Brilliant Gameologists Forum

The Thinktank => Min/Max It! => Topic started by: Midnight_v on August 14, 2011, 11:12:42 PM

Title: Regeneration
Post by: Midnight_v on August 14, 2011, 11:12:42 PM
Is there anyway to gain this without a level adjustment? I mean actual regeneration not just fast healing... I was building wolverine... and....
Title: Re: Regeneration
Post by: Tr011 on August 14, 2011, 11:16:06 PM
There's a feat in a dragon magazine, I'll edit it if I can find it.
/edit: 319
/edit2: too slow :/
Title: Re: Regeneration
Post by: Shiki on August 14, 2011, 11:16:59 PM
That's the Troll Blooded feat (Dr#319 p.61).
Title: Re: Regeneration
Post by: Midnight_v on August 14, 2011, 11:47:52 PM
Is that it?
Title: Re: Regeneration
Post by: PhaedrusXY on August 14, 2011, 11:51:11 PM
Is that it?
Other than some kind of horrible form changing + Assume Supernatural Ability cheese? Yes, I think so.
Title: Re: Regeneration
Post by: Midnight_v on August 14, 2011, 11:52:11 PM
Is that it?
Other than some kind of horrible form changing + Assume Supernatural Ability cheese? Yes, I think so.
Damn.
Title: Re: Regeneration
Post by: PhaedrusXY on August 14, 2011, 11:55:09 PM
Is that it?
Other than some kind of horrible form changing + Assume Supernatural Ability cheese? Yes, I think so.
Damn.
Wait, I think there is a half-troll in Fiend Folio. It might have regeneration. Let me go check...

You said without a LA...
Title: Re: Regeneration
Post by: CantripN on August 15, 2011, 03:45:51 AM
Oh, and if you have 30K and are Super Tough, there's the Shriver in Fiendish Codex 2, pg. 52. That's a Magical Location, mind. Oh, and you'll be making a LOT of Fort and Will saves, and taking a TON of damage, so be prepared...

Effects:
1 - You cannot be Shaken.
2 - You can't be Frightened or Nauseated.
3 - You can't be Panicked or Sickened. +2 on Fort Saves.
4 - You can't be Confused or Fatigued. Regeneration 1 (ex) / Good or Chaotic.
5 - You can't be Exhausted. +2 on Will Saves.
6 - Regeneration 2. Act better while Disabled.
7 - Regeneration 3, Barkskin 1/day (CL 5, Free Acton).
8 - Regeneration 5.
9 - Divert [Healing] spells to yourself, if the caster is distracted and you can make an opposed Concentration check (Immediate Action).

That's pretty amazing for 30K! However, you have to do Corrupt and/or Obeisant acts (pg. 30) equal to the number you managed to get per 99 days or it's lost. Not so hard, even without turning Evil. Don't stay too long, though, because any extra time will give no more benefit, but will require more acts!

You'll need to survive 9 x 2d20 Damage, 9 DC 15-23 Will and Fort saves and a LOT of pain over 9 rounds to get all the benefits. Oh, and you'll need to run away, after.
Title: Re: Regeneration
Post by: SorO_Lost on August 15, 2011, 04:47:22 AM
You'll need to survive 9 x 2d20 Damage, 9 DC 15-23 Will and Fort saves and a LOT of pain over 9 rounds to get all the benefits. Oh, and you'll need to run away, after.
That's all? Sell it like the evil torturing machine it is.

It's two DC 15+(damage from last round / 5) saves per round, both of which are either Fort or Will depending on which bonus is lower for you. Failing a Fort save means to pass out while the Will just means you scream in pain and end any chance of bonuses till you retry this contraption. Oh, and you have to be fully bound in this thing before it works and it takes four Escape Artist Checks, each a Full-Round Action, to escape. No Exact DC is given but manacles are DC 30 (masterwork 35). If you are freeing your self you must also make a DC 20 Concentration check, if someone else is trying to free you they take 1d20 damage each time they roll an odd number so your help needs some good HP and high skill bonuses.

