CHHouseRules

These are in addition to "current house rules"

Character creation:
You roll 4d6 pick the best 3. You roll for all 6 stats but you may place the rolls in any stat you want so you can have the class you want. Also you have to have at lest 1 stat of 15 and one of 17 to keep your char.

[Toughness] Feat:
You gain 2hp at your first level and 1hp for each additional class level you have. The effects are retroactive for hp gain. IE At first level you take Toughness you get 2 additional hp, each level after that you gain another. If you took the feat at the 2nd level you would get 3 total: 2 at the level you took the feat and 1 for each additional character level you have. So a 5th level character who took the feat at any level would have a total of 6 bonus HP, 20th 21 bonus HP.
 * This is an attempt to make an unused feat useful. One would think many "tough guys" would have this feat but because of how weak it is nobody takes it.

**Aid Another:** You can help another character achieve success on his or her skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you are helping gets a +2 bonus to his or her check, as per the rule for favorable conditions. (You can’t take 10 on a skill check to aid another.) In many cases, a character’s help won’t be beneficial, or only a limited number of characters can help at once. In cases where the skill restricts who can achieve certain results you can’t aid another to grant a bonus to a task that your character couldn’t achieve alone.
 * This is to allow others to help you track, craft, knowledge check, ect. Instead of every character rolling or encouraging every character to min/max skills. IE, if you have a skill and it is only a 2 or 3 but PC Joe has a 8 there is no real way you can "keep up" but you can still buy ranks and contribute. Perhaps in the future The DC will be raised if 10 seems to low of a number.

Skills:
Pickpocket is used for a "slight of hand" check.

Armor and Movement:
1) Ignore the Speed Rules listed under Table 7-5: Armor & Shields on page 104 of the PHB. 2) Use Table 9-1: Carrying Loads for ALL ENCUMBERANCE instead. Just add up the weights and you’re done. 3) Neither a MEDIUM LOAD *nor* a MEDIUM SUIT of ARMOR lower your BASE MOVEMENT RATE! 4) INSTEAD, either a MEDIUM LOAD *or* a MEDIUM SUIT of ARMOR lowers your MAXIMUM RUN MOVEMENT to x3!! 5) The rules for HEAVY LOADS or ARMORS remain unchanged. (You suffer both penalties.)
 * Why 3, 4 & 5? Because carrying a *fairly* heavy weight, like I often do around the farm, does not slow down the rate you can walk at, only how long you can carry said weight. What you can’t do while carrying, say 45 lbs, is RUN AS FAST AS YOU CAN!! Think about it. Wearing a suit of chainmail isn’t going to affect how fast *you can walk!* Ridiculous. But, what it does affect is how fast you can run! This isn't a perfect balance but it will do, I would put myself at a 14-16 str range. I would say that the majority of the people in the army are a 12-14 and we could walk for days and run quite a ways with a 110lb ruck plus weapon, ammo, and ppe. The worst is the weapon because you would not believe how hard it is to use your legs if you cannot swing your arms!


 * This is to add a little balance to the armor system and make previously unused armor useful. When was the last time somebody actually used medium armor?

Weapons:
Whips are "Simple Weapons" A new Whip-dagger and Spiked-whip are added as exotic. Same as whip but 1d6 Slashing and Piercing respectively.
 * A whip is a simple weapon even in the most elaborate form, The "new" versions are out of a source book. This gives a utility weapon for starting players and it does not eat up presious feats. It is currently unused due to the need for a feat to use a 1d2 (Subdual) weapon.

Monks are proficient will all "pole" and "staff" weapons, however they cannot use their special monk abilities and attacks with them (Higher BAB for using a small version or flurry)
 * Maybe I watch too many Kung-Fu movies but I envision a monk being proficient in most martial weapons, If you are trained in using a quarterstaff for thrusting and swinging, How is a staff with a pointy tip much different? This is an attempt to make monks a little more versatile in the first few levels and un-limit most of their life when they are not using their special attacks.

Critical Failure:
If you roll a 1 on a save you do not automatically fail. You roll again to make the save. If the second roll fails then you failed the roll. If the second roll succeeds then you are partially effected by the effect you where saving against. If you roll a 1 on an attack roll you do not automatically fail. You roll again if you roll a 5 or higher you just miss. If you roll a 5 or lower you are effected by one of the following effects:
 * 5% auto failure rate seems to me a little high. This gives the PC/NPC a better chance to survive a death/sleep/fascinate machine-gun attack. Ie a level 20 paladin stands only a 25% chance against 5 level 1 wizards.

5 - Flatfooted 4 - Disarmed 3 - Take Base weapon damage 2 - Prone and Disarmed 1 - All of the above.


 * This gives a little more of a critical fail feel to fighting/fumbling something I missed from the D6 days.

Analyze Portal - works like a "Detect Magic" Sorcerers - for high Char, get bonus spells to know as well as cast. Adjustment to match Wizards not having to remember spells. Wilderness Lore - get %chance for weather prediction Jump Attack - on any jump +5 feet, only 1 attack (primary) (Note: this from Everett versus vampire/ghost battle) Scry/Teleport - can only scry on person, not the area around them. When Teleport into an area, need one round to re-orient. Commune w/ Nature: fields count as able to check/include in scope of spell. Hit Die: d12=d8+4, d10=d6+4, d8=d6+2, d6=d4+2, d4=straight d4 (plus Con bonus on all)
 * __Current House Rules__**
 * Else too easy for assassination, ie scry/haste/teleport in/kill/teleport out. Reference our group attack on Major-Domo she-devil and the Frost Giant King.