Exploring Traditional Healing Practices for Witch Damage Regeneration

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Regenerating the Witch Damage Witch damage is a term used to describe the harmful effects that witches have on individuals, communities, and society as a whole. Historically, witches have been vilified and persecuted, leading to fear, mistrust, and even violence. However, in recent years, there has been a growing movement to regenerate the witch damage and challenge these negative stereotypes. **The main idea behind regenerating the witch damage is to reassess and redefine our perception of witches.** Rather than viewing witches as evil, malevolent beings, advocates argue that they should be seen as powerful, independent women who have been historically marginalized and oppressed. By reframing the narrative around witches, we can break down stereotypes and empower individuals to embrace their own inner strength and magic.


It seems like the regeneration only stops for one round. Someone had better have a massive amount of acid or this is only going to give a momentary respite before wounds start healing up again.

It s close to midnight and something evil s lurking in the dark Under the moonlight you see a sight that almost stops your heart You try to scream but terror takes the sound before you make it You start to freeze as horror looks you right between the eyes, You re paralyzed. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning although creatures with regeneration still fall unconscious when their hit points are below 0.

Regenerating the witch damage

By reframing the narrative around witches, we can break down stereotypes and empower individuals to embrace their own inner strength and magic. One way to regenerate the witch damage is through education and awareness. By teaching people about the historical context of witch trials and persecution, as well as the various cultural practices and beliefs associated with witchcraft, we can debunk misconceptions and promote understanding.

Regeneration

Regeneration seems to have been nerfed rather hard according to the Bestiary, but I'm a little unclear about how it works. It seems that any hit with the required material negates regeneration for an entire round. Just Acid splash the troll and it's a hackfest. I can understand that regeneration is a bit annoying, but now it seems a little weak.

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Black Tom wrote:

Regeneration seems to have been nerfed rather hard according to the Bestiary, but I'm a little unclear about how it works. It seems that any hit with the required material negates regeneration for an entire round. Just Acid splash the troll and it's a hackfest. I can understand that regeneration is a bit annoying, but now it seems a little weak.

It seems like the regeneration only stops for one round. Someone had better have a massive amount of acid or this is only going to give a momentary respite before wounds start healing up again.

IconoclasticScream wrote:

It seems like the regeneration only stops for one round. Someone had better have a massive amount of acid or this is only going to give a momentary respite before wounds start healing up again.

It's not that much of a problem when cantrips like acid splash can be used at will.

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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Jadeite wrote:
It's not that much of a problem when cantrips like acid splash can be used at will.

Better hope there's a wizard around then. Or that the wizard can get that spell off without his concentration being broken. Or that there isn't more than one regenerating creature around. Or that a lone regenerating creature isn't with an ally who can keep that spellcaster busy. See how easily this isn't "nerfed"?

IconoclasticScream wrote: Jadeite wrote:
It's not that much of a problem when cantrips like acid splash can be used at will.

Better hope there's a wizard around then. Or that the wizard can get that spell off without his concentration being broken. Or that there isn't more than one regenerating creature around. Or that a lone regenerating creature isn't with an ally who can keep that spellcaster busy. See how easily this isn't "nerfed"?

Well, if I understand correctly it's enough to whack it with a torch. I find your reasoning specious. I'm not saying it's a bad change but regeneration is definitely weaker. On the other hand, it makes it much easier to dispose of regenerating creatures, which might be a good thing.

What happens, exactly when a regenerating creature is dealt more damage than his HP, but hasn't been hit with his fire or acid? Does he fall unconscious? Can he take damage all the way down to his -Con. Modifier? And is the rest of the damage ignored after that?

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Black Tom wrote:

Regeneration seems to have been nerfed rather hard according to the Bestiary, but I'm a little unclear about how it works. It seems that any hit with the required material negates regeneration for an entire round. Just Acid splash the troll and it's a hackfest. I can understand that regeneration is a bit annoying, but now it seems a little weak.

In some ways it's been weakened, in some ways it's been strengthened. Regenerative creatures can no longer die to starvation, Con damage or similar. Basically, it's more of an on/off switch than before. Either you have what is needed to win and then it's easy or you don't and then it's hard.

TruthRevolution wrote:

What happens, exactly when a regenerating creature is dealt more damage than his HP, but hasn't been hit with his fire or acid? Does he fall unconscious? Can he take damage all the way down to his -Con. Modifier? And is the rest of the damage ignored after that?

Assuming no special exception for the creature in question:

At 0 hp they're disabled. At negative hp they're unconscious. They can take damage down to -anything, really, because they just don't die at -Con and that's the only limit. So you can put a creature with regen 1 to -100000 hp, and after 100001 rounds they'll be awake and well again.