Basically. You're build must have 181+ HP, can reliable beat DC 23 with both it's Fort & Will save, is able to prevent auto fail for at least one natural 1, and can reliable escape. If it were me I'd rule teleporting while chained and bolted into the torture machine designed to rip souls apart and made out of evil metal and only found in hell would mean the pain device goes with you and some pissed off devil(s) start hunting you down for stealing their toy. You're DM will probably be nicer but I think you should aim for reliable beating the skill checks.

P.S. The Regeneration is Extraordinary but yet only bypassed by Chaotic or Good damage, a trait that under Damage Reduction rules would have been Supernatural.
Title: Re: Regeneration
Post by: Lycanthromancer on August 15, 2011, 05:40:42 AM
Uh...

Ring of Regeneration, anyone?
Title: Re: Regeneration
Post by: weenog on August 15, 2011, 05:51:48 AM
You'll need to survive 9 x 2d20 Damage, 9 DC 15-23 Will and Fort saves and a LOT of pain over 9 rounds to get all the benefits. Oh, and you'll need to run away, after.
That's all? Sell it like the evil torturing machine it is.

It's two DC 15+(damage from last round / 5) saves per round, both of which are either Fort or Will depending on which bonus is lower for you. Failing a Fort save means to pass out while the Will just means you scream in pain and end any chance of bonuses till you retry this contraption. Oh, and you have to be fully bound in this thing before it works and it takes four Escape Artist Checks, each a Full-Round Action, to escape. No Exact DC is given but manacles are DC 30 (masterwork 35). If you are freeing your self you must also make a DC 20 Concentration check, if someone else is trying to free you they take 1d20 damage each time they roll an odd number so your help needs some good HP and high skill bonuses.

Basically. You're build must have 181+ HP, can reliable beat DC 23 with both it's Fort & Will save, is able to prevent auto fail for at least one natural 1, and can reliable escape. If it were me I'd rule teleporting while chained and bolted into the torture machine designed to rip souls apart and made out of evil metal and only found in hell would mean the pain device goes with you and some pissed off devil(s) start hunting you down for stealing their toy. You're DM will probably be nicer but I think you should aim for reliable beating the skill checks.

P.S. The Regeneration is Extraordinary but yet only bypassed by Chaotic or Good damage, a trait that under Damage Reduction rules would have been Supernatural.

I've been on some dates like that.

Totally worth it.
Title: Re: Regeneration
Post by: CantripN on August 15, 2011, 07:27:55 AM
Actually, with the +2 Fort/Will the Shriver gives, as well as the Regeneration, it's a bit easier. What's more, if you get on with Immunity to Nonlethal Damage from a spell, you'll only be taking damage for 4 rounds. Several spells make you either immune to and/or make you enjoy pain, thus nullfying the part about saves, or at least makes it easier.

Plus, nothing is preventing allies from casting spells on you, or you using Still Spell and/or Psionics to cast spells to defend yourself.

That's RAW, of course.

Me, I'd rule that you have to go on that thing without any protection, or it doesn't work for you - it's a learning experience. You learn from pain.
Title: Re: Regeneration
Post by: RobbyPants on August 15, 2011, 10:08:03 AM
Uh...

Ring of Regeneration, anyone?
The Ring of Regeneration (http://www.d20srd.org/srd/magicItems/rings.htm#regeneration) is basically regeneration-lite. It's better than fast healing (http://www.d20srd.org/srd/specialAbilities.htm#fastHealing), but it's not regeneration (http://www.d20srd.org/srd/specialAbilities.htm#regeneration). It's better in that it lets you reattach lost limbs, but it's worse in that you don't convert damage to nonlethal damage and you heal at a piddly 1 hp per level per hour... with a price tag of 90,000 gp.
Title: Re: Regeneration
Post by: Midnight_v on August 15, 2011, 11:06:21 AM
I'll look this shriver up. It sounds like the Weapon X program to me. Guess I'll check it out. . .

