Whenever you deal a critical hit you can also roll a d100, if the result is between 1 or 2 ( range increases with elemental level) and the opponent is a non-boss, hunt, or bounty (basically non boss fight) you perform a coup de grace. In boss fights should you do this, you instead will deal the result of the critical damage x 2 (increases with EL). Also, should you be put on the brink of death (about to die from failing death saves or other situation) you can save yourself by letting your necrotic powers run wild ( Left with 1 HP), uses are once per 3 long rests, this will increase your damage and attack rolls by 3, auto rage for 1d4 turns, and give you 10 temp HP, but you will lose 2AC until you complete a short rest in addition to traditional "rage" rules afterwards.
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