So in a FOIG incident a number of us hit an electrical trap set by a PC assasin. I was the only one who didn't die instantly brought down to -7hp, but my condition stabilized and then began to improve. At -1hp, i suddenly died, saying I was killed by someone. Nobody touched me at the time, so this had to be a bug. Maybe a freak incident, but I figured I'd post it.
Strange Stabilize Bug
Did you have endurance up at the time?
Yes I did.
I bet it wore off and that dropped you below -9.
Is it possible for the combat log to note this? Like the effects of a buff wearing off?
Tarnis Westwind: Bulls Strength wears off. Str reduced to 6. Morag: Endurance wears off. HP reduced by 12. Morag died.
that sort of thing.
That is most likely what occured.
I tested it out and that must have been what happened. I'm curious though, I thought that hit points gained from endurance were different than temporary hit points. For example I thought that if you were at 1/50 and lost your con bonus you only lost the max hp, bringing you to 1/40 instead of -9/40. I can see this is obviously not the case, but was that the way the rules were designed? It seems strange to think that by suddenly losing Con you somehow become more injured, whereas it would make sense with temporary hit points, as that magic can be thought of as something like a respirator keeping you alive until taken away.
Doesn't really matter though, just a thought. Feel free to lock this post.
Pretty sure it only does this if you are in the negatives. If you are at 1/50, it would indeed go to 1/40. I think, anyhow.
If you gain 14 hp from con bonus, and the con bonus goes away, you lose 14 hp. Else it'd be like healing!
Actually, when I played a barbarian, he would rage, pwn the enemy, have one HP left, and then the rage went away, the poof! I collaspe with -6hp. So...Yes, I it was NOT a bug, it was the endurance going away! :D
Yeah, barbarian rage is different though, it gives you what is called temporary hit points, it says in the description to caution because they fade when the rage does. For example when you cast virtue, or through bard song or some such you can actually have 60/50. The max doesn't change but your hit points go up, these are called temporary as opposed to a Con bonus which increases the max HP but shouldn't increase your actual HP. In a perfect world, when you cast endurance at 50/50, you should really end up with a situation like 50/60.
However, it would appear nwn is not coded this way. I tested the endurance on another module, you do indeed die when the it fades just like the rage, as well as gain hit points when you cast it (which we all knew), but if I recall correctly in the handbooks its supposed to be more like the way i described it above. This is bringing PnP into the nwn system though, which is not always a perfect fit. No worries, the system is fine the way it is, people should just be cautioned as to how it works in nwn. I had no idea and I'm sure a lot of other people also did not know it worked this way.
The only reason why rage has this warning while Endurance spells do not is probably because of the way shorter duration, in the 2 to something hours that an endu buff lasts you are usually able to find some healing. Not by resting though, that also makes the buff wear off before the regeneration takes place, so you die before you wake.
This same thing can happen to wildshaped druids IIRC.