Omg Wow.  :shock

You. CanTripN Are the fucking man.
 :bow :clap :bow :clap :bow :clap :bow
That's as perfect as it gets.
It certainly seems like the weapon X torture machine to me.
Now this isn't going to be a wolverine build that patterns his LIFE, but that certainly does sound fucking awesome. Thank you so much
Quote
That's all? Sell it like the evil torturing machine it is.

It's two DC 15+(damage from last round / 5) saves per round, both of which are either Fort or Will depending on which bonus is lower for you. Failing a Fort save means to pass out while the Will just means you scream in pain and end any chance of bonuses till you retry this contraption. Oh, and you have to be fully bound in this thing before it works and it takes four Escape Artist Checks, each a Full-Round Action, to escape. No Exact DC is given but manacles are DC 30 (masterwork 35). If you are freeing your self you must also make a DC 20 Concentration check, if someone else is trying to free you they take 1d20 damage each time they roll an odd number so your help needs some good HP and high skill bonuses.

Basically. You're build must have 181+ HP, can reliable beat DC 23 with both it's Fort & Will save, is able to prevent auto fail for at least one natural 1, and can reliable escape. If it were me I'd rule teleporting while chained and bolted into the torture machine designed to rip souls apart and made out of evil metal and only found in hell would mean the pain device goes with you and some pissed off devil(s) start hunting you down for stealing their toy. You're DM will probably be nicer but I think you should aim for reliable beating the skill checks.

P.S. The Regeneration is Extraordinary but yet only bypassed by Chaotic or Good damage, a trait that under Damage Reduction rules would have been Supernatural.
Well, he'll be have frenzied berserkers deathless frenzy when he enters. We'll work the rest out soon.
Title: Re: Regeneration
Post by: Kasz on August 15, 2011, 02:08:55 PM
Uh...

Ring of Regeneration, anyone?

Ring of Regeneration does not grant Regeneration, it grants casting of "Regenerate" the spell.

The ring allows you to regenerate a lost limb and gain fast healing 1, I think.

Regeneration (X) makes all damage non lethal, unless fire or acid and allows you heal (X) per round on any non lethal damage. A creature with Regeneration can regrow lost limbs and must have a constitution score to gain regeneration.


I think the best option for me would be to take toughness and trollblooded at level 1, requiring you to be a human, strongheart halfling or have a flaw (any method of gaining 2 feats, or toughness for free at level one) then at level six leveling into a Horizon Walker to negate the fatigue from sunlight.

maybe get your DM to base the power of the regeneration from your Con modifier and become a fist of the forest type.
Title: Re: Regeneration
Post by: RobbyPants on August 15, 2011, 02:24:28 PM
The ring allows you to regenerate a lost limb and gain fast healing 1, I think.
I covered it in my post above. In most ways, it's worse than Fast Healing. The only way it beats it is that you can reattach lost limbs. The actual rate of healing is one point per level per hour. That's very slow.
Title: Re: Regeneration
Post by: PhaedrusXY on August 15, 2011, 02:28:50 PM
Wow... that thing sounds crazy and awesome. I'm going to have to go read it!  :lol
Title: Re: Regeneration
Post by: Waazraath on August 15, 2011, 03:43:26 PM
Flux adept (dragon compendium) 10; costs 10 levels in a sucky class though.
Title: Re: Regeneration
Post by: Flay Crimsonwind on August 16, 2011, 12:30:38 AM
How long do the Shriver effects last? I'm AFB, and it'd just be good to keep in mind. Is it one of the 1 year long effects?
Title: Re: Regeneration
Post by: SorO_Lost on August 16, 2011, 12:43:07 AM
How long do the Shriver effects last? I'm AFB, and it'd just be good to keep in mind. Is it one of the 1 year long effects?
99 days. Admit able it's a bit hard to catch from Cantrip's post.

That's pretty amazing for 30K! However, you have to do Corrupt and/or Obeisant acts (pg. 30) equal to the number you managed to get per 99 days or it's lost. Not so hard, even without turning Evil. Don't stay too long, though, because any extra time will give no more benefit, but will require more acts!
Title: Re: Regeneration
Post by: PhaedrusXY on August 16, 2011, 12:54:15 AM
How long do the Shriver effects last? I'm AFB, and it'd just be good to keep in mind. Is it one of the 1 year long effects?
99 days. Admit able it's a bit hard to catch from Cantrip's post.

