Adventure Chef, Variant (3.5e Class)

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Adventure Chef[edit]

An Adventure Chef is one in particular who practices a wide variety of cooking, looking mainly to serve as many people as his supplies will allow him. He is uniquely gifted with knowing how kitchen utensils work, despite not being able to use them to his full potential, and they learn many interesting things in their quest to improve and become the best chef in their lands.

Making an Adventure Chef[edit]

Abilities: Intelligence and Constitution (For Class Skills). Races: Any

Alignment: Any

Starting Gold: 3d6x10 gp

Starting Age: As Bard.

Table: The Adventure Chef

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 Kitchenware, Iron Chef, The Feast, The Grateful
2nd +1 +3 +0 +3 Creating Wonder +1, Snacks
3rd +1 +3 +1 +3 Wonderful Cooking, Dimensional Storage
4th +2 +4 +1 +4 Creating Wonder +1
5th +2 +4 +1 +4 Complements to the Chef
6th +3 +5 +2 +5 Creating Wonder +1
7th +3 +5 +2 +5 Volatile Concoction
8th +4 +6 +2 +6 Creating Wonder +1
9th +4 +6 +3 +6
10th +5 +7 +3 +7 Creating Wonder +1, Compliments to the Chef x2
11th +5 +7 +3 +7
12th +6/+1 +8 +4 +8 Creating Wonder +1
13th +6/+1 +8 +4 +8 Two-Sided Cook
14th +7/+2 +9 +4 +9 Creating Wonder +1
15th +7/+2 +9 +5 +9
16th +8/+3 +10 +5 +10 Creating Wonder +1
17th +8/+3 +10 +5 +10
18th +9/+4 +11 +6 +11 Creating Wonder +1
19th +9/+4 +11 +6 +11 Apocalyptic Chef
20th +10/+5 +12 +6 +12 Creating Wonder +1, Compliments to the Chef x4, Masterchef

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Any) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Adventure Chef.

Weapon and Armor Proficiency: An Adventure Chef is proficient with all simple weapons, and light armor. They are not proficient with with martial weapons, medium armor, heavy armor or shields.

Kitchenware: An Adventure Chef can manipulate his common tools to a great degree of skill so they can not only deal more damage than normal, but be more lethal as well. These tools in his hands are considered normal weapons and may be wielded without penalty as long as they are the appropriate size. The table given below is only a short list of all the potential available tools a chef has access to, but are the most common, and are for medium sized tools (so adjust where needed), and finally, some tools may give a bonus to AC (as a Armor Bonus) due to their shield-like nature. All tools are one handed weapons (unless indicated by a '(T)'), and those with a '(L)' may be treated as light weapons. A DM may include additional options or tools with different types of damage.

Kitchenware Damage
Tool AC Bonus Damage Critical Range Increment Type
Cleaver - 1d6 19-20/x2 - Slashing
Frying Pan +2 1d8 x3 - Bludgeoning
Kitchen Knife(L) - 1d4 x3 20 ft. Piercing or Slashing
Ladle - 1d6 x2 - Bludgeoning
Pot(T) +1 1d10 x2 - Bludgeoning
Rolling Pin - 1d6 x2 - Bludgeoning, Nonlethal
Skewer - 1d4 x2 20 ft. Piercing, Thrown
Wok(T) +2 1d8 x2 - Bludgeoning

The Grateful: At 1st level, when someone has been fed well by the chef, they sometimes tell stories or offer knowledge to him, if for no other reason than being happy and full. Over time, the chef accumulates a large amount of random bits and pieces of knowledge. The chef may add half of his class levels to all Knowledge skill checks, and may also make Knowledge checks untrained with this bonus.

The Feast (Ex): At 1st level a chef can prepare a feast. The feast, the ability an Adventure Chef is most proud of, is his work. He may serve a feast, allowing for enough food to feed one person per each character level he possesses, 3 times per day plus his Charisma modifier. To cook and serve a feast, the chef needs a minimum of twenty minutes to cook with his appropriate utensils, and needs at least 1 pound of "Cooking Supplies" per person they will serve. "Cooking Supplies" can be bought in a town for 1 gold per pound, and contains a wide assortment of spices, vegetables, and meats perfect for cooking nearly any meal.

