Difference between revisions of "War Cook (3.5e Class)"

From Dungeons and Dragons Wiki
Jump to: navigation, search
(Created page with "{{Author |author_name=Eiji-kun |date_created=9-27-19 |adopter= |date_adopted= |status=Cooking complete. |editing=Mechanical changes on talk |balance=High }} {{3.5e Class Data...")
(No difference)

Latest revision as of 10:30, 2 October 2019

Author: Eiji-kun (talk)
Date Created: 9-27-19
Status: Cooking complete.
Editing: Mechanical changes on talk
Scale.png Low - Moderate - High - Very High
Rate this article
Discuss this article

A magical warrior who turns their opponents into delicious meals. 20 0 Good Good Poor Poor Prepared Divine Spellcasting Minor

War Cook[edit]

In a world full of exotic beasts, monsters, and mysterious new materials it is expected that someone somewhere has asked the question "but how does it taste"? Since the beginning, humans (and perhaps humanoids in general) have been making meals out of things that should be poisonous, enjoying spices designed to repel, and devouring substances they themselves dreamt up. In the quest to turn more foods into edible meals, the war cooks are on the cutting edge (sometimes literally) as they hack and slash through monsters like any adventurer, yet turn each creature they fell into a meal fit for consumption while discovering the culinary secrets and mysteries the world has to offer. They are the war cooks, and dinner is served.

Making a War Cook[edit]

Abilities: The War Cook is a gish whose spellcasting is generally focused on utility and support. Their real offense comes from their physical might, which requires Strength and Constitution, and their culinary expertise which runs off their Intelligence or Wisdom. Dexterity is next important, but they are trained in up to medium armor and shields to suppliment any failings. Charisma is not required beyond table manners, but this is a job for waiters, not cooks.

Races: Any. Creatures with... flexible and ethically loose ideas of what counts as a valid meal do the best.

Alignment: Any. However eating sapient creatures is usually considered a bad idea in the eyes of many.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As wizard.

Table: The War Cook

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th
1st +1 +2 +0 +0 Bite, Brew Potion, Cooking, Flavor, Harvest, Orisons 2 1
2nd +2 +3 +0 +0 Flavor, Food Tool Specialization, Taste Test 2 2
3rd +3 +3 +1 +1 Immunity (Disease), Preservatives 3 2
4th +4 +4 +1 +1 Eat Anything, Flavor 3 3
5th +5 +4 +1 +1 Cooking (new style, 10 ft), Instant Harvest, Quick Consumer 3 3 1
6th +6 +5 +2 +2 Extra Feast +1 4 3 2
7th +7 +5 +2 +2 You Are What You Eat 4 4 2
8th +8 +6 +2 +2 Adamantine Bite, Flavor 4 4 3
9th +9 +6 +3 +3 Cooking (new style), Immunity (Poison) 5 4 3 1
10th +10 +7 +3 +3 Cooking (15') 5 4 3 2
11th +11 +7 +3 +3 Extra Feast +2 5 4 4 2
12th +12 +8 +4 +4 Flavor, Really Eat Anything 6 4 4 3
13th +13 +8 +4 +4 Cooking (new style), Swift Cooking 6 4 4 3
14th +14 +9 +4 +4 Dinner Bell of Chaos 6 4 4 3 1
15th +15 +9 +5 +5 Cooking (20'), Immunity (Sickening/Nausea) 7 4 4 4 2
16th +16 +10 +5 +5 Extra Feast +3, Flavor, Vampiric Bite 7 4 4 4 2
17th +17 +10 +5 +5 Solve World Hunger 7 4 4 4 3
18th +18 +11 +6 +6 Indigestible 8 4 4 4 3
19th +19 +11 +6 +6 Potluck Vortex 8 4 4 4 3
20th +20 +12 +6 +6 Cooking (25'), Flavor, Food of the Gods 8 4 4 4 4

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (any each taken separately) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the War Cook.

Weapon and Armor Proficiency: War cooks are proficient in all simple and martial weapons, the bonesaw, great cleaver, hunting knife, net, and swordfish. They are proficient in light and medium armor, and shields (but not tower shields). Legends say early war cooks would cook on their upturned shields and helmets.

Spells: War cooks cast divine spells like a cleric. A war cook must choose and prepare from their class spell list in advanced. To prepare or cast a spell, a war cook must have a Intelligence or Wisdom score (chosen upon first taking the class) equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a war cook's spells is 10 + the spell level + the war cook's selected score (Intelligence or Wisdom).

Like other spellcasters, a war cook can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The War Cook. In addition, they receive bonus spells per day if he has a high selected ability score (Intelligence or Wisdom). The war cook does not have access to any domain spells or granted powers, as a cleric does. A war cook prepares and cast spells the way a cleric does, though they cannot lose a prepared spell to cast a cure spell in its place. A war cook may prepare and cast any spell on the war cook's spell list, provided that they can cast spells of that level, but they must choose what spells to prepare during their daily studies. War Cooks choose their spells from the following list:

0—amanuensisSpC, azore's speaking tome, cook, create water, detect disease, detect magic, detect poison, guidance, hotfoot, incubate, mage hand, mantissa's banana peel, prestidigitation, purify food and drink, read magic, refrigerate, repel liquid, sponge, stickSpC.