That's pretty amazing for 30K! However, you have to do Corrupt and/or Obeisant acts (pg. 30) equal to the number you managed to get per 99 days or it's lost. Not so hard, even without turning Evil. Don't stay too long, though, because any extra time will give no more benefit, but will require more acts!

That actually makes it sound like it lasts indefinitely, as long as you commit enough indecent acts every 99 days...
Title: Re: Regeneration
Post by: SorO_Lost on August 16, 2011, 01:51:40 AM
How long do the Shriver effects last? I'm AFB, and it'd just be good to keep in mind. Is it one of the 1 year long effects?
99 days. Admit able it's a bit hard to catch from Cantrip's post.

That's pretty amazing for 30K! However, you have to do Corrupt and/or Obeisant acts (pg. 30) equal to the number you managed to get per 99 days or it's lost. Not so hard, even without turning Evil. Don't stay too long, though, because any extra time will give no more benefit, but will require more acts!

That actually makes it sound like it lasts indefinitely, as long as you commit enough indecent acts every 99 days...
Well, sort of. Corrupt acts are evil, Obeisant acts are Lawful. Enough repetition over time should alter your alignment. Should you become LE those acts are worthless to you. Instead you have to tempt someone else into Corrupt acts and such. But there is a nice little loop hole I'll explain in a minute.

On the note of Corruption. A cold-blooded kill is worth 7 points and its entry is nice enough to point out no matter how many orphanage's you save having a score of 9 or higher flat out means you're going to hell Batoor or w/e. And anything above 3 points requires Atonement on top seeking forgiveness. So on one hand it's really really really easy to keep those Corrupt acts up, pretty much just fireball a farmer's house while everyone is still inside. On the other hand, the Corrupt scale is the closest thing to mentioning how fast you could become evil. Stab a women and her child? You're going to hell. Take the time to slice some limbs off someone before killing them? You're going to hell. Cast nine [Evil] spells in your life? You're going to hell. Eternal Damnation can be done in as little as 6 seconds, pretty sure you could join team Evil inside a day's work even if the DMG advises DMs to wait awhile.

The Obeisant acts are a bit harder, swear fealty to someone takes up like four of the entries. You can't even get that kind of service out of a Cohort. Forgot the rest and I'm too lazy to read up on them. All that matters is keeping your Law/Chaos side balanced and be evil as they come. Solely committing either type of act prevents adjusting both your alignment scales, and of course Evil is the easy way to do things.
Title: Re: Regeneration
Post by: Daniel678 on August 16, 2011, 02:41:12 AM
SorO, unfortunately part of removing Corruption/Obeisance points is giving up all of the benefits that you gain from them.

One loophole is that a character needs to be both lawful and evil before they are cannot gain benefit from committing the acts themselves. Therefore a lawful (good/neutral) character can do lawful acts and gain Obeisance points. Performing a lawful execution on 2 people would be the fastest way. If you have a lot of followers then you could spend a day disciplining 5 of them. Or you could just go into a major city and follow 3 rules that you consider stupid.

If you are lawful evil then spend some time inducing people to act in lawful ways. Inducing 9 people swear fealty to you is probably the fastest. Selling scrolls of Protection from Good would also work. It could take a bit longer (depending on how many you sell and if you give out "free samples") but you would make some gold in the process.
But seriously, no matter what your alignment is there are so many ways to get these points that most players should get 9 just through a week of normal play. You would need to try very hard to avoid Corrupt/Obeisant acts in order to lose this ability. There is no time limit on renewal so... yeah.

One tactic for a non lawful/evil character might be commit a combination of Corrupt/Obeisant acts. As long as neither go above 9 they will be fine. They will need to atone every 99 days to reset the points to 0.

