

There's probably other methods I haven't thought of. There's also the fact that obedience to your directions is baked into the Summon Monster spell, but whatever. If your GM rules that you can't use HA on an ur'Epona because it's too smart, then Diplomacy should work just fine.) If we take this as a specific-beats-general rule that Handle Animal works on ur'Eponas, you can use the "push an animal" function of HA, which should be DC 30 in this case, to make it perform a "trick" it doesn't know. (The entry for training it in the PlH involves Handle Animal for some reason, despite the fact that Handle Animal explicitly doesn't usually work on things with as much INT-6-as the ur'Epona has. You could argue that a decent Diplomacy check could simply induce the ur'Epona to want to go along with you regarding which plane you want to visit. (That said, an ur'Epona has 3 HD, so it's very likely that you can affect it with Hypnotism, which is kind of a diet Suggestion and honestly should still work for this specific case.) This does prevent the trick from working quite as early on, but it's still way the hell earlier than casting Plane Shift the normal way. Second, if you prefer to lunge straight for the mind-control, you can simply use Suggestion or a similar effect to make the plane of the ur'Epona's choice be the same as the plane of your choice. Plus, y'know, variant rules usually need GM approval, but whatever.

The downside to this is that it means that you can't easily use higher-level SM spells to get lots of them at once (well, you can, but you have to train all of them first), and it also means that you really can only use this once per day. You aren't likely to be riding it into combat, so it's not likely to die on your watch (it can only use PS once per day anyway, so you'll likely dismiss it for safety as soon as you arrive at your destination). This gives you the chance to establish a relationship with it and to train it. 37 to summon the same ur'Epona every time. However, there are at least three ways around this.įirst, you can use the variant summoning rules from DMG pg. 131 of PlH that says that an ur'Epona uses Plane Shift to go to a plane of its choice, and it can be taught to go to a plane of its rider's choice instead, which is admittedly a little difficult to do with a summoned creature. Plane Shift also doesn't cost EXP and isn't a effect itself, so the general rules about what abilities a summoned critter can/can't use don't seem to have any applicability here. The summoning rules make spells cast by summoned creatures expire after the summon is done, but Plane Shift is instantaneous, so that's not a factor. Now, when I mentioned this a few years ago, I vaguely recall some counterarguments that it wouldn't work, though I'm not really certain anymore what they were.

So anything that can get SM2 (Wizard 3, Cleric 3, Wizard 1 with Precocious Apprentice, etc.) can access something that has access to Plane Shift. 134 of Planar Handbook says that you can replace the celestial riding dog on the Summon Monster II list with an ur'Epona. 130 of the Planar Handbook called the ur'Epona, and it's basically a horse that can use Plane Shift once per day (and take its rider with it).
