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Цитата
Avatars
When a god has business upon the true Prime Material Plane, he must send an avatar. An avatar is simply a manifestation of the god upon the Prime Material Plane. This manifestation is not nearly as powerful as the god himself, and is merely a projection of the god’s power to the Prime Material Plane. Always remember, there is great difference between the god and the avatar. The avatar embodies just a small portion of the god’s power.
Unlike the god himself, an avatar can be destroyed, which is never looked upon kindly by the true god, and often results in some sort of divine retribution. Although avatars may take many different forms, the number that can be created and the frequency with which they may be replaced depends upon the god’s stature (explained below). Often, avatars possess magic items of incredible power. Unless stated otherwise, these items always teleport back to the god when the avatar is destroyed.
Avatars are unaffected by the restrictions which apply to normal characters. For example, they often have attribute scores over 18, magic resistance, can be of any class without regard to alignment, dual- or multi-class restrictions, and can even possess a character class while in animal form. They also receive a damage (but not THAC0) bonus for strengths of over 18. In order to reflect their supernatural natures, however, their statistics are presented more in a monster type format than in that of a character. Their hit points are always calculated at 8 points per hit die, and they use the THAC0, saving throw, and other statistical tables for monsters. Always use the listed THAC0 for the avatar; they do not receive any THAC0 bonuses for Strength or magical weapons.
Many avatars use weapons in combat. When they have multiple attacks with the same weapon, the weapon’s damage is listed only once, followed by any magical bonus it may receive, the weapon’s name (in parentheses), and then the avatar’s strength bonus. If multiple weapons are employed, the word "weapon" will appear and if attacks are made unarmed, then no parenthetical information will appear. For example, the damage statistic of an avatar wielding a sword +3 with a Strength of 19 would look this way:
Dmg 1d8 + 3 (sword) + 7.
Most avatars have the ability to move only over land. However, some can also fly, swim, or burrow, often at the rate that the avatar moves over land. In these cases, the total movement mode is indicated by an abbreviation following the movement rate, like this: MV 15 sw. If the fly or swimming rate is different, the abbreviation will be preceded by the appropriate number. In cases of flying avatars, they are always assumed to have a maneuverability class A.
Often, avatars have special abilities in addition to their normal class abilities. These are described in the individual entries under "Special Att/Def".
Many avatars have the ability to cast spells. Such avatars a 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.
The spheres or schools to which the avatar has access are listed in his description. An avatar always has access to any spell in the school or sphere, providing it is of the appropriate level for level of expertise. In addition, he may only cast the same number of spells of a given level that a wizard or priest or comparable rank would be able to cast. For example, an avatar with the abilities of a 12th level wizard access to the illusion/phantasm school of magic could cast four illusion/phantasm spells from each level up to five, and any one phantasm spell of level six.
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