plane (or area) as your home plane
Fear1Children of FearSummoned creatures who radiate fear have 200% more HD
Fear2Embodiment of FearImmunities against your fear/strength draining attacks ineffective
Fear3Rapture of FearAssault your enemies with +(2xHD)/3 Str damage
Fear4Soul of FearGain regen=HD if there are frightened opponents (or allies) in the room
Fear5Lord of FearNullify an opponent’s greatest strength
Fear6Architect of FearSummon your enemies greatest nemesis from beyond the grave
Fertility1Children of FertilityLiving creatures summoned have 200% more HD
Fertility2Embodiment of FertilityYou rejuvenate as if two divine status higher
Fertility3Rapture of FertilityAssault your enemies attacks +(2xHD)/3 Con damage
Fertility4Soul of FertilityRegeneration equal to your HD if you have had sex that day
Fertility5Lord of FertilityDominate those of opposite sex in the room.
Fertility6Architect of FertilityYour constitution is doubled
Fire1Children of FireFire based creatures summoned have 200% more HD
Fire2Embodiment of FireYour fire damage is treated as 100% divine damage
Fire3Rapture of FireAssault your enemies with flame based attacks +(2xHD)d6
Fire4Soul of FireUse single source of fire damage to give bonus hit points
Fire5Lord of FireDominate any fire creatures in the room.
Fire6Architect of FireYour dexterity is doubled
Good1Children of GoodGood aligned creatures summoned have 200% more HD
Good2Embodiment of GoodHealing 25% effect vs. your attacks except on desecrated ground
Good3Rapture of GoodAssault your enemies with holy attacks +(2xHD)d8
Good4Soul of GoodGain regeneration equal to your HD in good aligned locale
Good5Lord of GoodAn ally in the room takes half of all damage dealt to you
Good6Architect of GoodTreat any good aligned plane (or area) as your home plane
Healing1Children of HealingThose summoned gain fast healing equal to your CCL x2
Healing2Embodiment of HealingYou can heal permanent damage
Healing3Rapture of HealingBless your allies with healing energy +(2xHD)x10hp
Healing4Soul of HealingFast healing or regeneration tripled
Healing5Lord of HealingYou benefit from any healing spells cast in the room
Healing6Architect of HealingYour constitution is doubled
Knowledge1Children of KnowledgeThose summoned gain Int. bonus equal to your CCL x2
Knowledge2Embodiment of KnowledgeCompetence bonuses ineffective against you
Knowledge3Rapture of KnowledgeAssault your enemies with +(2xHD)/3 Wis damage
Knowledge4Soul of KnowledgeAdd intelligence score to Fast Healing or Regeneration
Knowledge5Lord of KnowledgeYour intelligence score is tripled
Knowledge6Architect of KnowledgeYour intelligence score is quadrupled
Labor1Children of LaborThose summoned gain Con. bonus equal to your CCL x2
Labor2Embodiment of LaborYou can cause str/con damage/drain on those otherwise immune
Labor3Rapture of LaborAssault your enemies with +(2xHD)/3 Wis damage
Labor4Soul of LaborRegeneration equal to HD if you did a full day’s work yesterday
Labor5Lord of LaborYour constitution score is doubled
Labor6Architect of LaborYour strength score is doubled
Law1Children of LawLawful aligned creatures summoned have 200% more HD
Law2Embodiment of LawHealing 25% effect vs. your attacks except in chaos aligned locale
Law3Rapture of LawAssault your enemies with axiomatic attacks +(2xHD)d8
Law4Soul of LawGain regeneration equal to your HD in lawful aligned locale
Law5Lord of LawAn ally in the room takes half of all damage dealt to you
Law6Architect of LawTreat any chaos aligned plane (or area) as your home plane
Love1Children of LoveThose summoned gain Cha. bonus equal to your CCL x2
Love2Embodiment of LoveImmunities against your enchantment effects totally ineffective
Love3Rapture of LoveAssault your enemies with charisma draining attacks
Love4Soul of LoveAdd charisma score to Fast Healing or Regeneration
Love5Lord of LoveYour charisma score is tripled
Love6Architect of LoveYour charisma score is quadrupled