I think that the OP said they were a Frenzied Berserker. Don't they tend to harm innocents? ;)
Title: Re: Regeneration
Post by: SorO_Lost on August 16, 2011, 03:10:20 AM
SorO, unfortunately part of removing Corruption/Obeisance points is giving up all of the benefits that you gain from them.
I only touched on removing them to address the scale of Corruption, didn't mean to suggest ditching them but if it reads that way the additional highlight is welcome.

One loophole is that a character needs to be both lawful and evil before they are cannot gain benefit from committing the acts themselves.
Exactly, nice addition with a good example of Lawful.

It is possible to be a Paladin and use this machine and in turn rely entirely on the Obeisance or pain to renew. If using a machine made out of evil, designed to slowly rip your soul apart in the most painful way possible (it even gives you bonuses to saves/regeneration to you endure it longer, what did you think those were gifts?), and pretty much only found in D&D's versions of hell requiring you to take quick vacation to a world built for the eternally damned just to cause pain in exchange for pure power in no way violates your Code of Conduct. Later on your prime method of Obeisance gain will be from the execution of lawfully found guilty criminals whose act warranted the death penalty.

Of course, Team Evil is willing to sell you one of these things to ensure quality of sacrifices and upkeep is simple stuff like setting fire to orphanages or stealing random hobos off the street. Act now and get a bonus four soul credit, only one more and you'll get a free T-shirt!

I think that the OP said they were a Frenzied Berserker. Don't they tend to harm innocents? ;)
Total Corruption on day one only seconds after being freed. I like it!
Title: Re: Regeneration
Post by: CantripN on August 16, 2011, 08:10:53 AM
Of course, as a FB it's even easier to be Obeisant. "I don't want to follow no stupid rules not to kill anyone within the city! But I will."
Title: Re: Regeneration
Post by: Mixster on August 16, 2011, 08:47:54 AM
Well, sort of. Corrupt acts are evil, Obeisant acts are Lawful. Enough repetition over time should alter your alignment. Should you become LE those acts are worthless to you. Instead you have to tempt someone else into Corrupt acts and such. But there is a nice little loop hole I'll explain in a minute.

Well, the 5 corruption point one is murder, without specifying on who or what.

Guess what adventurers do to random mooks all the time without turning evil? You could do just that.

Another way to keep it up is setting up as a judge or lawyer somewhere, as resolving a dispute through lawful process gives 2 points of obeisance.

---

However, this thing is rather hard to survive 9x2d20 damage could mean as much as 360 HP damage, few builds have that. Using Frenzied Berserker is probably a good idea. So unless you already have regeneration it is pretty hard. As SorO said, you need some way of ignoring losing on a 1 for a few saving throws with those 9x2 saving throws.
Title: Re: Regeneration
Post by: Unbeliever on August 16, 2011, 01:38:55 PM
...
It is possible to be a Paladin and use this machine and in turn rely entirely on the Obeisance or pain to renew. If using a machine made out of evil, designed to slowly rip your soul apart in the most painful way possible (it even gives you bonuses to saves/regeneration to you endure it longer, what did you think those were gifts?), and pretty much only found in D&D's versions of hell requiring you to take quick vacation to a world built for the eternally damned just to cause pain in exchange for pure power in no way violates your Code of Conduct. Later on your prime method of Obeisance gain will be from the execution of lawfully found guilty criminals whose act warranted the death penalty.
...
Paladin of Ilmater or equivalent?  Commune w/ your god through the most unimaginable suffering conceived?  And, then wander the world dispensing justice or keeping a vow (think the aged knights at the end of "the Last Crusade")?  I could see it working, though I don't even know if Ilmater is lawful, but you get the idea. 
Title: Re: Regeneration
Post by: SorO_Lost on August 16, 2011, 03:48:51 PM
Paladin of Ilmater or equivalent?  Commune w/ your god through the most unimaginable suffering conceived?  And, then wander the world dispensing justice or keeping a vow (think the aged knights at the end of "the Last Crusade")?  I could see it working, though I don't even know if Ilmater is lawful, but you get the idea. 
Oh that would work perfect. Google hit for him says he is LG and the god of suffering. Also, Favor of Ilmater (MoF SPELL) gives temporary immunity to nonlethal damage. I think you're on to something there.
Title: Re: Regeneration
Post by: Caelic on August 16, 2011, 05:09:39 PM
Just make sure you don't turn it up to fifty.  Start with one.  You might eventually go as high as ten.
Title: Re: Regeneration
Post by: Unbeliever on August 16, 2011, 06:09:15 PM
I was actually thinking of using Favored of the Martyr, which I read as the updated, generic version of Favor of Ilmater (SpC).  It's Paladin 4, 1 min/level, and makes you immune to "attacks that function specifically by causing pain."  It also lets you stay conscious at -1 to -9 hp, so w/ Delay Death could that deal w/ the damage aspect? 

