Sepulchrave II
Legend
More Craziness.
It was as a great fire, dwarfing every other light in creation. It rested, perfect and still in my mind, but immensity could not contain its infinite movement. From it, first one, and then another of the Faces of Truth was presented to me, issuing challenge and denying everything I knew. I took my weapon – the Nameless Fiend – and slew the Light. Beyond was a void which shone yet brighter. Here, I rested in Saizhan. I had begun my journey.
-Wrohs
The first sketches of the Sovereignties were made a long time ago, and they've been tweaked a good deal over the years, mainly as new splats came out. On a metatextual (there's that word again) level, I had this idea that the Sovereignties should suggest rival deities appropriated by early Oronthonism (before the Urgic schism) and 'folded' into the Oronthonist pleroma: their virtues being exalted, and un-Oronthonian traits dropped or transferred onto more overtly sinister entities. Oronthon was not always the sole focus of devotion or a even a Sol Invictus-type god who tolerated other deities: Sovereignties may be the last vestiges of the original pantheon to which Oronthon belonged, and then ruled.
Of course, in the Oronthonist view, this is not the case. The Sovereignties are the Seven Spurs of the Mountain of God: Signs which – together – embody the faculties of the Radiant Form within the bounded cosmos. Each encapsulates certain fundamental truths regarding Oronthon, although Radiance itself is considered to be infinitely vaster than the sum of its component parts. Seven Sovereignties each with a fourfold dominion means that a total of twenty-eight clerical domains are associated with Oronthon. This correspondence with the number of lunar mansions may be coincidental; it's tempting to suggest, however, that in each phase of the Moon, the light of the Sun might be reflected in a different way.
Each of the Sovereignties in turn reflects seven Avatars – the Regents – which preside over a variety of distinct metaphysical concerns within the umbrella of the Sovereign portfolio. Some differentiation exists amongst each family of 'reflections;' one is aligned to each specific domain concern, and three are 'floating' avatars, which may manifest singly or in triplicity: this arrangement mirrors that of the substantial and insubstantial Sovereignties. It is the Regents which communicate with the Captains of the Host, and given the main duty of celestials, it is the Regents of Vigilance which most commonly do so.
Vigilance
Oronthon's Radiant Form emanates Sovereignties into Finitude. One is Cempa Seond – the Vigilant Guard – or simply Vigilance, or The Guard, or Stathol Waru, the Foundation of Defense. Vigilance is the Fultum ("Succour") emanation of the Radiant Form, and is based on an exalted divine array elder titan. As with other Sovereignties, the compound symbolism of Vigilance is designed to be convoluted. Oronthon's original "Unconquered" symbolism is also transferred onto Vigilance in a kind of backwards syncretism (anacretism?); mechanically, this is reflected in the 'double grace' effect, whereby untyped Charisma bonuses to saving throws from both the Exalted template and Paladin class levels are allowed to stack.
As the bastion of Law, Vigilance is considered both the esoteric sibling and antithesis of the Adversary (nomos/antinomos). As law's determinant, Regents emanated by Vigilance communicate the will of Oronthon to the Captains of the Host. Vigilance is likewise implicated in pronouncements made by the Ahma, and may represent many of the principles which constitute notions of Ahma within the Sovereign Sphere. If the Inquisition Domain is understood in regard to the pursuit of truth, the Fourfold Dominion of Vigilance (Law, Inquisition, Protection, Courage) seems particularly apt. In the Antinomian view, the path of paladinhood is uncategorically rejected by the Ahma, rejection of the law being a necessary precondition for the realization of Saizhan; in this sense, Vigilance is a mode to be transcended or overcome.
In terms of Saizhan itself, Vigilance is interpreted as the perception of one's surroundings, cognizance of the many stimuli which distract from the truth, and the critical awareness of the vagaries of conventional thought. In Urgic terms, Oronthon's Succour is manifested as the gift of clear apprehension.
The Fultum meditation of Vigilance is observed by those who come into physical contact with malign forces. Vigilance also represents the perfection of the martial ideal, characterized in terms of balance and discipline, with a focus on awareness and concentration. Vigilance is the unceasing guard and defense against the corruptive influence – however that is defined. As well as Temple devotees, Vigilance is favored as a meditative path by those who practice the Neo-Irrenite Skohsldaur; watchfulness being a useful trait in dealing with demons in general. Skohsldaur necessarily invokes the concerns of all four of Vigilance's domains.
Gear
Unlike most other entities in its CR range, Vigilance is accorded mostly real (as opposed to purely virtual) items. As I've been arbitrarily costing most virtual gear at quadruple value (x2 slotless, x2 "not real"), Vigilance gets some pretty crazy real stuff in comparison. Vigilance possesses four paradigmatic artifacts: armor, shield, helm and sword. These objects are immune to tampering from non-transcendental sources. In common parlance, these items normally simply receive the "of God" epithet – e.g. Armor of God, Sword of God etc.
The very existence of 'stuff' associated with Vigilance suggests that it is a more tangible Sovereignty than others, or one potentially more engaged in the material unfolding and functioning of the cosmos.
Sword
The sword was conceived first for game purposes based only on the known appropriate gp/CR ratio, i.e., 'what might a 400Mgp sword look like?' Its appearance in the SH is still some way off; I'm guessing 2012, given how far behind I am.
Vigilance (CR 135)
Fultum. The Succour of Oronthon
Intermediate Power
Home Plane: Heaven (Sovereignties)
Alignment: Lawful Good
Domains: Law, Inquisition, Protection, Courage
Medium Outsider (Augmented, Exalted, Extraplanar, Good, Lawful)
Divine Rank: 15
Hit Dice: 70d8+5950 (Outsider) plus 60d10+5100 (Paladin) (12,210hp)
Initiative: +87 (Supreme Initiative)
Speed: 120ft.; instant translocation
Armor Class: 495 (+108 armor, +86 deflection, +52 Dex, +15 divine, +93 insight, +28 natural, +103 shield)
Base Attack/Grapple: +100/+289
Attack: +390 melee (1d8+181/17-20, +100 axiomatic power holy power ghost touch speed longsword)
Full Attack: +390/+390/+385/+380/+375 melee
Space/Reach: 5ft./5ft.
Special Attacks: SDAs, smite evil +476 melee, spells, spell-like abilities
Special Qualities: DR 25/epic and evil, SR 255
Saves: Fort +420 Ref +412 Will +428
Abilities: Str 173 Dex 165 Con 180 Int 162 Wis 197 Cha 183
Skills: Concentration +448, Listen +481, Sense Motive +481, Spellcraft +376 (Impulse +794 with backlash), Spot +481
Feats: Alertness, Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Great Fortitude, Greater Spell Focus (Abjuration), Heighten Spell, Hindering Opportunist, Improved Bull Rush, Improved Combat Expertise, Improved Critical (longsword), Improved Initiative, Improved Shield Bash, Improved Sunder, Iron Will, Leap Attack, Lightning Reflexes, Magical Aptitude, Melee Evasion, Mobility, Power Attack, Quick Reconnoitre, Shield Charge, Shield Slam, Shield Specialization, Shield Ward, Skill Focus (Concentration), Skill Focus (Listen), Skill Focus (Sense Motive), Skill Focus (Spellcraft), Skill Focus (Spot), Spell Focus (Abjuration), Stalwart Defense, Weapon Focus (longsword),
Epic Feats: Devastating Critical (DC 146), Dire Charge, Epic Fortitude, Epic Reflexes, Epic Skill Focus (Concentration), Epic Skill Focus (Listen), Epic Skill Focus (Sense Motive), Epic Skill Focus (Spellcraft), Epic Skill Focus (Spot), Epic Spellcasting, Epic Spell Focus (Abjuration), Epic Will, Great Smiting, Improved Heighten Spell, Overwhelming Critical, Planar Turning, Spellcasting Harrier, Superior Initiative
Salient Divine Abilities: Alter Reality, Alter Size, Avatar, Divine Skill Focus (Listen), Divine Skill Focus (Sense Motive), Divine Skill Focus (Spot), Divine Spell Focus (Abjuration), Divine Spellcasting, Extra Domain, Know Secrets, Magnificat, Nominate Paragon, Power of Truth, Radiant Aura, Rejuvenation, Sovereign Aegis, Supreme Initiative, True Shapechange
Other Divine Abilities
Create Portfolio Item: 200,000gp limit
Divine Aura: Free action. 1500-ft radius; Will DC 176. Daze, fright or resolve
Immunities: Ability damage, ability drain, acid, banishment or imprisonment, cold, death effects, disease, disintegration, electricity, energy drain, fire, mind-affecting effects, poison, polymorph, sleep, sonic, stunning
Movement: Vigilance may move between any two points as a swift action, regardless of separation
Portfolio Sense: Any portfolio-related event
Remote Communication: Standard action. Any Oronthonist or any creature within 15 miles of any dedicated Oronthonist site.
