1st - 6 paths - You align yourself with one of the L’vat, taking on elemental powers and tricks. Once you choose one L’vat to follow, you cannot follow another's path. As a full-round action, you can change the energy type of a spell you are casting to the energy type provided by your chosen L’vat (listed at 2nd level).
Anese - You can speak Ignan, and gain cindersight (fire and smoke does not block your sight, allowing you to see normally based on light conditions).
Astris - You can speak Joyti, and can see auras of life - everything living gives off a bright aura, undead a darker one, and non-living constructs a grey aura.
Although this does not allow you to automatically detect invisible or otherwise difficult to see creatures, the bonus does still apply against such targets.
Magrik - You speak Terran, and gain tremorsense out to 15ft.
Monias - You speak Aklo, and gain +30ft to your existing darkvision, or darkvision to 30ft if you didn’t already have it.
Typhis - You speak Auran, and do not take penalties due to winds and storms (though they can still push you around while flying).
Uldin - You speak Aquan, and gain blindsense out to 30ft.
4th - Elemental Persuasion - you gain elemental resistance against the energy type associated with your L’vat equal to 3xTier, as well as the listed benefit below:
Anese - (fire) - Spells you cast with the Fire descriptor are treated as Empowered.
Astris - (positive/divine) - When you are healed above your maximum HP, you keep those hit points as temporary hit points (to a maximum of your Tier + your character level) for 1 min per level of the spell used, or 1 min if from a non-spell source.
Magrik - (physical - your elemental resistance instead provides non-lethal damage conversion against physical sources) - As long as you are touching a natural surface you gain non-lethal fast healing 3.
Monias - (negative energy) You no longer have to breathe and are constantly under the effects of Death Ward (you can still be targeted by energy drain effects; though they would have no effect, they still will trigger the 10th level power).
Typhis - (electric) You can call upon the winds to lift you, gaining as a free action the Jump spell 3/day, and you gain the permanent effects of feather fall (self only).
Uldin - (cold) You gain +5 to your CMD versus grapple, bull rush, and drag attempts.
7th - Planar Warrior
Anese - Your fire damage against creatures that are immune to fire is only halved rather than being reduced to 0.
Astris - Your critical hits also restore 1d10 HP to yourself and all allies within 10ft.
Magrik - When charging, you ignore difficult terrain and can add a bull rush attempt with the attack if you choose to, using your character level + STR or WIS modifier in place of your normal CMB.
Monias - If a creature is suffering from a status effect or condition, you treat the damage dice of your weapon as though it were one size category larger.
Typhis - If your opponent has a significant amount of metal on them, your weapon or attack is considering Shocking Burst.
Uldin - Your combat maneuvers also deal 1d6+Tier of bludgeoning damage.
10th - Champion - Your elemental resistance you gained from your L’vat is now 5 X Tier, and gain the listed benefit below:
Anese - (fire) As a swift action, you surround yourself with a nimbus of fire; for 10 + Tier rounds per day, you gain a Fire Shield effect that deals 1d8 + Tier damage rather than the normal amount; it is a swift action to turn this off.
Astris - (positive/Divine) You cannot die from overhealing. All healing effects within 30ft add your Tier to the total HP provided, and allies within this radius can now exceed their maximum HP as temp HP for 1 round (to a maximum of your CON score + your Level).
Magrik - (physical) - CON mod times per day (minimum 1), as an immediate action, you can change your non-lethal conversion to an equal amount of DR/- for 1 round.
Monias - (negative energy) - You gain superior darkvision (120ft) and heal when dealt negative energy damage. If you would gain negative levels (even negative levels that would be blocked by Death Ward), you instead gain a +1 profane bonus to attack rolls, saving throws, skill checks, CMB and CMD, as well as +5 profane HP for 1 min; treat these bonus HP as temporary HP, except they specifically do stack with any other temporary HP you might have.
Typhis - (electric) - Your fly speed increases by +30ft and your maneuverability rating goes up by one step. If you do not have a fly speed, you gain one at 30ft with clumsy maneuverability. Your fly speed is increased by +10 per wind category.
Uldin - (cold) - During any turn in which you move at least 30ft, you are considered to have freedom of movement and 25% fortification until the end of your next turn.