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<blockquote data-quote="BOZ" data-source="post: 1400230" data-attributes="member: 1241"><p>Let’s break down the powers a bit, shall we? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p></p><p></p><p>So… the feystag has an automatic detect magic effect, in relation to magic items only with 60’ radius range. We can keep the modifiers or not – I kind of like them, if we can translate them properly. As discussed, feeblemind and confusion should not (even in 1E/2E really) have ever effected a feystag, so we will not mention that regardless.</p><p>As a free action, it can study a single item, once per round. I’m having trouble discerning how this works, but it seems that it works much like <em>identify</em>, and the power above does nothing more than detect the presence of magic items. Suggest an opinion on this.</p><p></p><p></p><p></p><p></p><p></p><p>So… if a feystag spends a round identifying an item, as said above, it can make an attempt at controlling it. If the item is controlled by command word, or mental command, the feystag can operate it at 20-foot range. If the item is controlled by some sort of physical action, the feystag cannot control it unless it possesses the item.</p><p>It then makes a roll – could be a Use Magic Item roll (modifications apply), to beat a certain DC to take control.</p><p></p><p>Limit one attempt per day on a specific item. It cannot attempt to control anything it has not first studied/identified. </p><p></p><p>If the item is controlled by command word, the bearer can override the control by speaking the command word and thus regaining control. If the item is controlled mentally and the bearer tries to seize contol, the bearer and the feystag will make an opposed Charisma check (sound good?) to determine who controls it. If the bearer wins control, the feystag may not make another attempt on that item (normal limit, see above paragraph). If the feystag wins by more than 5, the bearer is confused for 1d6 rounds. If the bearer does not gain control and is not confused, he may make another attempt the next round.</p><p></p><p>If the creature is not holding the item, the effects will emanate from whichever direction the user is facing, I think. Thus a wand of fireballs would affect anything in front of the wizard. Items that can operate continuously for more than one round and don’t require concentration to maintain will continue to operate even if the feystag attempts to control another item.</p><p></p><p>This power only works through a feystag’s will, and does not automatically work if they feystag does not intend it to.</p><p></p><p>Once a feystag has gained control of an item (so long as it doesn’t lose control to another character) it controls that item indefinitely and can activate it again at will so long as it remains within range of its power.</p><p></p><p>Artifacts may be resistant to this power – perhaps a roll against its Ego?</p><p></p><p>I would also say that it cannot use potions or scrolls unless it holds them.</p><p></p><p></p><p>Here is how the CC feystag currently has those powers. Let’s see how we can rewrite them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p> Identify Magic Item (Su): A feystag automatically senses all magical auras within a 60-foot radius, seeing them as auras of differing brightness. A feystag that studies an item for one round makes a Use Magical Device check to determine if it divines how to activate or control a property of the item. (Some magical items defy identification or have too faint a dweomer for the feystag to learn their powers—DM's discretion.) </p><p> </p><p> Note that the creature can study only one item per round, but it can do so in addition to other physical, mental, and magical activity. A feystag able to handle an item gains a +1 bonus to its skill check.</p><p></p><p> Control Magic Item (Su): If a feystag learns how to operate an item power triggered by force of will, silent mental command, or spoken word by using its identify magic item ability, it can make the item function from 20 feet away. </p><p> </p><p> Feystags can't control or activate items they haven't identified, and they can activate only one item per round, once, but items that operate continuously for more than one round will do so even after the feystag has turned its attention to another item.</p><p> </p><p> The bearer of an item a feystag activates can wrest control from the creature if the item is controlled by physical means or if the bearer speaks command words. (The bearer's words override the feystag's long-range commands.) If the bearer tries to regain control of a power activated by will, he must make two consecutive Wisdom checks (DC 10 + ½ the feystag’s HD + the feystag’s Charisma modifier). If only one check succeeds, the bearer must make a Will save (DC 12) or be confused for 1d6 rounds. No one can operate the item during this time if the bearer still holds it. If both Wisdom checks fail, the bearer cannot wrest control from the feystag.