ChimericDream
First Post
So I came up with something a little different. Let me know what you think. I think it scales well with players and NPCs alike, so it actually poses a challenge even at high levels. The normal rules for unconciousness state that you have to bring the person to 0 hp from subdual damage before you knock them out. But, in my opinion, the whole purpose of the sap is to be able to knock someone out in one hit (or just give them a bad headache).
To use a sap to knock out an opponent, a character must be able to hit their enemy while said enemy is unaware. In game terms, the opponent must be both flat-footed and unaware of the presence of their attacker. Rogues may add their sneak attack dice to the total amount of damage dealt. The victim must make a Fortitude save vs DC 10 + (1/2 the damage dealt, rounded down) or fall unconcious. Creatures immune to critical hits, sneak attack, or subdual damage are also immune to this knockout effect.
For example, a 10th-level rogue using a sap to knock out a guard at the entrance of a castle sneaks up behind him and successfully saps him in the back of the head, dealing a total of 19 damage. The guard makes a Fortitude save vs DC 19 (10 + (19/2 = 9.5)) and rolls a 16. The guard falls unconcious.