Luck1Children of LuckThose summoned gain Luck bonus equal to your CCL x2
Luck2Embodiment of LuckYou can ignore an opponent’s Luck bonuses
Luck3Rapture of LuckAssault your enemies with +(2xHD)/3 Dex damage
Luck4Soul of Luck50% chance that day of gaining regeneration equal to your HD
Luck5Lord of LuckYou always use the best possible die rolls
Luck6Architect of LuckYou are saved from destruction in the nick of time
Madness1Children of MadnessAberrations summoned have 200% more HD
Madness2Embodiment of MadnessImmunities against your mind affecting attacks totally ineffective
Madness3Rapture of MadnessAssault your enemies with +(2xHD)/3 Wis damage
Madness4Soul of MadnessAny round you do nothing you gain regeneration equal to your HD
Madness5Lord of MadnessYou control (no save) all confused targets in the room
Madness6Architect of MadnessYour strength score is doubled
Magic1Children of MagicConstructs created/summoned by you have 200% more HD
Magic2Embodiment of MagicYour spells can affect even magic immune targets (e.g. golems)
Magic3Rapture of MagicAssault your enemies with force attacks +(2xHD)d4
Magic4Soul of MagicYou can absorb two spells per round gaining +10 hp/spell level
Magic5Lord of MagicYou can cast any number of spells per day
Magic6Architect of MagicYour intelligence score is doubled (use Charisma for Sorcerers)
Metalworking1Children of MetalworkingConstructs created/summoned have 200% more HD
Metalworking2Embodiment of MetalworkingIgnore manufactured metal armor/shields with a bonus < 2x CCL
Metalworking3Rapture of MetalworkingDestroy an opponent’s metal equipment
Metalworking4Soul of MetalworkingDamage reduction +20/-, Dex -8, natural armor +20 and Str +40
Metalworking5Lord of MetalworkingYou automatically control all metal constructs in the room
Metalworking6Architect of MetalworkingAdd an items bonus to CCL or HD for your spells
Moon1Children of MoonAnimals/magical beasts summoned have 200% more HD
Moon2Embodiment of MoonImmunities against your transmutation effects ineffective
Moon3Rapture of MoonAssault your enemies with +(2xHD)/3 Wis damage
Moon4Soul of MoonYou gain regeneration equal to your HD while bathed in moonlight.
Moon5Lord of MoonControl all animals, magical beasts and shapechangers of DL<CCL.
Moon6Architect of MoonShapechange into two creatures at the same time
Mountain1Children of MountainEarth based creatures summoned have 200% more HD
Mountain2Embodiment of MountainCompletely ignore an opponent’s natural armor bonus
Mountain3Rapture of MountainAssault your enemies with sonic based attacks +(2xHD)d6
Mountain4Soul of MountainGain regeneration equal to your HD while touching solid ground
Mountain5Lord of MountainYour natural armor bonus is equal to double your Hit Dice
Mountain6Architect of MountainYour constitution is doubled
Music1Children of MusicSonic based creatures summoned have 200% more HD
Music2Embodiment of MusicAll of your sonic damage is treated as divine damage
Music3Rapture of MusicAssault your enemies with sonic attacks +(2xHD)d6
Music4Soul of MusicUse single source of sonic damage to give hit point boost
Music5Lord of MusicTargets must make two successful saves instead of one
Music6Architect of MusicYou can mimic any ability used against you that day
Nature1Children of NaturePlants animated/summoned have 200% more HD than normal
Nature2Embodiment of NatureYou totally ignore an opponent’s poison immunity
Nature3Rapture of NatureAssault your enemies with poison based attacks
Nature4Soul of NatureYou gain regen=HD when you are in an area of dense vegetation
Nature5Lord of NatureYou automatically animate/control all plant life in the room
Nature6Architect of Naturex2 Hp while standing upon fertile land
Peace1Children of PeaceThose summoned gain AC bonus equal to your CCL x2
Peace2Embodiment of PeaceIgnore Enchantment immunity and ban rage when in the room.
Peace3Rapture of PeaceBless your allies with healing energy
Peace4Soul of PeaceFast healing=HD if you do not commit an aggressive act that round.
