Question about a Paladin's Mount


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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.

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. :)
 

It sounds like it would work to me, but I have one question. Why in heck was a (LG) Paladin trying to hide things from (LG) Archons. This doesn’t sound too Paladin-like to me.

I would rule that the horse just goes back and hangs around the celestial realms, where anyone can walk up and take stuff. It’s just that we’re talking about angels here, not the most looting group around.

-Tatsu
 

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. :)

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.
 

I ruled the first time i saw this facet of the pokemount that

1. Sending exessive magic or valuables with the mount to the upper planes is interpreted as a request to redistribute said materials amoung more needy emmicaries of the upper planes.

2. items that are considered not suitable to enter the upper realms are typically left outside the astral gates of heaven...to be picked up at owners expence and inconvienince

3. Some items choose to stay when the mount goes.
 


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.


Nightfall said:
My spelling or Got(t)? ;)

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.
 

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.

I concur with this ruling. As the mount is Called, it is an actual creature that exists somewhere in the multiuniverse -- presumably within the Celestial realms.

There is no reason to believe the mount is inaccessible to someone with planehopping abilities and sufficient mojo. Just because the paladin can easily access the mount without aid does not indicate another party couldn't do the sameif they really wanted to.
 

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.
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.
 

p 234 of the Player's Handbook:

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.

There is an XP cost. There is no save or SR.

This is a very good reason not to stow artifacts on a paladin's mount.
 

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