Sensory Range: 15 miles. Darkvision, low-light vision, blindsight, blindsense, greater arcane sight, tremorsense, true seeing.
Remote Sensing and Blocking: Standard action. 10 locations; 15-mile radius
XP Reservoir: 50,000/day
Exalted Qualities
Vigilance's abilities are based on a Divine Exalted array and it gains certain benefits associated with Exalted celestials:
Innate Bonuses
Vigilance gains a +20 Sacred bonus to Constitution, Wisdom and Charisma, a +100 bonus to its Spell Resistance and a +100 competence bonus to all Spellcraft checks.
Spell-Like Abilities
Vigilance may use any spell from the Law, Inquisition, Protection or Courage Domain or any Paladin spell at will as a spell-like ability (CL 145; DC 111+ spell level),
Spellcasting
Vigilance casts spells spontaneously as a cleric (CL 85; DC 117+ spell level, Abjurations DC 129+ spell level) without any need for components and may Heighten spells up to 93rd level. If Vigilance uses spells which deal energy damage, that damage is maximized and is considered divine damage for the purposes of overcoming elemental resistances or immunities.
Epic Spellcasting
Vigilance never pays XP for casting epic spells, and may apply up to 260d6 in backlash damage. When using impulses it may effectively add up to +769 DC in additional factors. Viigilance may use 13 epic spells per day. As an intermediate power, Vigilance takes 20 on all Spellcraft checks.
Salient Divine Abilities
Alter Reality: Vigilance does not pay the XP normally associated with this ability.
Avatar: Vigilance has seven reflections, all of which are Regents of the Empyrean. These entities are CR80 DvR7 divine array exalted outsiders. The reflections possess 40 outsider HD and 40 class levels.
Magnificat: Vigilance can bestow up to nine divine ranks upon a willing target proxy mortal or celestial which it can sense. Its own divine ranks are decreased by a like amount; Vigilance may not lower its own rank below DvR6 (lesser deity) status.
Power of Truth: Creatures within 1500ft. of Vigilance may not utter a falsehood or otherwise deliberately lie unless they succeed at a Will saving throw (DC 176). Any spells or abilities which mislead or obfuscate, including figments, glamers, patterns and phantasms – as well as any spells of the abjuration school intended to block perception or divination – automatically fail within this area unless Vigilance determines otherwise. The abilities of entities with 16 or more divine ranks are not subject to this ability. The Save DC is Charisma-based.
Nominate Paragon (Unique SDA): As a free action, Vigilance may bestow the paragon template upon a willing mortal or celestial servant of Oronthon which it can sense at any distance; up to fifteen creatures may act as recipients of this ability at any given time. In each case, the paragon condition lasts until Vigilance dismisses it with another free action.
Radiant Aura: Vigilance emanates an aura of brilliant light in a 1500-ft. radius which counters and dispels all darkness effects unless their source possesses at least 16 divine ranks. Every round, undead creatures and evil outsiders within the aura must make Fortitude saving throws (DC 176) or be destroyed (as if disintegrated). The aura may be suppressed or resumed as a free action. The Save DC is Charisma-based.
Sovereign Aegis (Unique SDA): Allied creatures within 15 miles gain a sacred bonus to their armor class and a sacred bonus to their saving throws equal to Vigilance's divine rank (+15). This ability is always active.
Paradigmatic Artifacts
Armor
The Armor of Vigilance is weightless, entails no speed reduction, incurs no armor check penalties or arcane spell failure chance, and has no maximum Dexterity bonus. It is otherwise the functional equivalent of +100 heavy fortification adamantine full plate armor which also grants a +100 enhancement bonus to Strength, Dexterity and Constitution.