Peace5Lord of PeaceEnemies suffer the same amount of damage they deal to you
Peace6Architect of PeaceYou can deny rest or sleep to any being in the universe
Revenge1Children of RevengeSummons have double HD if of opposite alignment to a favored enemy
Revenge2Embodiment of RevengeExpend up to 2 hp per HD and add that amount to your damage
Revenge3Rapture of RevengeAssault your enemies with bane based attacks +2xHDd8
Revenge4Soul of RevengeRegenerate 10 hp for every successful hit you score that round
Revenge5Lord of RevengeGain one attack at the end of the round for each time you were hit
Revenge6Architect of RevengeYour constitution score is doubled
Science1Children of SciencePsionic beings summoned by you have 200% more HD
Science2Embodiment of ScienceEnergy based effects (e.g. fire) you cause are 100% divine damage
Science3Rapture of ScienceAssault your enemies with electricity based attacks +(2xHD)d6
Science4Soul of ScienceGain fast healing equal to your HD
Science5Lord of Science+CCL iPSPs
Science6Architect of ScienceYour intelligence score is doubled
Sea1Children of SeaAquatic based creatures summoned have 200% more HD
Sea2Embodiment of SeaYour cold damage is treated as 100% divine damage
Sea3Rapture of SeaAssault your enemies with cold based attacks +(2xHD)d6
Sea4Soul of SeaGain regeneration equal to your HD while in the water
Sea5Lord of SeaAutomatically dominate (no save) aquatic creatures in the room
Sea6Architect of SeaYour constitution is doubled
Secrets1Children of SecretsThose summoned are mind blanked (cannot be dispelled)
Secrets2Embodiment of SecretsTrue Seeing ineffective against your illusions
Secrets3Rapture of SecretsAssault your enemies with +(2xHD)/3 Int damage
Secrets4Soul of SecretsFast Healing equal to your HD if you were not hurt that round
Secrets5Lord of SecretsIncrease the value of one artifact fourfold (double its power)
Secrets6Architect of SecretsYour intelligence score is doubled
Skill1Children of SkillThose summoned gain Dex. bonus equal to your CCL x2
Skill2Embodiment of SkillYou can ignore an opponent’s dexterity bonus (to AC)
Skill3Rapture of SkillAssault your enemies with +(2xHD)/3 Dex damage
Skill4Soul of SkillGain hit points equal to your hit die when you perform a stunt
Skill5Lord of SkillYour dexterity score is tripled
Skill6Architect of SkillYour dexterity score is quadrupled
Sky1Children of SkyAvian creatures summoned have 200% more HD
Sky2Embodiment of SkyYou can deny even natural flight in the room
Sky3Rapture of SkyAssault your enemies with knockback +(2xHD)d6(x2 if impact solid)
Sky4Soul of SkyGain regeneration equal to your HD while flying
Sky5Lord of SkyDominate any avian creatures in the room.
Sky6Architect of SkyYour dexterity is doubled
Stoicism1Children of StoicismThose summoned gain Con. bonus equal to your CCL x2
Stoicism2Embodiment of StoicismYou can ignore critical hits
Stoicism3Rapture of StoicismAssault your enemies with +(2xHD)/3 Con damage
Stoicism4Soul of StoicismAdd constitution score to Fast Healing or Regeneration
Stoicism5Lord of StoicismYour constitution score is tripled
Stoicism6Architect of StoicismYour constitution score is quadrupled
Strength1Children of StrengthThose summoned gain Str. bonus equal to your CCL x2
Strength2Embodiment of StrengthYou can ignore damage reduction or hardness
Strength3Rapture of StrengthAssault your enemies with +(2xHD)/3 Str damage
Strength4Soul of StrengthAdd strength score to Fast Healing or Regeneration
Strength5Lord of StrengthYour strength score is tripled
Strength6Architect of StrengthYour strength score is quadrupled
Sun1Children of SunLight based creatures summoned have 200% more HD
Sun2Embodiment of SunAll undead turned are destroyed
Sun3Rapture of SunAssault your enemies with positive energy based attacks +(2xHD)d6
Sun4Soul of SunRegeneration equal to your HD while bathed in sunlight
Sun5Lord of SunControl (no save) light based creatures in the room
Sun6Architect of SunYour wisdom score is doubled
Sword1Children of SwordYou may have CCL swords gain the everdancing weapon flag.
