QUASI-DEITIES ------------- Quasi-Deity ----------- Characters that have risen above the status of heroes, but are not quite demigods. Quasi-deities are those personages who have moved beyond the circles of the world and whose physical essence, while still corporeal, is no longer composed of matter from the Prime Material plane. They will typically be multi-classed while not being subject to any of the restrictions of the classes to which they belong. XP in their primary classes will be at least 12th level, but no higher than 20th. They will have a magic resistance of at least 33% to all mortal spells and spell-like powers, a special defense of +1 to-hit, and between 75 and 150 hit points. Quasi-deities will also often have unusual abilities relevant to their areas of interest, especially if they are Hero-Deities. Strange extraplanar energies, long forgotten arcane rituals, powerful artifacts, superscience/advanced technologies, successful quest-tests given by mysterious Powers, the completion of heroic tasks, or other special circumstances can be the path to immortality for high-level characters. Immortality ----------- Quasi-deities are immortal and cannot die from natural causes. Their physical appearance is usually chosen at their apotheosis and typically reflects the age and style that they most identify with. Quasi-deities do not age and they do not need to eat, sleep, or breathe. The only way for a quasi-deity to die is through special circumstances - usually by being slain in magical or physical combat. Saving Throws ------------- All saving throws are 3 and are irreducible regardless of magical aids and adjustments. Ability Scores/Attributes ------------------------- Ability scores are typically quite a bit higher than the norm, with 1 or more being higher than is naturally possible for their species. Quasi-deities may also have psionic abilities. Armor Class ------------ As with mortal characters, armor class depends on armor worn and DEX bonuses along with any special magical defenses. Additionally, quasi-deities can only be hit by +1 or better weapons. Hit Points ---------- Hit points tend to range from about 75 to around 150 or so, with high-level 'fighter-types' at the higher end of the spectrum and purely 'magic-types' at the lower end. Movement and Attacks -------------------- Quasi-deities have a movement rate of at no less than 12", no matter what they are wearing or carrying. Normally, movement rates will be between 15" - 18", but occasionally are higher. Quasi-deities are usually able to attack twice per round. Some, because of very high speed of movement or multiple limbs, may gain additional attacks each round. Quasi-deities are able to hit any creature or being that normally requires a magic weapon to hit. Magic Resistance ---------------- Quasi-deities have a magical resistance of at least 33% to all spells and spell-like powers regardless of caster level. Immunities ---------- 1) A quasi-deity is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the quasi-deity might have work normally on itself. 2) A quasi-deity is not subject to energy drain, ability drain, or ability damage. 3) A quasi-deity is immune to mind-affecting effects (charms, compulsions, phantasms, hypnotic patterns, and morale effects). 4) Since their soul and form are melded together, quasi-deities are immune to such spells as Magic Jar, Raise Dead, Reincarnate, etc. Only a Limited Wish or similar spell can resurrect a quasi-deity. 5) A quasi-deity is immune to disease, poison, stunning, sleep, paralysis, temporal stasis, death spells, and disintegration. 6) A quasi-deity is immune to natural elements such as electricity, cold, acid, radiation, heat, fire, lava, etc. 7) A quasi-deity is resistant to magical fire, dragon fire, magical cold, and other such magical element attacks(-2 from each die of damage). Travel ------ Most quasi-deities have no inherent ability to traverse the planes and must rely on spells, psionic disciplines, magical or technological items and artifacts, or dimensional portals and standing gates for interplaner travel. Residence --------- Most quasi-deities reside in extraordinary places such as extra-dimensional realms, pocket universes, demi-planes, the astral plane, outer space, and similar environs; often in those areas off the beaten path where they won't easily be found or disturbed. Some make their homes on more familiar planes - Elysium, Asgard, the Seven Heavens, etc - usually reflecting cultural ties or personal affinity. A very few choose to remain on the Prime Material in order to remain interactive with their home plane while pursuing their own mysterious purposes The dwellings of quasi-deities can be quite unusual and will almost always contain many items of power as well as devices and constructions of a thoroughly incomprehensible nature. Spells, Followers, Domains, Artifacts ------------------------------------- QUASI-DEITIES are not in charge of any domains and have no clerics or "holy symbols". They are not "deities" in any real sense. Quasi-deities may, however, have followers, specific items associated with their veneration, and even shrines dedicated to them. Some of these items or shrines may possess special magical effects which are often attributed to the continuing presence, or power, of the deity. Quasi-deities may create wondrous magical items and cast them out into the world to be found and used by mortals, or leave behind items which become magical relics because of their possession by the deity when mortal. Quasi-deities cannot, however, grant spells or special powers to their followers. Additionally, because they are "powers", quasi-deities can also create magical ARTIFACTS - legendary constructions of great power that may sometimes be found and employed by mortals (e.g. Heward's Mystical Organ). Because of the unmanageable nature of immortal power, mortals suffer a chance of strange, often adverse, side effects when using an artifact. Artifacts are unique items, well hidden or guarded by powerful creatures, and virtually impervious to harm. They seem to have a mind of their own and will rarely stay with their discoverer for very long unless that being serves the designs of the artifact or its creator. Artifacts should be treated as 30th level for purposes of determining magical effects. An artifact's powers can be contained or temporarily nullified by an antimagic field but cannot otherwise be dispelled. Low level characters may find artifacts difficult to manage, with the result being that the artifact seems to be more in control of them than they are of it. Artifacts are extra- ordinarily difficult to destroy and each one will have only a single, distinct method of doing so. The term "HERO-DEITY" refers to a once mortal personage who became a quasi-deity because of their status as a legendary hero. Hero-Deities will definitely have a cult following. They will probably be considered the patron of something(swordsmen, smiths, inventors, a city, etc), and may have additional powers, skills, and abilities related to that domain. Because of their followers' strong belief in this divine patronage, it may be possible for some of them, at times, to tap into the power of the deity in order to gain a bonus when performing those actions related to the deity's patronage(crafting, inventing, defending the city, etc). Hero-Deities will have a symbol which represents them to their followers and roadside shrines or small chapels in towns and cities dedicated to them. The term "DEMI-GOD" refers to a mortal hero who has a parent of divine origin, and who has now become an Immortal themselves. Demi-Gods are somewhat more powerful than quasi-deities; having higher ability scores, additional innate powers, a magic resistance of 100% to all mortal spells and spell-like powers, special defense of +2 to-hit, and between 150 and 190 hit points. Demi-Gods are also usually able to traverse the planes at will and can control their local environments to a large degree. They are considered to be "True Deities" and have a 2 for all of their saving throws. They will have specific domains that they are in charge of, along with worshipers, temples, and holy symbols. Clerics, because of their strong faith in the divinity of the deity coupled with their priestly training, are able to open a conduit to channel some of the deity's power as "Spells".