I am pretty sure it would obviate the Will save from the Shriver -- since that means you "cry out in pain."  I am not sure what it would do for the Fort save. 

Of course, it's little surprise that spells come to the rescue here -- they are the most varied resource in D&D.

Now, I just have to think of the character to work around it ...  I was toying w/ a Bone Knight a while back, this might be an interesting twist on the idea. 
Title: Re: Regeneration
Post by: SorO_Lost on August 16, 2011, 09:00:39 PM
I am pretty sure it would obviate the Will save from the Shriver -- since that means you "cry out in pain."  I am not sure what it would do for the Fort save.
You know I'm pretty sure Mind Blank or other Emotional hampering effects probably prevent you from crying out in pain normally. But for all intents and purposes, it very much is based on you bearing it's soul tearing effect. Think about it, fail your Fort save and you pass out (aka anesthetic) which means no more benefits, fail your Will and you cry out (aka not bear it in a manly style) and no more benefits. That being said the saves are pretty low anyway.

I do suggest you pick up a Scroll of Masochism though. +X luck to saves for each 10 damage dealt to you, it halves the extra DC increase offset all by it's self. In fact Spellcasters get to cheat with their various save boosting spells (greater resistance, necromantic empowerment, ruin delver's fortune, etc) where as melee type classes will undoubtedly have high Con/Fort but low to nothing Will saves. For them, I suggest a Crystal Mask of Mind Armor, for 10k you can snag a +4 insight bonus to Will saves. Bracers of Empereal Armor +6 run 64k a pop and give a +6 unnamed bonus to saves. In you really are in a pinch you can blow a Feat slot on Steadfast Determination to use your ConMod for Will saves.

And of course, Phaant's Luckstone lets you reroll that 90% chance of getting a 1 away for a mere 1,000 gold. The only so call hard part is that Escape Artist DC 30 check and 1d20 damage probably murdering hirelings faster than they can free you.
Title: Re: Regeneration
Post by: Daniel678 on August 16, 2011, 10:12:22 PM
All it takes is two hirelings. One with benign transposition and another one willing to die for your cause.
Title: Re: Regeneration
Post by: weenog on August 16, 2011, 10:14:14 PM
All it takes is two hirelings. One with benign transposition and another one willing to die for your cause.

If you got a hireling with Benign Transposition why doesn't he also have Summon Monster?
Title: Re: Regeneration
Post by: PhaedrusXY on August 16, 2011, 10:18:43 PM
All it takes is two hirelings. One with benign transposition and another one willing to die for your cause.

If you got a hireling with Benign Transposition why doesn't he also have Summon Monster?
Maybe he has a sorcerer hirling? He's stupid AND has limited spells known? :lol
Title: Re: Regeneration
Post by: weenog on August 16, 2011, 10:21:17 PM
If you hire a sorcerer that doesn't have a flexible spell like Summon Monster IV, who's really the stupid one?
Title: Re: Regeneration
Post by: SorO_Lost on August 16, 2011, 10:42:49 PM
If you hire a sorcerer that doesn't have a flexible spell like Summon Monster IV, who's really the stupid one?
idk, but they sound like they would both be perfect for Subject B of Benign Transposition...
Title: Re: Regeneration
Post by: Midnight_v on August 17, 2011, 12:19:36 AM
Quote
Corruption/Obeisance