Helm
The Helm of Vigilance grants a +100 enhancement bonus to Intelligence, Wisdom and Charisma and a +200 competence bonus to all Concentration, Listen, Search, Sense Motive, and Spot checks.
Shield
This weightless +100 adamantine heavy shield also grants a +100 resistance bonus to all saving throws.
Sword
The Sword of Vigilance is a +100 axiomatic power holy power ghost touch speed longsword which ignores damage reduction possessed by targets with fewer than 16 divine ranks.
The sword's special purpose is Neutralize Chaotic and Evil Archetypes; its special purpose power is Temporal Encystment. Creatures with 15 or fewer divine ranks who are struck must make Fortitude saving throws (DC 176), or become encysted. Encysted creatures are removed indefinitely from the bounded cosmos and may only be freed by entities of Aeonic status or with 16 or more divine ranks. The saving throw is Charisma-based.
Spells
Sovereign Defenses Against the Apparition of Cheshne
These increase each of Vigilance's attributes and afford increased SR. Saving throw bonuses become very high because of the 'double grace' effect.
In addition to the Seven Sovereign Defenses, Vigilance invokes the Metaward - a kind of magical shell which protects against debuffs, and has to be collapsed before subsequent effects can be targeted.
If the Metaward is successfully collapsed, the Mirror of Oronthon springs immediately into place. This is Vigilance's most potent magical defense; it is always contingent, and reduces the number of epic spell slots which Vigilance has available from 13 to 12. The Mirror of Oronthon is aggregated when Vigilance's Spellcraft score has been augmented by multiple Intelligence-buffs, and is 'out of synch' with the normal Spellcraft limits upon Vigilance. It is initiated only if the Metaward fails.
Unless the Apparition (a DvR16 transcendental) crescendoes, it cannot penetrate the Metaward, and a complete crescendo is required before it can penetrate the Mirror of Oronthon and collapse the Seven Sovereign Defenses. By using all of its multispell actions and SDAs focused upon Vigilance, the Apparition can still eliminate the Sovereignty in 1 full round. Cosmically speaking, Oronthon can sacrifice Vigilance to prevent Cheshne from acting for 1 round, and reduce the Apparition's destructive potential (exhaust its epic spell slots) for 1 full day.
Metaward
[Ward] (+14), [Ward] (+14); +350 opposed CL (+700); effective against disjunction (+8), [dispel] (+10) and [destroy] (+10); Swift, componentless (+32).
All disjunction effects which target Vigilance automatically fail. Epic spells or impulses incorporating the [destroy] or [dispel] seeds which target Vigilance must first defeat the Metaward by means of an opposed caster level check; Vigilance has an effective caster level of 435 for purposes of this check. If the Metaward resists the attack, other ongoing effects are not subject to the effects of the [dispel] or [destroy] seeds.
Spells which defeat the Metaward do not penetrate further to affect other ongoing effects, but immediately negate the Metaward itself.
Mirror of Oronthon
[Reflect] (+27); +870 opposed CL (+1740); all spell levels (+180); area reflect (+20); Contingent (+25); selective reflection (+10)
This spell takes effect only if the Metaward fails. Any hostile magical effect issuing from a source with 16 or more Divine Ranks which targets Vigilance or includes Vigilance in its area of effect is immediately reflected back at the caster unless it succeeds at an opposed caster level check. Vigilance has a caster level of 955 for purposes of this check.
With Seven Sovereign Defenses in effect, adjust Vigilance's stat block as follows:
Hp: 30,150
Init: +225
Armor Class: 834 (touch 695, flat-footed 619)
Atk: +616 (1d8+269, 17-20 DevCrit DC 309); Smite Atk +779
Saves: Fort +809 Ref +801 Will +817
Ablities: Str 449 Dex 441 Con 456 Int 438 Wis 473 Cha 459
SQ: SR 530
Spellcraft: +514 (Impulse +932)
Special Attack DCs
It was as a great fire, dwarfing every other light in creation. It rested, perfect and still in my mind, but immensity could not contain its infinite movement. From it, first one, and then another of the Faces of Truth was presented to me, issuing challenge and denying everything I knew. I took my weapon – the Nameless Fiend – and slew the Light. Beyond was a void which shone yet brighter. Here, I rested in Saizhan. I had begun my journey.
