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DM panic button!! (gate and solars)
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<blockquote data-quote="gfunk" data-source="post: 154825" data-attributes="member: 1813"><p>Some people have given very good reasons to why/how you can manage a player who gates in a Solar, so let me take a different angle:</p><p></p><p>1. Gate is a calling spell, not a summoning spell. That means that the creature is fully and truly on the Prime Material Plane. If it dies, then it is *dead,* unlike Summon Monster spells where the the dead creature is banished for 24 hours.</p><p></p><p>2. Read up on the Solar flavor text in the MM. Solars are the "greatest of celestials" and "virtually unmatched in power." If you were a deity, how would you like if one of your cleric was constantly putting your right hand man's life in danger? And against his will to boot!</p><p></p><p>3. Personally, I think a Solar should follow the PCs instructions as per the description given in the Gate spell. But afterwards, have him Plane Shift/Teleport back to the summoner and threaten him never to summon him again, *unless* the encounter is of earth-shattering importance (e.g. destruction of an incredibly powerful fiend or dragon).</p><p></p><p>4. This is a great role-playing opportunity for PCs when using the "long-term" contract option of gate. Each Solar, it is written, may be responsible for upholding a particular virtue. Say, for instance, the one called in is responsible for bringing murderers to justice. The Solar could ask you, in return for extended service, to capture a powerful warlord/assassin/wizard who is infamous for his killing of innocents.</p><p></p><p>5. Regardless of what is Gated in, they will be extremely pissed that their lives were endangered for a mortal wizard. If they are as powerful, intelligent, and resourceful as a Solar they *will* return with their friends to seek retribution.</p></blockquote><p></p>
[QUOTE="gfunk, post: 154825, member: 1813"] Some people have given very good reasons to why/how you can manage a player who gates in a Solar, so let me take a different angle: 1. Gate is a calling spell, not a summoning spell. That means that the creature is fully and truly on the Prime Material Plane. If it dies, then it is *dead,* unlike Summon Monster spells where the the dead creature is banished for 24 hours. 2. Read up on the Solar flavor text in the MM. Solars are the "greatest of celestials" and "virtually unmatched in power." If you were a deity, how would you like if one of your cleric was constantly putting your right hand man's life in danger? And against his will to boot! 3. Personally, I think a Solar should follow the PCs instructions as per the description given in the Gate spell. But afterwards, have him Plane Shift/Teleport back to the summoner and threaten him never to summon him again, *unless* the encounter is of earth-shattering importance (e.g. destruction of an incredibly powerful fiend or dragon). 4. This is a great role-playing opportunity for PCs when using the "long-term" contract option of gate. Each Solar, it is written, may be responsible for upholding a particular virtue. Say, for instance, the one called in is responsible for bringing murderers to justice. The Solar could ask you, in return for extended service, to capture a powerful warlord/assassin/wizard who is infamous for his killing of innocents. 5. Regardless of what is Gated in, they will be extremely pissed that their lives were endangered for a mortal wizard. If they are as powerful, intelligent, and resourceful as a Solar they *will* return with their friends to seek retribution. [/QUOTE]
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