The feast, when served, lasts for one hour and then becomes spoiled. Food may be saved from the feast with the appropriate measures, but that food will not give any benefits aside from feeding a character for the day. The feast provides an Aura of Sanctuary to allow its partakers to dine in peace, providing a 20 foot radius effect of the Sanctuary spell, centered on the food. The user must pick one of the following effects that they base the meal off. The level requirements must be met to successfully make the meal. Each choice must have ingredients related to the name (i.e The Spice! must have spicy ingredients, Milk Infusion must have milk as an ingredient and so on and so forth)

A Hearty Meal: The feast provides its diners with 1d6 temporary hit points per level of Adventure Chef you possess, to a maximum of 10d6.
Fortifying Meal: Your food gives its eaters a +1 Morale Bonus to Will, Fortitude, or Reflex (choose one). May be taken multiple times to a total of +4 for each saving throw.
Happy Belly, Happy Body: The feast provides a +1 Morale Bonus (that stacks) to Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma (choose one). Can be taken multiple times to a maximum or +4 for each attribute.
Invigorating: Eating the meal cures you of Fatigue, or lowers exhaustion to fatigue. Requires level 8 or higher to take this Nutrition, and this does not allow you to replenish daily abilities or spells.
Milk Infusion: Taking advantage of the detoxing properties of milk (and some other herbs), your food cures its diners of poison, but not the damage it has caused. At 10th level, this improves to give the imbibers poison immunity for the duration of the feast's benefits.
The Spice!: You cook your food with hot spicy ingredients, that while not directly tasting spicy, help your body burn away disease, curing you of all diseases, but not undoing any damage they have already caused. Requires level 8 or higher to select this Nutrition, and if you are level 10 or higher, this improves to grant its imbibers immunity to disease for the duration of the feast's benefits.
Toughened Skin: The food you have eaten thickens your skin, providing you with a +1 Natural Armor bonus that stacks with preexisting natural armor. May be taken again only at 4th, 8th, 12th, and 16th, to a maximum of +5.
Warm Meal: For the duration of the benefits you gain from the feast, you gain the effects of Endure Elements.

Iron Chef: At 1st level, you gain the feats Skill Focus (Profession: Cooking) and Skill Focus (Craft: Food), and may also add your class levels to these same skills. You also can sharpen/polish your weapons allowing the number of dice rolled for your cooking toll to be 2 instead of 1 and a +2 on Craft(Cooking) checks. The sharpening/polishing will happen on short rests and will stay on for 24 hours.

Snacks (Ex): At 2st level, you develop a way to make nutrition packed snacks, that have varying levels of benefits. Eating it as a standard action (provoking attacks of opportunity as normal). You can create multiple and store them for later use, and they go bad after 1 day. Usable a number of times per day equal to your ClassLevelxIntModx10.

These snacks (whatever they may be) heal for 1d8 + 1/10th of Cooking Check Rolled points of damage per level of Adventure Chef you possess (to a maximum of 20d8). At level 4, it duplicates the effects of Lesser Restoration. At level 10, it becomes normal Restoration. At level 16, it becomes Greater Restoration.

Creating Wonder: At 2nd level and every 2 levels thereafter, you gain a +1 to either Constitution or Intelligence as a reward from your good eating habits and quality food. In addition, you may sleep two hours less from your total.

Wonderful Cooking: At 3rd level, your food is so good that people start to warm up to you more and are more likely to do what you ask. This ability is like casting Suggestion with the DC being 10+IntMod+Craft(Cooking) Mod.

Dimensional Storage: At 3rd Level, you have found a way to hide your ingredients and utensils in an extradimensional space to not emcumber yourself. You can call upon any item in the space at will and have it appear in 10 ft of yourself. the space of storage is IntModxClassLevel in Cubic ft. You can enter this space by putting a key that is bound to the space into any door, in which the space looks like a pantry that is perfectly stocked. YOu cannot put people into this space, if locked into the room and the key is removed, the person while be lost forever and be killed for eternity.

Compliments to the Chef: At 5th level, your cooking has become so good that you seem like you tell what people are craving and make it to perfection. A 5th level instead of your IntMod for Craft(Cooking), you instead use 1.5xIntMod and at 10th level you use 2xIntMod, and at 20th level you use 4xIntMod.

Volatile Concoction: At 7th level, you have learned to harness the powers of both cooking and alchemy. You gain the feat "Brew Potions" and instead of spells you use different ingredients to represent the effects. You may also create substitutions for your cooking.

Two-Sided Cook: At 13th level, your cooking substitutions are so volatile that you can cause your food to be infused with the effects of potions. You can now choose to poison your food with actual poison or just food poisoning with a Fort Save DC equal to your cooking check.

Apocalyptic Chef: At 19th level, your cooking skills are so destructive that you no longer need to add a potion or substitution to the food to have the spells effect. You also have the ability to bless or curse land for bountiful harvests or to never bare any food. Blessing land will increase the growth of the food by cutting the cultivation time to under 1 month, while cursing land will make the land take 10 years to produce a single shriveled up piece of food. Animals avoid cursed land and move towards blessed land.

Masterchef: At 20th level, your cooking skills have grown so much that you always cook at you best. You always treat your Craft(Cooking) skill as if you have rolled a 20 on the die. You also no longer get any penalties on your Craft(Cooking) rolls.

