The greatest of angels, solars dwarf even balors and pit
fiends in terms of raw power (CR 23 to their 20). Which makes them among the rarest creatures for adventurers
to ever fight—not only are they neutral good (never an easy alignment to script
a conflict for), but they’re good on a scale that most mortals can’t
comprehend.
(Note that all of the above presumes your PCs are generally
good or at least neutral—that’s this blog’s default assumption and I’m sticking
to it.)
Even treating with a solar is difficult—they’re not going to
answer just any yahoo with a gate
spells who come knocking, no matter how spiffy the magic circle.
Still, solars are often the right hands of deities, and gods
have a habit of both fomenting conflict and being reluctantly draw into it by
their followers. Solars also have
such a long-range, multiversal sense of the greater good that their actions may
make not make sense to mortals, who then take up arms against them. And some angels are just born
warriors. In the world of comics
we recently saw Angela burst into the Marvel Universe, and she’s lost none of
her will to slay first and ask questions later; maybe some of your solars are
the same…
Finally of course, there are fallen solars: a few
ability/spell swaps and a template or two and you have an evil angel that’s
fair game.
The demigod of
Dousing, Fortunetelling, and Gambling has gone insane, corrupted by too
many futures best left unglimpsed.
In an act of empyreal mercy, the solar Hooded Justice has been tasked with
dispatching the tormented young deity.
Doing so would also kill several members of a party of mortal
adventurers, who lost their souls to the demigod in a quest several years back. They thus have a vested interest in
stopping the solar—fast.
Rurforion, the Seed
That Flowers, is a solar recently returned from eons protecting new life
across the depths of space. His holy
senses, used to silence and cosmic beauty, recoil in horror from the cities and
smoky industrial centers of man, and he has begun to level them one be one. His back-to-nature approach has caused
no direct deaths but created thousands of refugees. And while Rurforion’s peers deem his actions imprudent,
until they reach consensus it is up to mortal adventurers to persuade—or
force—him to cease.
Few martyrs have
suffered more than Cardimenz, who cut off his own hand to assume the burden
of the Cestus of Vinnocent. The artifact of the legendary demilich
has tormented the solar ever since, spreading a spiritual gangrene on its slow
course up Cardimenz’s maimed stump.
The embattled, exhausted solar sleeps more and more now, and while he
does the Cestus uses his body and his
magic to set long range plans into motion…
—Pathfinder Bestiary
12–13
I’m currently enjoying Chronicle of the Righteous, which has
lots more on the workings of the empyreal planes. Also, I imagine fighting solars would also be a good excuse
to use the Mythic Adventures rules.
I have my copy, but my to-read pile is so big all I’ve done is look at
the pretty, pretty pictures.
If you came to the blog today looking for the humble
snapping turtle, you’ll find it hiding under a log here.
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