FireLance said:However, if I cannot allow this for metagame reasons, e.g. sneaking the artifact past certain obstacles is the entire point of the adventure, I may have to tell the party that it's a good idea, but I'm not going to let it happen as it would derail the entire thread of the adventure, give them bonus XP for coming up with it, and come up with a flimsy excuse on the spot, e.g. the artifact cannot be plane shifted/teleported in this manner, the paladin's horse (who is an intelligent entity in its own right) refuses to take it, etc.
Piratecat said:As a player, this would drive me insane.
I'd let them do it... and if they tried this enough times that the bad guys could divine or track it, things would get interesting.
Minion: Master, we have found the artifact! But there is good new and bad news.
BBEG: Speak, worm!
Minion: Well, the good news is that the artifact is relatively unattended. The bad news is that it is in the celestial realms.
BBEG: Gather the troops, worm! You're going plane hopping.
Then I would hand every player the stats for a lantern archon, sketch out the stable, and let them play the forces of good trying to thwart the bad guys.![]()
Nightfall said:My spelling or Got(t)?![]()
Schmoe said:That's pretty much the conclusion I came to, as GM. The celestial stables are *somewhere*, and that somewhere is out of the control of the players. On their own, the players reached the conclusion that having the artifact out of their control was worse than in their control, especially as there is a faction of archons that they want to keep the artifact from.
Now that would definitely work for me at least in terms of the calling mount ability. The other stuff for 3.5 paladin isn't that bad IMHO.Gez said:I've personally decided to kept 3.0 paladins. At most, I could allow a "summon mount" to work like Gandalf calling Shadowfax (over very long distances), but not like the summoning of a celestial badger.
German is Gott (all nouns are uppercased in German), English is god, French is dieu, Spanish is dios, Italian is dio, Latin is deus, Greek is theo.
GATE
Calling Creatures: The second effect of the gate spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the gate to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling.