According to the site Night Goat linked, solars are immune to weapons of less than +5 enchantment. If you were able to defeat a solar with that character at that level either the DM let you win on purpose or is woefully retarded.I know it's common for DMs to take pity on fighters and give them artifacts so they feel like they're in the same league as the rest of the party, but this is the most ridiculous case of that I've ever seen.Good question, i remember having a cape of flight, an intelligent longsword +4 that allowed me to jump between shadows, a band of healing with 3 charges of heal, a kevlar full body armor , an M16. I think it was a ring, and it was 50% MR. When i get home ill look for my character sheet (or sheets, as i played him in like 3-4 campaigns, and countless oneshot stories).
Seriously
plus the summons they get, all the immunities. I mean, perhaps this happened in your compaign like you said, but if I play that Solar I'll roflstomp you.A solar has spells as a 15th-level priest with major access to all spheres. In addition to the powers common to aasimon, solars have the following spell-like powers: animate object (3 times per day), antipathy/sympathy (3 times per day), astral spell (once per day), commune, confusion (3 times per day), control weather, creeping doom (once per day), dispel evil, dispel magic, Drawmij’s instant summons, earthquake (3 times per day), finger of death (once per day), fire storm (once per day), heal, holy word (3 times per day), imprisonment (once per day), improved invisibility,infravision (240 feet, always active), mass charm (3 times per day), permanency (3 times per day), polymorph any object or self (once per day), power word (any variety, once per day), prismatic spray (once per day), restoration (once per day), resurrection (3 times per day), shape change (3 times per day), symbol (any variety, 3 times per day), vanish (3 times per day), vision (once per day), wind walk (7 times per day), and wish (once per day).