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Old 11-10-2001, 04:10 AM   #38
Memnoch
Ironworks Moderator
 

Join Date: February 28, 2001
Location: Boston/Sydney
Posts: 11,771

SOLAR

Frequency: Very Rare
No. Appearing: 1
Armor Class: 9
Move: 18 walk (faster than monk!) 40 fly (wow!) 18 swim (porpoise speed I believe)
Hit Dice: 177 HP
% in lair: 0
Treasure Type: Nil
No. of Attacks: 4
Damage/Attack: By weapon type (+12 Strength bonus)
Special Attacks: See below
Special Defenses: See below
Magic resistance: 85%
Intelligence: Supra Genius(19-20); Wisdom 24
Alignment: Good
Size: L (10' tall)
Psionic Ability: 354 (this is close to max)
Attack/Defense Modes:
All/all
Level/X.P. value: 10 /95000+35 per hp

A Solar is the most powerful of Spirits, usually directly serving a greater deity of good alignment and typically as his or her marshal, stwerard, etc. On Rare occasions, a solar will be found attending a lesser deity. There are at least 24 Solars. They can go to any place but only do so in service to their deities. As with Devas (NO I'm not typing them out like this one!) and Planetars (DITTO!) Solars can be of any good alignment- Lawful, neutral or Chaotic. They are totally faithful and unswerving in their alignment and loyalty.

Each Solar has 4 attacks per melee round. Each has a huge composite bow (180 foot range) and various Arrows of Slaying. Each also has a sword equal to a 2-handed weapon (usable only by Solars) equal to +5 with qualities of dancing and sharpness (as the famous magical weapons have displayed). The former function operates sans severing. For purposes of attack determination, consider each solar to have a dexterity of 24 and a 17th+ level as fighter.

All solars have spell like abilities equal to those of a 12th level cleric, druid, magic user, and illusionist. In addition, they each have the following spell-like powers which can be used 1 at a time, 1 per round, at will:

Each solar can cast a Globe of Protection from Evil (150% normal effect for +3/-3) from individual size to a full 70 foot radius, the size being willed but the protection otherwise maintained automatically. This sphere also serves as protection from normal missiles and a minor globe of invulnerability. A solar can commune (as the old spell) as needed. Each can always CURE (any sort) by touch, detect (any sort, automatically), and DISPEL (any sort) by gaze. When laying hands upon a creature, a solar can bestow perfect adaption to any environment for up to as long as a century. Each solar automatically knows alignment. Each has a communication ability via ESP or Tongues, as well as the ability to read and comprehend any language. Solar infravision extends to 72 feet and ultravision to triple normal range (ultravision = see in the dark with no light source or heat whatsoever, using ultraviolet spectrums). Hearing and normal vision are double human norm. Charisma effect is 24.

The skin of a solar is the color of molten copper, hair color is bronze, and eyes are glowing topaz. Its form is beautiful and muscular, and the deep, resonant voice is commanding. The wings area double and of a coppery-gold color.

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