Epic Adventure Chef[edit]

Table: The Epic Adventure Chef

Hit Die: d8

Level Special
21st Epic Snacks, Epic Compliments to the Chef
22nd Epic Creating Wonders +2
23rd Epic Cooking Speed
24th Epic Creating Wonders +2, Epic Compliments to the Chef
25th Epic Iron Chef, Epic Cooking
26th Epic Creating Wonders +2
27th
28th Epic Creating Wonders +2, Epic Compliments to the Chef
29th
30th Epic Creating Wonders +2, Chef of the Gods, Epic Compliments to the Chef

8 + Int modifier skill points per level.

Epic Snacks: At 21th level, you have learned how to take your snacks to the next level. Your snacks now can heal one poison, disease, or condition upon ingestion of the user and heal 1d8 per Class Level. You also have a limited amount that you can cook, but they do not count against the normal amount of snacks you can make. You can make ClassLevel+ConMod+IntMod. These have better storage quality so they can be kept for up to 1 week.

Epic Compliments to the Chef: At 21st level, your knowledge on cooking not only comes from what you learned but also cooking expierence. You now have 10xIntMod on cooking checks and add 1.5xConMod. Your ConMod goes through the same growth as your IntMod, but faster (i.e 2xConMod at 24th level, 4xConMod at 28th level, and 10xConMod at 30th level).

Epic Creating Wonders: At 22nd level and every two levels after, your cooking continues to grow. You get a +2 to either Con or Int.

Epic Cooking Speed: At 23rd level, you have mastered the art of speed cooking. You now take have the normal time that is required to make any meal and can make your Snacks and Epic Snacks instantly.

Epic Iron Chef: At 25th level, you have learned how to keep you kitchenware in perfect condition. The amount of dice rolled is now 4 and the damage die goes up one category (i.e d4->d6, d6->d8, d8->d10, d10->d12). This process takes a long rest and stays on for 48 hours. You also get a +10 competence bonus to your Craft(Cooking) checks.

Epic Cooking: At 25th level, your cooking skills have grown so much that you are at the pinnacle of Earthly cooking. You always treat your Craft(Cooking) skill as if you have rolled a 30 on the die.

Chef of the Gods: At 30th level, your cooking skills have grown so much that the Gods themselves have parted the clouds to ask you to be their personal chef for all of eternity. You always treat your Craft(Cooking) skill as if you have rolled a 40 on the die. The competence bonus for your Craft(Cooking) is now +50. You Snacks now heal a d20. People who eat your food must make a Will Saving Throw, DC is ConMod+IntMod+ClassLevel+(10 per snack/20 per course eaten), or crave your food and never eat any other food than the food you cook. The ConMod and IntMod used for the DC should be under the Epic Compliments to the Chef ability. They also must listen to your commands, no matter how absurd for the hope of more of your cooking. People who starve themselves after eating your meals subtract the snack/course modifier for the DC and can lessen the DC by starving themselves 1 day per 10 off the DC.

Playing an Adventure Chef[edit]

Religion: Most do not have a particular god or goddess, but some may worship those that allow for bountiful harvests or good trade to bring them good spices.

Other Classes: Most other classes will happily invite a chef along because it means good cooked meals after a long day of dirty messy fighting and they can relax.

Combat: A chef is almost useless in combat, but can offer insight and definitely take advantage of openings. Some are particularly good with throwing their knives at people.

Advancement: There is not a particular class, but they may sometimes follow bards to better learn the world around them, understand some other things, and attract more customers with a Bardic Performance.

Adventure Chefs in the World[edit]

I ate his food once...I think I'm addicted now, because I cant stop looking for him to cook me a meal.
—Mathias, Human Rogue

Daily Life: Most spend a good portion of their time preparing snacks for their companions or meals when its time, and when in cities they always search for the best ingredients they can.

Notables: Sanji, a World Renown Seafood Adventure Chef..

Organizations: No particular organization exists, but it isn't uncommon to find them among militias or armies feeding the troops..

NPC Reactions: "Your food is amazing, please give me more."

Adventure Chef Lore[edit]

Characters with ranks in Knowledge (Local) can research Adventure Chefs to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Local)
DC Result
5 They frequently travel with others and provide tasty meals.
10 Their food seems to make people feel happy and safe.
15 Feasts held by these chefs often result in people being stronger and stronger, sometimes not even needing rest for days.
20 Information available by choice.

Adventure Chefs in the Game[edit]

Adaptations: While most chefs rely on mundane ingredients to cook, evil chefs may use the bodies of their enemies to cook instead. Such acts are of course taboo in most cultures and these chefs, when discovered, are often shunned from society and dealt with a great deal of mistrust.


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