I'm building Wolverine from marvel comics. It really works.
It also really explains somethings that are kinda funny too, like "Why is wolverine on 3 teams" in universe.
  Well he murders lots of people. I'm going to skip the D&D morality discussion though because its one of those things no one wins, but he kills people of WAY less character level than him who he could often just knock out. Though murder hobo's is what D&D's all about.
  However, acts of obeisance!? He follows cyclop's orders. (schism is coming up though) Swears fealty to proffesor X's dream, which wolverine has never commented about believing in the dream himself, but agrees to follow chuck.
He at one point was a samurai-ish dude. Which was interesting till the stabination started.
 Recently, he got posseses(again) and his soul went straight to hell.

Now, I'm not saying 100% on spot but its damn close from a visual perspective.
 :lol Join 3 teams to kill many more people. Fuckin hilarious.
Title: Re: Regeneration
Post by: SorO_Lost on August 17, 2011, 02:54:59 AM
Fuckin hilarious.
+1

This whole thread got turned into win.
Title: Re: Regeneration
Post by: MalcolmSprye on August 18, 2011, 12:31:48 AM
Just make sure you don't turn it up to fifty.  Start with one.  You might eventually go as high as ten.

Now tell me how you feel... and remember... be honest.
Title: Re: Regeneration
Post by: Echoes on August 19, 2011, 05:27:14 AM
How long do the Shriver effects last? I'm AFB, and it'd just be good to keep in mind. Is it one of the 1 year long effects?
99 days. Admit able it's a bit hard to catch from Cantrip's post.

That's pretty amazing for 30K! However, you have to do Corrupt and/or Obeisant acts (pg. 30) equal to the number you managed to get per 99 days or it's lost. Not so hard, even without turning Evil. Don't stay too long, though, because any extra time will give no more benefit, but will require more acts!

That actually makes it sound like it lasts indefinitely, as long as you commit enough indecent acts every 99 days...
Well, sort of. Corrupt acts are evil, Obeisant acts are Lawful. Enough repetition over time should alter your alignment. Should you become LE those acts are worthless to you. Instead you have to tempt someone else into Corrupt acts and such. But there is a nice little loop hole I'll explain in a minute.

On the note of Corruption. A cold-blooded kill is worth 7 points and its entry is nice enough to point out no matter how many orphanage's you save having a score of 9 or higher flat out means you're going to hell Batoor or w/e. And anything above 3 points requires Atonement on top seeking forgiveness. So on one hand it's really really really easy to keep those Corrupt acts up, pretty much just fireball a farmer's house while everyone is still inside. On the other hand, the Corrupt scale is the closest thing to mentioning how fast you could become evil. Stab a women and her child? You're going to hell. Take the time to slice some limbs off someone before killing them? You're going to hell. Cast nine [Evil] spells in your life? You're going to hell. Eternal Damnation can be done in as little as 6 seconds, pretty sure you could join team Evil inside a day's work even if the DMG advises DMs to wait awhile.

Bit of a derail, but I really really hate FC II for cramming this crap into D&D. The whole evil = going to Baator thing flies in the face of every element of D&D cosmology.

It's a shame, too, because I really like a lot of the fluff otherwise. It's just the blatant Christian bias that pisses me off.
Title: Re: Regeneration
Post by: PhaedrusXY on August 19, 2011, 11:25:22 AM
Bit of a derail, but I really really hate FC II for cramming this crap into D&D. The whole evil = going to Baator thing flies in the face of every element of D&D cosmology.

It's a shame, too, because I really like a lot of the fluff otherwise. It's just the blatant Christian bias that pisses me off.
Uhh... souls have always gone to the plane that matches their alignment in D&D cosmology. Did this really change that somehow? It wouldn't be a surprise if it was biased towards Baator, as it is a book about Baator, right?
Title: Re: Regeneration
Post by: Echoes on August 19, 2011, 12:24:51 PM
Bit of a derail, but I really really hate FC II for cramming this crap into D&D. The whole evil = going to Baator thing flies in the face of every element of D&D cosmology.

