Traveller wrote:That thief would have never had a chance in my campaign. Assuming it was her avatar and not the goddess herself, this is what the thief and all mortals get to deal with. If it's the actual god or goddess, they are even more screwed than if they faced off against the avatar. (The following comes from my adaptation of Supplement IV.)Avatar Special AbilitiesThe reader will note that only statistics for the avatars of the gods are presented in this book. This is because the power of the gods is such that it is impossible to quantify it. Statistics quite simply become meaningless when dealing with the true form of the gods. What is presented is the most common form the worshipper may see. All avatars possess certain innate abilities and powers, outlined below.Aura Attack: An avatar's awe power affects everything in a 60 foot radius (no saving throw). Any beings in the area of effect with either kneel and worship the avatar or stand there, doing nothing.Immunities: Avatars are immune to mortal magic, mortal dragon breath, normal and magical aging, mortal diseases, level drains, life trapping, and mortal poisons.Food, Drink, and Air: Avatars do not require food, drink or air, and can eat, drink, or breathe substances that would be fatal to mortals.Weapon Immunity: Avatars are immune to mortal weapons with a +4 or less enchantment. +5 weapons do 1 point of damage for the weapon, and an additional point of damage per plus of the weapon enchantment, plus applicable strength bonuses. Avatars are immune to the special abilities of mortal swords, regardless of the pluses of the blade.Normal Magical Items: Avatars may create temporary or permanent magical items out of thin air for gifting to mortals as the avatar desires.Communication: Avatars understand and may both speak and write any language.Spell Use: All avatars listed as having magic ability may cast any spell of any level, including the spells of clerics or wizards, at a casting level equal to their fighter level. Avatars are not subject to mortal limitations on spells. They may cast any spell any number of times per day, and can cast spells while in any form, even that of an animal. They do not need to make any gestures, speak any words, or use any material components. When they decide to cast a spell, it simply goes off.Detect Alignment: The avatar can detect the alignment of any creature or object without error.Teleport: Avatars possess the innate ability to teleport. They do this at will and without any chance of error.Saving Throw: All avatars have a saving throw of 2 in all categories. These saving throws cannot be further reduced.In my game gods cannot be killed, and in the unlikely event that a god is killed in their true form, the being making the kill becomes the god.
Gnat the Beggar wrote:That would never fly in a munchkin game. None of it really.