I hate how in order to do something well in the game, you end up falling into a cookie-cutter build. Case in point: blasters all end up having levels of Crossblooded Sorcerer with either Elemental, Draconic, or Orcish bloodlines with mutated genes thrown in there for good measure. Yea, I know you don't HAVE to do that but it's always there, in the back of my mind; if I don't take a level of Crossblooded Sorc, I'd be losing out on a lot of damage.
I guess the short of it is I hate feeling like I'm being pigeonholed into a mechanical decision to make something work, if that makes any sense.
Also, I hate people that call their characters "toons."
As a player, I would have just coup de graced his character the next time they went to sleep at that point. What point do the other character have to keep such a nuisance around that just threatened the lives of everyone? No need for that sort of behavior from a player or a character, even in an evil campaign.
If a spell says it has a material component but doesn't list any specifics then the material component can be covered with the Eschew Materials feat or a spell component pouch. You only need to worry about material components that are specifically stated, such as those needed for Raise Dead and Wish.
Since this thread has been resurrected, there might be a way to kill certain gods before they became gods, such as Cayden and Iomedae.
If you have a party that's hell-bent on killing a god, send them on a quest to search for the Scepter of Ages. By making the history check, they could technically go back in time before Iomedae, or Cayden and others, was a deity; say when she was just a babe in a crib. They could easily kill her then.
Of course, this opens things up to all sorts of bamboozlery. If there were a plot to kill a god, would said god know about it? Could they also travel back in time to protect their non-deific self? Killing them before they became a deity would have some serious repercussions on the future to be sure.
But that's the only way I could think of for players to feasibly kill a deity without outside help.
I always just viewed having more hit points as being able to dodge more attacks before finally running out of stamina and receiving the death blow. For instance, the fighter is going toe-to-toe with a skelebones. As the fight goes on, the fighter is dodging the majority of the attacks, receiving only minor scratches and bruises in the process. Then, when the fighter's HP approaches and hits 0, the wounds he receives become more grievous until he succumbs.
That's how I like to see it. Alternatively, you can always say that as your character gains levels, and by extension more HP, they are absorbing magic from the world in a completely involuntary process that is magically increasing their ability to deal with wounds. Or something.