main character dies after resting cutscene
liqsky
Member Posts: 7
in Not An Issue
after saving imoen in chapter 4 and defeating yoshimo, resting will start a 2 part cutscene that involves imoen and the main character becoming bhaalspwns. when the cutscene ends, main character dies and i am forced to reload or restart game.
playing as a mage character. unable to rest by clicking the rest button or at the inn. Currently at day 123. Has anyone encountered this situation? any solutions?
playing as a mage character. unable to rest by clicking the rest button or at the inn. Currently at day 123. Has anyone encountered this situation? any solutions?
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Your real constitution is supposed to be 11. There's 11 constitution modifiers affecting the character, each with -1, along with a belt, BELT09, setting constitution at 18. The reason why your character dies after resting is because the effects of the belt wear off, leaving you with a constitution score of 0.
Did you import a character or start from scratch?
Yes.. That did happen quite a few times. I didn't know that would play a part.
Note the second paragraph.
(Conjuration/Summoning)
Level: 1
Range: n/a
Duration: Special
Casting Time: 9
Area of Effect: 1 familiar
Saving Throw: None
This spell enables the caster to attempt to summon a familiar to act as <PRO_HISHER> aide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with <PRO_HIMHER>, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, and <PRO_HESHE> has no control over what sort of creature answers the summoning, if any come at all.
(Note: This spell may only be cast by the protagonist.)
The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard has an empathic link with the familiar and can issue it mental commands. The caster receives half the familiar's total Hit Points (rounded down) as bonus Hit Points. However, the caster must take care to treat <PRO_HISHER> familiar well, for if the familiar should die, the caster loses the bonus Hit Points and half the familiar's Hit Points again as damage. Also when a familiar dies, the caster loses 1 point of Constitution PERMANENTLY.
Example: A Mage has 12 Hit Points and casts Find Familiar. The imp summoned has 18 Hit Points, so the caster gets a bonus of 9 Hit Points. The caster now has 21 Hit Points. If the familiar dies, the caster loses those 9 Hit Points (putting <PRO_HIMHER> back at 12), loses 1 point of Constitution permanently (which may cause additional Hit Point loss), and takes 9 damage.
Here is a list of the familiars that the player receives according to alignment:
LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
– Hit Points: 24
– Armor Class: -2
– Magic Resistance: 50%
– Combat: 2 attacks per round at 13 THAC0 for 1d3 damage, save vs. Death or be rendered unconscious for 2 turns
– Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.
LAWFUL NEUTRAL: Ferret
– Hit Points: 24
– Armor Class: 0
– Magic Resistance: 50%
– Combat: 2 attacks per round at 13 THAC0 for 1d3 damage
– Special Abilities: Has 75% in Pick Pockets, 40% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification.
LAWFUL EVIL: Imp
– Hit Points: 18
– Armor Class: 2
– Magic Resistance: 25%
– Combat: 1 attack per round at 15 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round.
NEUTRAL: Rabbit
– Hit Points: 24
– Armor Class: 1
– Magic Resistance: 65%
– Combat: 2 attacks per round at 13 THAC0 for 1d2 damage
– Special Abilities: Has 50% in Detect Traps and 30% Hide in Shadows/Move Silently. Has 75% resistance to fire, cold, and electricity.
NEUTRAL EVIL: Dust Mephit
– Hit Points: 24
– Armor Class: 6
– Magic Resistance: 10%
– Combat: 2 attacks per round at 13 THAC0 for 1d2 damage
– Special Abilities: Has 100% resistance to fire and 50% resistance to slashing, piercing, and missile damage. Can cast Glitterdust once per day and Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.
CHAOTIC GOOD: Fairy Dragon
– Hit Points: 24
– Armor Class: 4
– Magic Resistance: 32%
– Combat: 2 attacks per round at 13 THAC0 for 1d2 damage
– Special Abilities: Can cast Mirror Image and Invisibility, 10' Radius once per day. Immune to level drain, sleep, and petrification.
CHAOTIC NEUTRAL: Cat
– Hit Points: 24
– Armor Class: 0
– Magic Resistance: 50%
– Combat: 2 attacks per round at 13 THAC0 for 1d3 damage
– Special Abilities: Has 30% in Pick Pockets and 99% in Move Silently/Hide in Shadows. Can cast Blur once per day. Immune to level drain, sleep, and petrification.
CHAOTIC EVIL: Quasit
– Hit Points: 24
– Armor Class: 2
– Magic Resistance: 25%
– Combat: 3 attacks per round at 13 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror and Blur once per day. Regenerates 1 HP/round.
Attached is an edited save game with the negative modifiers removed. Hope that clarifies things. :-)
I'll also move this thread to Not An Issue.