-Wrohs
The first sketches of the Sovereignties were made a long time ago, and they've been tweaked a good deal over the years, mainly as new splats came out. On a metatextual (there's that word again) level, I had this idea that the Sovereignties should suggest rival deities appropriated by early Oronthonism (before the Urgic schism) and 'folded' into the Oronthonist pleroma: their virtues being exalted, and un-Oronthonian traits dropped or transferred onto more overtly sinister entities. Oronthon was not always the sole focus of devotion or a even a Sol Invictus-type god who tolerated other deities: Sovereignties may be the last vestiges of the original pantheon to which Oronthon belonged, and then ruled.
Of course, in the Oronthonist view, this is not the case. The Sovereignties are the Seven Spurs of the Mountain of God: Signs which – together – embody the faculties of the Radiant Form within the bounded cosmos. Each encapsulates certain fundamental truths regarding Oronthon, although Radiance itself is considered to be infinitely vaster than the sum of its component parts. Seven Sovereignties each with a fourfold dominion means that a total of twenty-eight clerical domains are associated with Oronthon. This correspondence with the number of lunar mansions may be coincidental; it's tempting to suggest, however, that in each phase of the Moon, the light of the Sun might be reflected in a different way.
Each of the Sovereignties in turn reflects seven Avatars – the Regents – which preside over a variety of distinct metaphysical concerns within the umbrella of the Sovereign portfolio. Some differentiation exists amongst each family of 'reflections;' one is aligned to each specific domain concern, and three are 'floating' avatars, which may manifest singly or in triplicity: this arrangement mirrors that of the substantial and insubstantial Sovereignties. It is the Regents which communicate with the Captains of the Host, and given the main duty of celestials, it is the Regents of Vigilance which most commonly do so.
Vigilance
Oronthon's Radiant Form emanates Sovereignties into Finitude. One is Cempa Seond – the Vigilant Guard – or simply Vigilance, or The Guard, or Stathol Waru, the Foundation of Defense. Vigilance is the Fultum ("Succour") emanation of the Radiant Form, and is based on an exalted divine array elder titan. As with other Sovereignties, the compound symbolism of Vigilance is designed to be convoluted. Oronthon's original "Unconquered" symbolism is also transferred onto Vigilance in a kind of backwards syncretism (anacretism?); mechanically, this is reflected in the 'double grace' effect, whereby untyped Charisma bonuses to saving throws from both the Exalted template and Paladin class levels are allowed to stack.
As the bastion of Law, Vigilance is considered both the esoteric sibling and antithesis of the Adversary (nomos/antinomos). As law's determinant, Regents emanated by Vigilance communicate the will of Oronthon to the Captains of the Host. Vigilance is likewise implicated in pronouncements made by the Ahma, and may represent many of the principles which constitute notions of Ahma within the Sovereign Sphere. If the Inquisition Domain is understood in regard to the pursuit of truth, the Fourfold Dominion of Vigilance (Law, Inquisition, Protection, Courage) seems particularly apt. In the Antinomian view, the path of paladinhood is uncategorically rejected by the Ahma, rejection of the law being a necessary precondition for the realization of Saizhan; in this sense, Vigilance is a mode to be transcended or overcome.
In terms of Saizhan itself, Vigilance is interpreted as the perception of one's surroundings, cognizance of the many stimuli which distract from the truth, and the critical awareness of the vagaries of conventional thought. In Urgic terms, Oronthon's Succour is manifested as the gift of clear apprehension.
The Fultum meditation of Vigilance is observed by those who come into physical contact with malign forces. Vigilance also represents the perfection of the martial ideal, characterized in terms of balance and discipline, with a focus on awareness and concentration. Vigilance is the unceasing guard and defense against the corruptive influence – however that is defined. As well as Temple devotees, Vigilance is favored as a meditative path by those who practice the Neo-Irrenite Skohsldaur; watchfulness being a useful trait in dealing with demons in general. Skohsldaur necessarily invokes the concerns of all four of Vigilance's domains.
