Author Topic: Regeneration  (Read 7433 times)

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Midnight_v

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Regeneration
« 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....
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Tr011

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Re: Regeneration
« Reply #1 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 :/
« Last Edit: August 14, 2011, 11:18:19 PM by Tr011 »

Shiki

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Re: Regeneration
« Reply #2 on: August 14, 2011, 11:16:59 PM »
That's the Troll Blooded feat (Dr#319 p.61).
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Midnight_v

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Re: Regeneration
« Reply #3 on: August 14, 2011, 11:47:52 PM »
Is that it?
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PhaedrusXY

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Re: Regeneration
« Reply #4 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.
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Midnight_v

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Re: Regeneration
« Reply #5 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.
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PhaedrusXY

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Re: Regeneration
« Reply #6 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...
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

CantripN

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Re: Regeneration
« Reply #7 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.
« Last Edit: August 15, 2011, 03:57:58 AM by CantripN »
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SorO_Lost

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Re: Regeneration
« Reply #8 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.
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Lycanthromancer

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Re: Regeneration
« Reply #9 on: August 15, 2011, 05:40:42 AM »
Uh...

Ring of Regeneration, anyone?
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weenog

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Re: Regeneration
« Reply #10 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.

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CantripN

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Re: Regeneration
« Reply #11 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.
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RobbyPants

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Re: Regeneration
« Reply #12 on: August 15, 2011, 10:08:03 AM »
Uh...

Ring of Regeneration, anyone?
The Ring of Regeneration is basically regeneration-lite. It's better than fast healing, but it's not 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.
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Midnight_v

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Re: Regeneration
« Reply #13 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.
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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.
« Last Edit: August 15, 2011, 11:25:09 AM by Midnight_v »
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Kasz

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Re: Regeneration
« Reply #14 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.

RobbyPants

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Re: Regeneration
« Reply #15 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.
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]

PhaedrusXY

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Re: Regeneration
« Reply #16 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
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Waazraath

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Re: Regeneration
« Reply #17 on: August 15, 2011, 03:43:26 PM »
Flux adept (dragon compendium) 10; costs 10 levels in a sucky class though.

Flay Crimsonwind

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Re: Regeneration
« Reply #18 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?

SorO_Lost

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Re: Regeneration
« Reply #19 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!
Tiers explained in 8 sentences. With examples!
[spoiler]Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game.
6: Skill based. Commoner, Expert, Samurai.
5: Mundane warrior. Barbarian, Fighter, Monk.
4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif.
3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage.
2: Full casters. Favored Soul, Psion, Sorcerer, Wu Jen.
1: Elitists. Artificer, Cleric, Druid, Wizard.
0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
[/spoiler]