Sword2Embodiment of SwordYou ignore shields with an enhancement bonus < 2x CCL
Sword3Rapture of SwordAssault your enemies with force attacks +(2xHD)d4
Sword4Soul of SwordYou can absorb sword special abilities (this destroys the weapon)
Sword5Lord of SwordYou need only make touch attacks to hit
Sword6Architect of SwordGain one attack at the end of the round for each time you were hit
Thievery1Children of ThieverySteal the first and second group of creatures summoned by enemies.
Thievery2Embodiment of ThieveryAll your sneak attack damage is treated as divine damage
Thievery3Rapture of ThieveryDrain your enemies of their wealth/equipment
Thievery4Soul of ThieveryYou can steal two healing spells per round cast in the room
Thievery5Lord of ThieveryYou can avoid attacks by making a Reflex save (DC = attack roll)
Thievery6Architect of ThieveryYou sneak attack with every hit
Thunder1Children of ThunderAvian creatures summoned have 200% more HD
Thunder2Embodiment of ThunderYour electricity damage is treated as 100% divine damage
Thunder3Rapture of ThunderAssault your enemies with electricity based attacks +(2xHD)d6
Thunder4Soul of ThunderUse single source of electricity damage to give bonus hit points
Thunder5Lord of ThunderDominate electrical creatures in the room.
Thunder6Architect of ThunderYour strength is doubled
Time1Children of TimeSummoned enemies in the room automatically slowed
Time2Embodiment of TimeImmunities ineffective against your temporal effects
Time3Rapture of TimeAssault your enemies with +(2xHD)/3 Dex damage
Time4Soul of TimeAny existing fast healing or regeneration increases by 200%
Time5Lord of TimeYou gain three times as many actions each round
Time6Architect of TimeSummon a duplicate of your opponent from the time stream
Travel1Children of TravelAllies summoned have triple their normal movement rate
Travel2Embodiment of TravelImmunities ineffective against your temporal effects
Travel3Rapture of TravelAssault your enemies with +(2xHD)/3 Con damage
Travel4Soul of TravelRegeneration equal to your HD when you take your full movement
Travel5Lord of TravelYou gain twice as many actions each round
Travel6Architect of TravelStrike one opponent to damage another in the room
War1Children of WarThose summoned gain attack bonus of double your CCL
War2Embodiment of WarIgnore even the enhancement bonuses of armor /shields
War3Rapture of WarAssault your enemies with force attacks +(2xHD)d4
War4Soul of WarYou gain regeneration equal to your HD while in combat
War5Lord of WarYou to hit bonus is doubled
War6Architect of WarGain one attack at the end of the round for each time you were hit
Wealth1Children of WealthConstructs animated/created/summoned have 200% more HD
Wealth2Embodiment of WealthImmunities ineffective against your enchantment spells/effects
Wealth3Rapture of WealthSteal the wealth from your enemies +2xHDd1000gp
Wealth4Soul of WealthGain regeneration equal to your HD while bedecked in gold/jewels
Wealth5Lord of WealthIncrease the value of one artifact twofold (double its power)
Wealth6Architect of WealthIncrease the value of one artifact fourfold (double its power)
Winter1Children of WinterCold based creatures summoned have 200% more HD
Winter2Embodiment of WinterYour cold damage is treated as 100% divine damage
Winter3Rapture of WinterAssault your enemies with cold based attacks +(2xHD)d6
Winter4Soul of WinterRegeneration equal to your HD while in sub-zero environment
Winter5Lord of WinterAutomatically dominate (no save) cold creatures in the room
Winter6Architect of WinterYour constitution is doubled
Wisdom1Children of WisdomThose summoned gain Wis. bonus equal to your CCL x2
Wisdom2Embodiment of WisdomAll allies in the room are immune to illusions
Wisdom3Rapture of WisdomAssault your enemies with +(2xHD)/3 Wis damage
Wisdom4Soul of WisdomAdd wisdom score to Fast Healing or Regeneration
Wisdom5Lord of WisdomYour wisdom score is tripled
Wisdom6Architect of WisdomYour wisdom score is quadrupled