QUASI-DEITIES/HERO-DEITIES -------------------------- Quasi-Deity ----------- Personages above the status of high-level, important characters, but not quite demigods, and not necessarily heroes. XP levels in their primary classes will be at least 12th level, but no higher than 20th. And they will typically be multi-classed while not being subject to any of the restrictions of the classes to which they belong. Quasi-deities are those beings who have moved beyond the circles of the world and whose physical essence is no longer composed of the material of the Prime Planes. 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 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 around 75 to 150 or so, with fighter-types at the higher end and purely magic-types at the lower end of the spectrum. Movement and Attacks -------------------- Quasi-deities have a movement rate of at least 12", no matter what they are wearing or carrying. Typically, movement rates will be 15" - 18", and occasionally higher. Quasi- deities are able to attack at least twice per round. 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, 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, death effects, 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 for interplaner travel. Location -------- Most quasi-deities dwell on one of the many partial primes/pocket universes, on demi-planes, in strange extra-dimensional spaces, on the astral, or other unusual dimensions. Spells, Followers, Domains ----------------------------- Quasi-deities are not in charge of any domains and have no priests or specific "holy symbols". They may have followers and even shrines dedicated to them, however, and some of these shrines, or other places connected to the deity, may possess special magical effects associated with (or attributed to) the deity. Hero-deities are quasi-deities who have chosen to represent one or more minor/sub domains (e.g. occult knowledge, swordfighting, technology, music, adventurers, keys/doors/portals, time travel, hidden things/secrets, etc). These deities will have followers/worshippers, a symbol to be recog- nized by, shrines or chapels dedicated to them, and probably a clergy of some sort who are able to cast spells or have spell-like powers. Hero-deities will also have additional spell-like powers of their own relating to their domain(s).