Gear
Unlike most other entities in its CR range, Vigilance is accorded mostly real (as opposed to purely virtual) items. As I've been arbitrarily costing most virtual gear at quadruple value (x2 slotless, x2 "not real"), Vigilance gets some pretty crazy real stuff in comparison. Vigilance possesses four paradigmatic artifacts: armor, shield, helm and sword. These objects are immune to tampering from non-transcendental sources. In common parlance, these items normally simply receive the "of God" epithet – e.g. Armor of God, Sword of God etc.
The very existence of 'stuff' associated with Vigilance suggests that it is a more tangible Sovereignty than others, or one potentially more engaged in the material unfolding and functioning of the cosmos.
Sword
The sword was conceived first for game purposes based only on the known appropriate gp/CR ratio, i.e., 'what might a 400Mgp sword look like?' Its appearance in the SH is still some way off; I'm guessing 2012, given how far behind I am.
Vigilance (CR 135)
Fultum. The Succour of Oronthon
Intermediate Power
Home Plane: Heaven (Sovereignties)
Alignment: Lawful Good
Domains: Law, Inquisition, Protection, Courage
Medium Outsider (Augmented, Exalted, Extraplanar, Good, Lawful)
Divine Rank: 15
Hit Dice: 70d8+5950 (Outsider) plus 60d10+5100 (Paladin) (12,210hp)
Initiative: +87 (Supreme Initiative)
Speed: 120ft.; instant translocation
Armor Class: 495 (+108 armor, +86 deflection, +52 Dex, +15 divine, +93 insight, +28 natural, +103 shield)
Base Attack/Grapple: +100/+289
Attack: +390 melee (1d8+181/17-20, +100 axiomatic power holy power ghost touch speed longsword)
Full Attack: +390/+390/+385/+380/+375 melee
Space/Reach: 5ft./5ft.
Special Attacks: SDAs, smite evil +476 melee, spells, spell-like abilities
Special Qualities: DR 25/epic and evil, SR 255
Saves: Fort +420 Ref +412 Will +428
Abilities: Str 173 Dex 165 Con 180 Int 162 Wis 197 Cha 183
Skills: Concentration +448, Listen +481, Sense Motive +481, Spellcraft +376 (Impulse +794 with backlash), Spot +481
Feats: Alertness, Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Great Fortitude, Greater Spell Focus (Abjuration), Heighten Spell, Hindering Opportunist, Improved Bull Rush, Improved Combat Expertise, Improved Critical (longsword), Improved Initiative, Improved Shield Bash, Improved Sunder, Iron Will, Leap Attack, Lightning Reflexes, Magical Aptitude, Melee Evasion, Mobility, Power Attack, Quick Reconnoitre, Shield Charge, Shield Slam, Shield Specialization, Shield Ward, Skill Focus (Concentration), Skill Focus (Listen), Skill Focus (Sense Motive), Skill Focus (Spellcraft), Skill Focus (Spot), Spell Focus (Abjuration), Stalwart Defense, Weapon Focus (longsword),
Epic Feats: Devastating Critical (DC 146), Dire Charge, Epic Fortitude, Epic Reflexes, Epic Skill Focus (Concentration), Epic Skill Focus (Listen), Epic Skill Focus (Sense Motive), Epic Skill Focus (Spellcraft), Epic Skill Focus (Spot), Epic Spellcasting, Epic Spell Focus (Abjuration), Epic Will, Great Smiting, Improved Heighten Spell, Overwhelming Critical, Planar Turning, Spellcasting Harrier, Superior Initiative
Salient Divine Abilities: Alter Reality, Alter Size, Avatar, Divine Skill Focus (Listen), Divine Skill Focus (Sense Motive), Divine Skill Focus (Spot), Divine Spell Focus (Abjuration), Divine Spellcasting, Extra Domain, Know Secrets, Magnificat, Nominate Paragon, Power of Truth, Radiant Aura, Rejuvenation, Sovereign Aegis, Supreme Initiative, True Shapechange
Other Divine Abilities
Create Portfolio Item: 200,000gp limit
Divine Aura: Free action. 1500-ft radius; Will DC 176. Daze, fright or resolve
Immunities: Ability damage, ability drain, acid, banishment or imprisonment, cold, death effects, disease, disintegration, electricity, energy drain, fire, mind-affecting effects, poison, polymorph, sleep, sonic, stunning
Movement: Vigilance may move between any two points as a swift action, regardless of separation
Portfolio Sense: Any portfolio-related event
Remote Communication: Standard action. Any Oronthonist or any creature within 15 miles of any dedicated Oronthonist site.
