Hehe i was waiting for that you know. I can't help but click a spoiler that says it's hiding the dark secrets of a Deity.
Anyway, there are rules for the advantages a Deity gets on it's own plane, but none are such as to stop two deities of equal divine rank from splattering him/her without pause.
Also, the problem with Avatars is that they are not expendable as you seem to think. If a Deity loses an Avatar it takes a year to recover, so in essense, slaying the avatar of a Deity that adheres to the law of not coming down on the earth in his/her true form will effectively seal it from direct intervention for the next year. In some ways it would be a viable strategy to kill a Deity's avatar and thus "legally" remove him/her from the world for the next one year.
Anyway, Sunking, can I please ask you (without taking offense, I know English is not your native language) to use the built-in spellchecker that ENWorld provides? It really takes me a while to make heads and tails of some of your words. Sorry to be a pain in the butt
Now, some relevant quotes from Deities and Demigods:
[sblock=Why Gods rarely die]Deities possess tremendous personal power. Divine and salient divine abilities combined with the might of their bodies and minds make them awesome creatures. Their ability to invoke divine awe is often defense enough. In their homes (see Cosmology and Divine Realms, below) they also possess subtle control over reality itself. Flocks, if not armies, of servants, avatars, and proxies normally surround deities. Deities possess relics and artifacts about which mortals know nothing.
If threats to their existence are real, they’ve had centuries to carefully prepare their defenses. In many pantheons, allied gods stand ready to assist and defend each other: Anyone foolish enough to attack Pelor will likely face Heironeous’s forces as well. Two other factors protect them: oracles and their own churches. Many deities have some ability to perceive the future, and thus predict attacks before they happen. Some have servants functioning as oracles at all times, constantly combing the weave of times to come for any threat. In addition, churches mobilize to stop threats to their deities
A potential godkiller likely faces legions of mortal worshipers first. The effort required to kill a god is enormous, and few are willing to expend it—even other gods are reluctant to focus that much of their attention and energy on a single task.[/sblock]
[sblock=Godly Realm]Each deity of rank 1 or higher has a location that serves as a workplace, personal residence, audience chamber, and sometimes as a retreat or fortress. A deity is at its most powerful within its godly realm.
A deity has at least modest control over the environment within its realm, controlling the temperature and minor elements of the environment such as smells and background sounds. The radius of this control is a function of the deity’s rank and whether the realm is located on an Outer Plane or some other plane (including the Material Plane).
(there is a table here, adhering to the rule of Radius of Control.)
Within this area, the deity can set any temperature that is normal for the plane where the realm is located (for the Material Plane, any temperature from –20ºF to 120ºF), and fill the area with scents and sounds as the deity sees fit. Sounds can be no louder than one hundred humans could make; the deity could create the sounds of an invisible choir, a battle, a jungle full of raucous birds, or similar sounds, but not intelligible speech or harmful sound. This control over sound is similar to the ghost sound spell, but capable of producing a much larger volume of noise. The deity’s ability to create scents is similar. Deities of
A demigod or lesser deity can erect buildings and alter the landscape, but must do so through its own labor, through magic, or through its divine powers.
A deity of rank 6 or higher not only has control over the environment, but also controls links to the Astral Plane (assuming the cosmology where the deity resides has an Astral Plane). Manipulating a realm’s astral links renders teleportation and similar effects useless within the realm (see Chapter 1 for a list of spells with astral connections). The deity can designate certain locales within the realm where astral links remain intact. Likewise, the deity can block off the realm from planar portals or designate locations where portals are possible.
A deity of rank 11 or higher can also apply the enhanced magic or
impeded magic trait to up to four groups of spells (schools, domains,
or spells with the same descriptor). The enhanced magic trait enables
a metamagic feat to be applied to a group of spells without requiring
higher-level spell slots. Many deities apply the enhanced magic trait
to their domain spells, making them maximized (as the Maximize
Spell feat) within the boundaries of their realm. The impeded magic
trait doesn’t affect the deity’s spells and spell-like abilities.
