DEATH EFFECTS
Death effects and other "instant kill" effects like petrification have never been a TRULY balanced part of the game. There's too much randomness to it. A high level character could die by low level monster instantly via natural 1 in the first round of combat. So I like to have a few house rules for players in my games.
Several special immunities are granted while you have 50% or more of your max HP:
- You can't be compelled to commit suicide.
- Death effects and banishment stun for 1 round and deal damage instead of killing/banishing. The damage is 1d6/2 CL or whatever the ability dictates (whichever is more).
- Ability damage/drain and level drain can't drop a score/level below half the normal amount.
- Disabling effects cannot affect you for more than 1 round at a time. A "disabling" effect is anything that causes the target to be unable to take their normal actions (confused, dazed, dominated, frightened, paralyzed, staggered, stunned, panicked, unconscious).
*These immunities do not apply against a foe with a CR that's 4 or more points above your APL (which you should never be forced to face unless you go out of your way to pick fights with the wrong NPCs/monsters).
COUP DE GRACE
Below are some new coup de grace options.
NONLETHAL
When dealing a
coup de grace with a nonlethal attack, the target is knocked unconscious instead of killed upon a failed Fortitude saving throw.
PINNED
A pinned target is susceptible to
coup de grace attempts except that they do not automatically hit or automatically crit. A normal attack roll is still necessary. A pinned character that is prone is at an effective -10 AC (-2 AC from grapple Dex penalty, -4 AC from pinned, -4 AC against melee attacks from prone).
DC 10 + DAMAGE
Because saving throw progression is not proportional to damage and hit point progression, "DC10+damage" has never made any sense. Instead, whenever this would normally be the case for any DC, change the DC to 10 + 1/2 HD + attacking ability modifier instead. If using a weapon, the attacking ability modifier is Strength or Dexterity (depending whether they're using Weapon Finesse or not). If attacking with a special attack, use the same DC as the special attack.
ABILITY DAMAGE, ABILITY DRAIN and LEVEL DRAIN
A creature capable of dealing ability damage, ability drain or level drain can perform a
coup de grace with these special attacks instead of a normal weapon attack (though they cannot crit with them unless noted otherwise). If your ability damage/drain does not affect CON, then it is a nonlethal coup de grace.