EDIT: Note that while regeneration is active, the creature is literally immortal and cannot die from anything. The only way to kill a creature with regeneration, apart from attacking it with it's weakness, is somehow removing it's regeneration. This can be done with polymorph effects, I believe, through polymorphing it into something that doesn't have a constitution score.

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Holy Gygax's Ghost

[Puts his arms up, puts on "Thriller", starts choreographed shambling]

If we're doing a thread this old, we're doing it RIGHT.

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~It's close to midnight and something evil's lurking in the dark~
~Under the moonlight you see a sight that almost stops your heart~
~You try to scream but terror takes the sound before you make it~
~You start to freeze as horror looks you right between the eyes,~
~You're paralyzed~

Except my Nycar familiar is immune to being paralyzed.

But what happens when he is below -Con? He has Regeneration 1 (Cold Iron), Ferocity, and the Diehard feat. Is he awake and does he heal every round or does his bleeding tie with Regeneration?

I fought with a GM on this and it ended with the Nycar surviving but unconscious.

Ilja wrote: Black Tom wrote:

Regeneration seems to have been nerfed rather hard according to the Bestiary, but I'm a little unclear about how it works. It seems that any hit with the required material negates regeneration for an entire round. Just Acid splash the troll and it's a hackfest. I can understand that regeneration is a bit annoying, but now it seems a little weak.

In some ways it's been weakened, in some ways it's been strengthened. Regenerative creatures can no longer die to starvation, Con damage or similar. Basically, it's more of an on/off switch than before. Either you have what is needed to win and then it's easy or you don't and then it's hard.

TruthRevolution wrote:

What happens, exactly when a regenerating creature is dealt more damage than his HP, but hasn't been hit with his fire or acid? Does he fall unconscious? Can he take damage all the way down to his -Con. Modifier? And is the rest of the damage ignored after that?

Assuming no special exception for the creature in question:

At 0 hp they're disabled. At negative hp they're unconscious. They can take damage down to -anything, really, because they just don't die at -Con and that's the only limit. So you can put a creature with regen 1 to -100000 hp, and after 100001 rounds they'll be awake and well again.

EDIT: Note that while regeneration is active, the creature is literally immortal and cannot die from anything. The only way to kill a creature with regeneration, apart from attacking it with it's weakness, is somehow removing it's regeneration. This can be done with polymorph effects, I believe, through polymorphing it into something that doesn't have a constitution score.

Hmmm so would that mean a Mythic Troll with fire/acid resistance put on it would be virtually unkillable since they can only be killled by a coup de gras or critical with an artifact but they just keep dropping into negative points.

zanbato13, look at it individually:

1) At negative numbers someone with Ferocity is conscious in the negatives.

2) At -con you die.

3) Having active regeneration removes limitation #2.

Result: At negative numbers someone with Ferocity is conscious until they die and if you have Regeneration you are not dying anytime soon.

Good luck fighting that creature. I hope you have the means to stop it from regenerating. Frankly, I would opt for grapple/pin to eliminate that creature.

Sidenote: Ferocity (and other abilities like it) do not stop you from knocking a creature unconscious with non-lethal damage (but this is often considered to be a rules oversight).

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Ilja wrote:

So you can put a creature with regen 1 to -100000 hp, and after 100001 rounds they'll be awake and well again.

That's almost a week, for anyone curious.

DominusMegadeus wrote: Ilja wrote:

So you can put a creature with regen 1 to -100000 hp, and after 100001 rounds they'll be awake and well again.

That's almost a week, for anyone curious.

Ya, but lets be honest, how long would it take to reduce someone to -100,000 HP?

Honestly, just have the wizard teleport them into an Active Volcano.

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Legowaffles wrote:
Ya, but lets be honest, how long would it take to reduce someone to -100,000 HP?

With 100 DPR, it would take 100 minutes.

Gauss wrote:

zanbato13, look at it individually:

1) At negative numbers someone with Ferocity is conscious in the negatives.

2) At -con you die.

3) Having active regeneration removes limitation #2.

Result: At negative numbers someone with Ferocity is conscious until they die and if you have Regeneration you are not dying anytime soon.

Good luck fighting that creature. I hope you have the means to stop it from regenerating. Frankly, I would opt for grapple/pin to eliminate that creature.

Sidenote: Ferocity (and other abilities like it) do not stop you from knocking a creature unconscious with non-lethal damage (but this is often considered to be a rules oversight).