</p><p></p><p>pics: From Dragon #89, Ruins of Myth Drannor, and Monstrous Compendium Annual 1.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1400230, member: 1241"] Let’s break down the powers a bit, shall we? ;) So… the feystag has an automatic detect magic effect, in relation to magic items only with 60’ radius range. We can keep the modifiers or not – I kind of like them, if we can translate them properly. As discussed, feeblemind and confusion should not (even in 1E/2E really) have ever effected a feystag, so we will not mention that regardless. As a free action, it can study a single item, once per round. I’m having trouble discerning how this works, but it seems that it works much like [I]identify[/i], and the power above does nothing more than detect the presence of magic items. Suggest an opinion on this. So… if a feystag spends a round identifying an item, as said above, it can make an attempt at controlling it. If the item is controlled by command word, or mental command, the feystag can operate it at 20-foot range. If the item is controlled by some sort of physical action, the feystag cannot control it unless it possesses the item. It then makes a roll – could be a Use Magic Item roll (modifications apply), to beat a certain DC to take control. Limit one attempt per day on a specific item. It cannot attempt to control anything it has not first studied/identified. If the item is controlled by command word, the bearer can override the control by speaking the command word and thus regaining control. If the item is controlled mentally and the bearer tries to seize contol, the bearer and the feystag will make an opposed Charisma check (sound good?) to determine who controls it. If the bearer wins control, the feystag may not make another attempt on that item (normal limit, see above paragraph). If the feystag wins by more than 5, the bearer is confused for 1d6 rounds. If the bearer does not gain control and is not confused, he may make another attempt the next round. If the creature is not holding the item, the effects will emanate from whichever direction the user is facing, I think. Thus a wand of fireballs would affect anything in front of the wizard. Items that can operate continuously for more than one round and don’t require concentration to maintain will continue to operate even if the feystag attempts to control another item. This power only works through a feystag’s will, and does not automatically work if they feystag does not intend it to. Once a feystag has gained control of an item (so long as it doesn’t lose control to another character) it controls that item indefinitely and can activate it again at will so long as it remains within range of its power. Artifacts may be resistant to this power – perhaps a roll against its Ego? I would also say that it cannot use potions or scrolls unless it holds them. Here is how the CC feystag currently has those powers. Let’s see how we can rewrite them. :) Identify Magic Item (Su): A feystag automatically senses all magical auras within a 60-foot radius, seeing them as auras of differing brightness. A feystag that studies an item for one round makes a Use Magical Device check to determine if it divines how to activate or control a property of the item. (Some magical items defy identification or have too faint a dweomer for the feystag to learn their powers—DM's discretion.) Note that the creature can study only one item per round, but it can do so in addition to other physical, mental, and magical activity. A feystag able to handle an item gains a +1 bonus to its skill check. Control Magic Item (Su): If a feystag learns how to operate an item power triggered by force of will, silent mental command, or spoken word by using its identify magic item ability, it can make the item function from 20 feet away. Feystags can't control or activate items they haven't identified, and they can activate only one item per round, once, but items that operate continuously for more than one round will do so even after the feystag has turned its attention to another item. The bearer of an item a feystag activates can wrest control from the creature if the item is controlled by physical means or if the bearer speaks command words. (The bearer's words override the feystag's long-range commands.) If the bearer tries to regain control of a power activated by will, he must make two consecutive Wisdom checks (DC 10 + ½ the feystag’s HD + the feystag’s Charisma modifier). If only one check succeeds, the bearer must make a Will save (DC 12) or be confused for 1d6 rounds. No one can operate the item during this time if the bearer still holds it. If both Wisdom checks fail, the bearer cannot wrest control from the feystag. pics: From Dragon #89, Ruins of Myth Drannor, and Monstrous Compendium Annual 1. [/QUOTE]
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