Chacal
First Post
Ok, here are some of the house rules in use IMC:
All
4 "background" skills points granted at 1st level ( Knowledge, language, specific wilderness lore, professions and crafts)
Barbarians
Half of the hit points granted by the rage are temporary hit points.
At 3rd level, a barbarian gets Improved healing : he adds half his con modifier to the hit points he naturally heals each day.
Bards
(there is one perform skill for each instrument )
If a bard puts at least one skill point in a perform skill when levelling in bard, he gets one bonus point in another perform skill.
The bard's special abilities use the appropriate perform skill.
To be able to use a bard special ability, the number of ranks in perform is not the only prerequisite: The character must be a bard of at least
level (#ranks prerequisite )- 5.
Clerics
Spontaneous castings of cure/inflict wounds use D6, prepared ones use D10.
Not all clerics are heavy armored, turning undead combat machines (but this would be another Topic)
druids
Knowledge(Geography) is a class skill.
When wildshaping, most of the animal abilities can be used.
Fighters
Knowledge(War) and Intimidate are class skills
Rangers
Choice between (Ambi & TWF) and (Point blank shot & rapid shot) and (Alertness & skill focus (Wilderness lore)) (House Rule first seen in the tower netbook of feats).
Heavy things will fall on a player's head whose PC is taking a single level of ranger just for the feats
Still looking for a way to add some terrain bonuses, like overland movement. I have to check the ranger project...
Rogues
Rogues can only perform sneak attacks with Rogue weapons +LongBow
Sorcerers
All belong to a special kind of energy/ plane. Campaign specific. under development.
May I have some comments on these ?
Chacal
All
4 "background" skills points granted at 1st level ( Knowledge, language, specific wilderness lore, professions and crafts)
Barbarians
Half of the hit points granted by the rage are temporary hit points.
At 3rd level, a barbarian gets Improved healing : he adds half his con modifier to the hit points he naturally heals each day.
Bards
(there is one perform skill for each instrument )
If a bard puts at least one skill point in a perform skill when levelling in bard, he gets one bonus point in another perform skill.
The bard's special abilities use the appropriate perform skill.
To be able to use a bard special ability, the number of ranks in perform is not the only prerequisite: The character must be a bard of at least
level (#ranks prerequisite )- 5.
Clerics
Spontaneous castings of cure/inflict wounds use D6, prepared ones use D10.
Not all clerics are heavy armored, turning undead combat machines (but this would be another Topic)
druids
Knowledge(Geography) is a class skill.
When wildshaping, most of the animal abilities can be used.
Fighters
Knowledge(War) and Intimidate are class skills
Rangers
Choice between (Ambi & TWF) and (Point blank shot & rapid shot) and (Alertness & skill focus (Wilderness lore)) (House Rule first seen in the tower netbook of feats).
Heavy things will fall on a player's head whose PC is taking a single level of ranger just for the feats

Still looking for a way to add some terrain bonuses, like overland movement. I have to check the ranger project...
Rogues
Rogues can only perform sneak attacks with Rogue weapons +LongBow
Sorcerers
All belong to a special kind of energy/ plane. Campaign specific. under development.
May I have some comments on these ?
Chacal