Sensory Range: 15 miles. Darkvision, low-light vision, blindsight, blindsense, greater arcane sight, tremorsense, true seeing.
Remote Sensing and Blocking: Standard action. 10 locations; 15-mile radius
XP Reservoir: 50,000/day
Exalted Qualities
Vigilance's abilities are based on a Divine Exalted array and it gains certain benefits associated with Exalted celestials:
- Integrated cleric caster levels equal to its outsider Hit Dice
- A bonus to its saving throws equal to its Charisma modifier.
- An insight bonus to attack rolls and armor class equal to its Wisdom modifier
- Any attack made by Vigilance is treated as a smite evil attempt made by a 145th-level paladin. Against evil creatures, Vigilance gains an extra +86 bonus on Attack Rolls and deals an aditional 290 points of damage.
- The ability to turn undead at will as a 142nd-level cleric.
Innate Bonuses
Vigilance gains a +20 Sacred bonus to Constitution, Wisdom and Charisma, a +100 bonus to its Spell Resistance and a +100 competence bonus to all Spellcraft checks.
Spell-Like Abilities
Vigilance may use any spell from the Law, Inquisition, Protection or Courage Domain or any Paladin spell at will as a spell-like ability (CL 145; DC 111+ spell level),
Spellcasting
Vigilance casts spells spontaneously as a cleric (CL 85; DC 117+ spell level, Abjurations DC 129+ spell level) without any need for components and may Heighten spells up to 93rd level. If Vigilance uses spells which deal energy damage, that damage is maximized and is considered divine damage for the purposes of overcoming elemental resistances or immunities.
Epic Spellcasting
Vigilance never pays XP for casting epic spells, and may apply up to 260d6 in backlash damage. When using impulses it may effectively add up to +769 DC in additional factors. Viigilance may use 13 epic spells per day. As an intermediate power, Vigilance takes 20 on all Spellcraft checks.
Salient Divine Abilities
Alter Reality: Vigilance does not pay the XP normally associated with this ability.
Avatar: Vigilance has seven reflections, all of which are Regents of the Empyrean. These entities are CR80 DvR7 divine array exalted outsiders. The reflections possess 40 outsider HD and 40 class levels.
Magnificat: Vigilance can bestow up to nine divine ranks upon a willing target proxy mortal or celestial which it can sense. Its own divine ranks are decreased by a like amount; Vigilance may not lower its own rank below DvR6 (lesser deity) status.
Power of Truth: Creatures within 1500ft. of Vigilance may not utter a falsehood or otherwise deliberately lie unless they succeed at a Will saving throw (DC 176). Any spells or abilities which mislead or obfuscate, including figments, glamers, patterns and phantasms – as well as any spells of the abjuration school intended to block perception or divination – automatically fail within this area unless Vigilance determines otherwise. The abilities of entities with 16 or more divine ranks are not subject to this ability. The Save DC is Charisma-based.
Nominate Paragon (Unique SDA): As a free action, Vigilance may bestow the paragon template upon a willing mortal or celestial servant of Oronthon which it can sense at any distance; up to fifteen creatures may act as recipients of this ability at any given time. In each case, the paragon condition lasts until Vigilance dismisses it with another free action.
Radiant Aura: Vigilance emanates an aura of brilliant light in a 1500-ft. radius which counters and dispels all darkness effects unless their source possesses at least 16 divine ranks. Every round, undead creatures and evil outsiders within the aura must make Fortitude saving throws (DC 176) or be destroyed (as if disintegrated). The aura may be suppressed or resumed as a free action. The Save DC is Charisma-based.
Sovereign Aegis (Unique SDA): Allied creatures within 15 miles gain a sacred bonus to their armor class and a sacred bonus to their saving throws equal to Vigilance's divine rank (+15). This ability is always active.
Paradigmatic Artifacts
Armor
The Armor of Vigilance is weightless, entails no speed reduction, incurs no armor check penalties or arcane spell failure chance, and has no maximum Dexterity bonus. It is otherwise the functional equivalent of +100 heavy fortification adamantine full plate armor which also grants a +100 enhancement bonus to Strength, Dexterity and Constitution.