That is one tough CR 1/3 tiny dragon and familiar.

Re: nonlethal damage and ferocity.
This may be a rules oversight, but so may the always-conscious regenerating Ferocious creature.

you can also drowned the creature in the instance of drowning after 3 rounds of drowning it dies no save this kill trolls.

I mean, it might be a rules oversight, but it makes sense that you could still knock something unconscious by hitting it in the head enough times (even if it's not "dying").

Holy cow this thread is old.

So anyone ever faced this a Regenerating Ferocious Monster of Dhoom?

DinosaursOnIce wrote:

I mean, it might be a rules oversight, but it makes sense that you could still knock something unconscious by hitting it in the head enough times (even if it's not "dying").

Holy cow this thread is old.

So anyone ever faced this a Regenerating Ferocious Monster of Dhoom?

It's my witch's familiar. I keep it on the front line and scaring the unintelligent Huge monsters when it charges forward.

Is there any source, ruling, or FAQ for the Regeneration+Ferocity always being conscious even at something like -1 mil?

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*Pours acid on thread*
Damn. Didn't work.

Kobold Cleaver wrote:

*Pours acid on thread*

Damn. Didn't work.

Give me a Knowledge (Arcana) check.

This is the thread that never dies
Yes, it goes on and on my friend
Some people started posting in it not knowing what it was,
And they'll continue posting in it forever just because . . .

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zanbato13 wrote: Kobold Cleaver wrote:

*Pours acid on thread*

Damn. Didn't work.
Give me a Knowledge (Arcana) check.

Son, with thread necromancy this potent, you'll be needing a Knowledge (Religion) check.

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Ms. Pleiades wrote: zanbato13 wrote: Kobold Cleaver wrote:

*Pours acid on thread*

Damn. Didn't work.

Give me a Knowledge (Arcana) check. Son, with thread necromancy this potent, you'll be needing a Knowledge (Religion) check.

Much like Dead Cthulhu this topic was dreaming until the time was right. San check.

If you regenerate, will you die with a failed check in a coup the grace?

It doesn't look like it. Failed save against coup de grace (probably) just reduces you to negative CON hit points if you're above that. This does nothing to disable regeneration.

You can saw a troll in half down the middle, and it will just start regenerating from one of the halves.

Spoiler: Coup de Grace

As a full-round action, you can use a melee weapon to deliver a coup de grace (pronounced "coo day grahs") to a helpless opponent. You can also use a bow or crossbow, provided you are adjacent to the target.

You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace.

Delivering a coup de grace provokes attacks of opportunity from threatening opponents.

You can't deliver a coup de grace against a creature that is immune to critical hits. You can deliver a coup de grace against a creature with total concealment, but doing this requires two consecutive full-round actions (one to "find" the creature once you've determined what square it's in, and one to deliver the coup de grace).

Spoiler:

Regeneration
A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature’s regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally. The creature's descriptive text describes the types of damage that cause the regeneration to cease functioning.

Attack forms that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.

A creature must have a Constitution score to have the regeneration ability.

Format: regeneration 5 (fire, acid); Location: hp.

A coup de grace will not kill you if you have regeneration active, as regeneration specifically states you cannot die while Regeneration is active. However while you also cannot starve to death (or suffocate) that doesn't mean it cannot render you unconscious.

There are a couple of threads on this topic from back in beta when they were originally considering what to do with regenerate, and a few others where the developers (or maybe James Jacobs) chimed in about the interaction between regeneration and diehard/ferocious, iirc.

If you regenerate, will you die with a failed check in a coup the grace?
Regenerating the witch damage

This can help to dispel the fear and mistrust that have historically been associated with witches. Another important aspect of regenerating the witch damage is reclaiming the image of the witch. This can be done through various means, such as literature, art, and media. By portraying witches in a positive light and showcasing their skills, wisdom, and resilience, we can challenge the negative stereotypes that have been perpetuated for centuries. Furthermore, regenerating the witch damage involves creating safe spaces for witches and those who identify as witches. This includes supporting communities and organizations that are dedicated to promoting witchcraft as a valid spiritual and cultural practice. By providing platforms for witches to share their experiences and connect with others, we can foster a sense of belonging and empowerment. Ultimately, regenerating the witch damage is about recognizing and celebrating the inherent power and worth of all individuals, regardless of their spiritual beliefs or practices. By challenging stereotypes and promoting understanding, we can create a more inclusive and tolerant society. **The regeneration of witch damage is not just about witches; it is about embracing diversity, empowering individuals, and creating a world where everyone can live authentically and without fear..

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