In addition, a deity of rank 11 or higher can erect buildings as desired and alter terrain within ten miles to become any terrain type found on the Material Plane. These buildings and alterations are manifestations of the deity’s control over the realm.
A greater deity (rank 16 or higher) also can perform any one of
the following acts:
• Change or apply a gravity trait within the realm.
• Change or apply an elemental or energy trait within the realm.
• Change or apply a time trait within the realm.
• Apply the limited magic trait to a particular school, domain, or
spell descriptor within the area, preventing such spells and spelllike
abilities from functioning. The greater deity’s own spells and
spell-like abilities are not limited by these restrictions.
Once a deity sets the conditions in its realm, they are permanent, though the deity can change them. As a standard action, the deity can specify a new environmental condition. The change gradually takes effect over the next 10 minutes.
Changing astral links, planar traits, or terrain requires more effort, and the deity must labor for a year and a day to change them. During this time, the deity must spend 8 hours a day on the project. During the remaining 16 hours of each day, the deity can perform any action it desires, so long as it remains within the realm. The astral links, planar traits, and terrain remain unchanged until the labor is complete.[/sblock]
[sblock=Travel]A deity of rank 1 or higher can use teleport without error as a spell-like ability at will, as the spell cast by a 20th-level character, except that the deity can transport only itself and up to 100 pounds of objects per divine rank. A deity of rank 6 or higher also can use plane shift as a spell-like ability at will, as the spell cast by a 20thlevel character, except that the deity can only transport itself and up to 100 pounds of objects. If the deity has a familiar, personal mount, or personal intelligent weapon, the creature can accompany the deity in any mode of travel if the deity touches it. The creature’s weight counts against the deity’s weight limit.[/sblock]
This last rule in particular means that I will be editing my sheet and removing my Greater Teleport SLA from my list of traits, if you are OK with that? No point in taking it if next DR i can cast it at will, I'd rather take another 2 points of Charisma. By the way, how are we going to increase our ability scores to the level of other deities?
[sblock=Avatar]The deity can use some of its own energy to create a duplicate of itself.
Prerequisites: Divine Rank 6, Cha 29.
Benefit: An avatar serves as a deity’s alter ego, effectively allowing the deity to be in two or more places at the same time.
An avatar is an extension of a deity. The deity senses and knows everything the avatar senses and knows and vice versa. Each avatar counts as a remote location where the deity is sensing and communicating. A lesser deity can have up to five avatars at once, an intermediate deity can have up to ten, and a greater deity can have up to twenty avatars at once.
It takes a deity one year to create an avatar or replace a destroyed avatar. The process does not require any special effort on the deity’s part; the deity simply starts the process and lets it run its course.
An avatar must be created in the deity’s own realm.
If the deity has the Divine Creation salient divine ability, the deity can use it to create a new avatar anywhere. However, the deity must rest afterward as noted in the Divine Creation ability description.
An avatar is a less powerful version of a deity, created by modifying the deity’s statistics, that has the following characteristics.
Divine Rank: The avatar’s divine rank is half that of the deity (round down). This decrease in divine rank affects many of the avatar’s statistics and abilities, including bonuses to attack rolls, damage, saves, checks, and Armor Class, damage reduction, resistances, number of salient divine abilities and bonus salient divine abilities, uses per day of domain powers, saving throw DCs against spell-like abilities, range of senses, automatic actions, magic items it can create, and extent of divine aura. The deity’s ability scores, speed, class levels, and Hit Dice are unchanged.
Divine Abilities: The avatar has salient divine abilities according to its own divine rank. The deity chooses which of its abilities the avatar has when creating the avatar. The avatar cannot have a salient divine ability that is not available to a deity of its own rank, nor can it use a salient divine ability if it doesn’t meet the prerequisites. An avatar cannot have the Avatar or Possess Mortal salient divine abilities.
An avatar does not have any remote sensing or remote communication powers.
Suggested Portfolio Elements: Any.[/sblock]
By the way, have you read my explanation on the Divine Weapons writeup? Does it make more sense now?