Helm
The Helm of Vigilance grants a +100 enhancement bonus to Intelligence, Wisdom and Charisma and a +200 competence bonus to all Concentration, Listen, Search, Sense Motive, and Spot checks.
Shield
This weightless +100 adamantine heavy shield also grants a +100 resistance bonus to all saving throws.
Sword
The Sword of Vigilance is a +100 axiomatic power holy power ghost touch speed longsword which ignores damage reduction possessed by targets with fewer than 16 divine ranks.
The sword's special purpose is Neutralize Chaotic and Evil Archetypes; its special purpose power is Temporal Encystment. Creatures with 15 or fewer divine ranks who are struck must make Fortitude saving throws (DC 176), or become encysted. Encysted creatures are removed indefinitely from the bounded cosmos and may only be freed by entities of Aeonic status or with 16 or more divine ranks. The saving throw is Charisma-based.
Spells
Sovereign Defenses Against the Apparition of Cheshne
These increase each of Vigilance's attributes and afford increased SR. Saving throw bonuses become very high because of the 'double grace' effect.
In addition to the Seven Sovereign Defenses, Vigilance invokes the Metaward - a kind of magical shell which protects against debuffs, and has to be collapsed before subsequent effects can be targeted.
If the Metaward is successfully collapsed, the Mirror of Oronthon springs immediately into place. This is Vigilance's most potent magical defense; it is always contingent, and reduces the number of epic spell slots which Vigilance has available from 13 to 12. The Mirror of Oronthon is aggregated when Vigilance's Spellcraft score has been augmented by multiple Intelligence-buffs, and is 'out of synch' with the normal Spellcraft limits upon Vigilance. It is initiated only if the Metaward fails.
Unless the Apparition (a DvR16 transcendental) crescendoes, it cannot penetrate the Metaward, and a complete crescendo is required before it can penetrate the Mirror of Oronthon and collapse the Seven Sovereign Defenses. By using all of its multispell actions and SDAs focused upon Vigilance, the Apparition can still eliminate the Sovereignty in 1 full round. Cosmically speaking, Oronthon can sacrifice Vigilance to prevent Cheshne from acting for 1 round, and reduce the Apparition's destructive potential (exhaust its epic spell slots) for 1 full day.
Metaward
[Ward] (+14), [Ward] (+14); +350 opposed CL (+700); effective against disjunction (+8), [dispel] (+10) and [destroy] (+10); Swift, componentless (+32).
All disjunction effects which target Vigilance automatically fail. Epic spells or impulses incorporating the [destroy] or [dispel] seeds which target Vigilance must first defeat the Metaward by means of an opposed caster level check; Vigilance has an effective caster level of 435 for purposes of this check. If the Metaward resists the attack, other ongoing effects are not subject to the effects of the [dispel] or [destroy] seeds.
Spells which defeat the Metaward do not penetrate further to affect other ongoing effects, but immediately negate the Metaward itself.
Mirror of Oronthon
[Reflect] (+27); +870 opposed CL (+1740); all spell levels (+180); area reflect (+20); Contingent (+25); selective reflection (+10)
This spell takes effect only if the Metaward fails. Any hostile magical effect issuing from a source with 16 or more Divine Ranks which targets Vigilance or includes Vigilance in its area of effect is immediately reflected back at the caster unless it succeeds at an opposed caster level check. Vigilance has a caster level of 955 for purposes of this check.
With Seven Sovereign Defenses in effect, adjust Vigilance's stat block as follows:
Hp: 30,150
Init: +225
Armor Class: 834 (touch 695, flat-footed 619)
Atk: +616 (1d8+269, 17-20 DevCrit DC 309); Smite Atk +779
Saves: Fort +809 Ref +801 Will +817
Ablities: Str 449 Dex 441 Con 456 Int 438 Wis 473 Cha 459
SQ: SR 530
Spellcraft: +514 (Impulse +932)
Special Attack DCs
- Devastating Critical DC 309
- Divine Aura, Power of Truth SDA, Radiant Aura SDA DC 314;
- Cleric spell DC 256 + spell level
- SLAs DC 249+ spell level
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