House Rules

This is woefully incomplete, just adding things here as they come up.
Some of these aren't actually house rules, just clarifications.
==== Crafting ====
* Having an NPC craft an item for you costs market price (i.e. twice the cost it would be if you crafted it yourself).
* Crafting mundane items uses the crafting rules outlined here. Yes, I know the rate is still slow, I'll deal with that if crafting looks like it will be a thing.
=== Critical Hits / Fumbles ===
* If you confirm a critical hit (against a target that can be crit), you draw a number of critical hit cards from the deck equal to one less than your critical hit multiplier (1 card for a x2, 2 for a x3 weapon, etc), and play the one of your choice. This is in lieu of the normal bonus damage.
* If you roll a natural 20 on your confirmation roll, you draw an additional card.
* If you roll a 1 on your to hit roll, roll again at the same bonus. If your second roll would be a miss, you fumble, and draw a critical miss card. If your second roll would be a hit, you instead miss normally and may continue your action (or full attack).
* If your target rolls a natural 20 to save against your spell (only the first save for a spell that affects multiple targets), you fumble, and draw a critical miss card.
=== Hero Points ===
* Hero points are generally accrued by writing splat.
* You can have a maximum of five hero points at once.
* You may not give your hero points to other players.
* You can use a hero point to add to any D20 roll, except caster level checks. To do this you roll 2d6, and add the highest.
* You can also use one to re-roll a hit-point-die.
* You can also use one to draw an additional crit card on a critical hit, or on a critical miss.
=== Heroic Monsters ===
* Some particularly powerful or iconic monsters may be designated as heroic.
* A heroic monster has a small pool of hero points (usually 1).
* A heroic monster may spend 1 of these points to reroll any one of their rolls
* If they survive, a heroic monster replenishes their hero points when they rest.
=== Hit Points / Hit Dice ===
* Rolling a 1 on a hit-point roll entitles you to one free re-roll.
* Your first level of a heroic class gets maximum hit points (as if you'd rolled the highest possible on the die).
=== Skills ===
* All classes that would normally get 2 + Int skillpoints per level now get 4 + Int skillpoints per level.
* Appraise now has an associated DC depending on the cost of the item. Will hammer out details.
* The GM rolls secretly for Appraise, Knowledge, Perception, and Sense Motive checks
* All PCs start with 1 rank in a profession skill of their choice. This doesn't cost a skill point.
=== Iterative Attacks ===
* When making a full attack option, you can choose to move up to your normal speed before your first attack. If you do, you make one attack at your highest bonus. If you hit, you deal regular damage, plus an additional amount equal to 1dx + n, for every iterative attack you have
** the 1dx is your weapon die
** the n is equal to half your strength mod
** e.g, a Fighter has 3 iteratives, and attack bonuses are +20/+15/+10, and deals 1d6 + 8 damage. He can move up to his normal speed and make 1 attack at +20. If he hits, he deals 1d6 +8, plus an additional 2d6 + 8 (1d6 + 4 twice).
** The point of this rule is to allow melee attackers to deal some damage even on a standard attack, although a full-attack action is far stronger.
=== Wound Tracks ===
*As you take more damage, you begin to accrue penalties. The thresholds are 
**"Hurt" (below 75% hp)
***You take a -1 penalty on all attacks, skills, damage, saves, and AC.
**"Wounded" (below 50% hp)
***You take a -2 penalty on all attacks, skills, damage, saves, AC.
***You take a -1 penalty to caster level (to a minimum of 1).
**"Badly Wounded" (below 25% hp)
***You take a -3 penalty on all attacks, skills, damage, and saves.
***You take a -2 penalty to caster level (to a minimum of 1).
*The -1/-2/-3 penalty increases with hit die. 
**At 10HD it increases to -2/-4/-6, 
**At 20HD it increases to -3/-6/-9, etc.
*The purpose of this rule is to speed combat up, and to make healing more dynamic.