It's a shame, too, because I really like a lot of the fluff otherwise. It's just the blatant Christian bias that pisses me off.
Uhh... souls have always gone to the plane that matches their alignment in D&D cosmology. Did this really change that somehow? It wouldn't be a surprise if it was biased towards Baator, as it is a book about Baator, right?

All Evil people now go to Baator Hell according to FC II. It doesn't matter if you were a CE Cleric of Erythnul, you go to Hell, not Pandemonium. That is what flies in the face of the D&D cosmology: according to the FC II, it doesn't matter which Evil deity you followed or even what your alignment was - if you were Evil, you get sent to the Nine Hells.

Edit: Scratch that, I was wrong. I misread the rules for Corruption. Nothing to see here. *innocent whistle*
Title: Re: Regeneration
Post by: dark_samuari on August 19, 2011, 10:41:56 PM
So could we perhaps make the guess that after going through this grueling process the specimen would immediately go bat-shit crazy and murder everyone around him in an attempt to escape?
Title: Re: Regeneration
Post by: Midnight_v on August 19, 2011, 11:12:48 PM
So could we perhaps make the guess that after going through this grueling process the specimen would immediately go bat-shit crazy and murder everyone around him in an attempt to escape?
Right and I was thinking of you when I was making this wolverine thing over on GITP, but When CantripN proposed this I started thinking immidiately that the "Weapon X" project exists in D&D I'm doing the write up as though it were on Eberron, today. It'll be funny.
Deadpools likely my first build Likely  Sage 20 or Warblade Heavy (Ssge light) Master of the 9 (5 levels)
I'm just torn between the t20. I like the idea of Going dual boost (Win) every combat. The master though allows for other things that are pretty good Plus a nice attack bonus.
Title: Re: Regeneration
Post by: The_Mad_Linguist on August 20, 2011, 02:08:23 AM
Bit of a derail, but I really really hate FC II for cramming this crap into D&D. The whole evil = going to Baator thing flies in the face of every element of D&D cosmology.

It's a shame, too, because I really like a lot of the fluff otherwise. It's just the blatant Christian bias that pisses me off.
Uhh... souls have always gone to the plane that matches their alignment in D&D cosmology. Did this really change that somehow? It wouldn't be a surprise if it was biased towards Baator, as it is a book about Baator, right?
It's not that, it's the 'cast deathwatch a few times, be damned forever regardless of what you do'.
Title: Re: Regeneration
Post by: SorO_Lost on August 20, 2011, 03:38:17 AM
Bit of a derail, but I really really hate FC II for cramming this crap into D&D. The whole evil = going to Baator thing flies in the face of every element of D&D cosmology.

It's a shame, too, because I really like a lot of the fluff otherwise. It's just the blatant Christian bias that pisses me off.
Uhh... souls have always gone to the plane that matches their alignment in D&D cosmology. Did this really change that somehow? It wouldn't be a surprise if it was biased towards Baator, as it is a book about Baator, right?
It's not that, it's the 'cast deathwatch a few times, be damned forever regardless of what you do'.
+2

Debates on Alignment jumped from stupid-retarded trolling to almost four levels below that.
"Good Liches and using Evil for Good? Those are variant rules, the real rules say you're damned within a minute using [whatever]."

On the other hand, Cleric's will have a use outside of walking bandage. The just need Profession(apology letter writer) ranks and to stock pile Atonement spells. Or you know, just join Team Evil. We kick ass and barely ask questions about your motives and there is no such thing as a moral complication to us.
Title: Re: Regeneration
Post by: The_Mad_Linguist on August 20, 2011, 03:42:07 AM
Of course, I apply the opening 'this is devil propoganda' to the entire book, rather than just the first chapter.  Which improves it by about five notches or so.
Title: Re: Regeneration
Post by: Midnight_v on August 20, 2011, 06:00:10 PM
Quote
Or you know, just join Team Evil. We kick ass and barely ask questions about your motives and there is no such thing as a moral complication to us.
+1
...and why not. The chicks are hot and they have cookies I'm told.  ;)