1st—aligned water bomb, anarchic waterSpC, appraising touchSpC, astral fugue, aura against flameSpC, axiomatic waterSpC, babau slimeSpC, bless water, boiling sphere, cone of melted butter, conjure tools, cure light wounds, curse water, delay diseaseSpC, fireproofing, fungal infection, goodberry, grease, greater mage handSpC, improvisationSpC, irongutsSpC, jelly orb, magic fang, quick crafting, raging flameSpC, razorfangsSpC, remove scentSpC, second windSpC, slow burnSpC, smell of fearSpC, sticky fingersSpC, sticky hands, unseen servant.

2nd—adipose armor, biting mist, calm emotions, clutch of orcusSpC, create food and water, cure moderate wounds, decompositionSpC, delay poison, gentle repose, greater magic fang, honey ambrosia, lesser jelly aura, lesser restoration, life eater, manyjawsSpC, minor creation, miser's envySpC, plant growth, pyrotechnics, quench, quick potionSpC, rejuvenative corpseSpC, remove disease, saltraySpC, scentSpC, servant hordeSpC, shylock's revenge, spiritjawsSpC, sterilize, tonguebite, zone of OSHA-compliance.

3rd—animate objects variant, cure serious wounds, dehydrateSpC, digestive fluids, dire hungerSpC, force chestSpC, enhance potion, fabricate, heroes' feast, hungry gizzardSpC, illusory feastSpC, leidenfrost shell, major creation, neutralize poison, restoration, sharptoothSpC, starvationSpC, supercool/superheat water, superior magic fangSpC, tunnel swallowSpC, viscid globSpC, vortex of teethSpC, wall of crabs.

4th—barghest's feastSpC, bite of the kingSpC, celebrationSpC, cure critical wounds, dehydrating ray, greater jelly aura, greater restoration, maw of stoneSpC, microwave box, slime waveSpC, spontaneous toaster, stone to flesh, transmute stone to delicacy, wall of flesh.

Bite (Ex): War cooks's very job involves eating. They gain a primary natural bite attack that deals 1d6 points of damage + Strength, with a 20/x2 critical. If they already have a bite attack, use the stronger one and increase its effective size by one for damage. It can he enhanced as a manufactured weapon with tattoos upon the body. It can be added to a full attack routine at -5 as a secondary natural weapon with 1/2 Strength.

Cooking (Su): War cooks have the power to cook with magic, creating blasts of dry superheated air and open flame, boiling water and steam, chilling frost and water, or even turning the power of light into a microwave energy weapon. It functions not unlike a breath weapon, able to be used at will once every 1d4 rounds with a saving throw DC 10 + 1/2 level + ability modifier selected for spellcasting (Intelligence or Wisdom). At 1st level they choose one of the four types of cooking below, and gain a new cooking style at 5th, 9th, and 13th level. Whichever style is used, they all count to the same cooldown.

Cooking initially is a 5 ft cube area of effect anywhere out to 10 ft/level in range. At 5th level, it becomes a 10 ft cube. Then it becomes a 15 ft cube at 10th level, a 20 ft cube at 15th level, and a 25 ft cube at 20th level. You can always choose to shrink the cube down to a previous size.

Chill: Through shock cooling and for making frozen treats, the power to chill can refrigerate targets. You deal 1d6 cold damage/level, and can freeze the surface of water in the area which melts naturally. Creatures get a Fortitude save for half damage.

Dry Heat: With the power of an oven you roast and toast your opponents to death. You deal 1d6 fire damage/level, and flammable substances can catch on fire. Creatures get a Reflex save for half damage.

Microwave: Using microwaves you cook your opponent with the power of light. You only deal 1d4 damage/level, but it is [Light] damage and is more effective on creatures carrying a lot of metal (specifically medium and heavy armor) or otherwise made of metal, in which case they take 1d6/level in damage and the resultant sparks leave the target dazzled for 1 round. A Fortitude save halves the damage.

Wet Heat: Using steaming and boiling water you scald your enemies and leave them red. You only deal 1d4 fire damage/level, but the damage ignores fire resistance and deals half damage to fire immune creatures. It also leaves a cloud of hot mist in its wake, functioning as obscuring mist in its area and dealing minimum damage to any creature who passes through or ends their turn in the cloud. The cloud lasts for 1 round. A Reflex save halves the damage.

Flavor (Su): If a war cook harvested a creature for a meal, the meal can suffice a bit but is bland and boring. Thus a war cook adds flavors to those they attack. With the power of spices, sauces, and other tricks they can apply a "flavor" to any creature they attack with a melee attack or with Cooking once a round as a free action. The list of flavors can be found below. The war cook starts with a single flavor selection and gets another they can use at 2nd, 4th, and every four levels beyond. A creature can have up to a combination of three flavors at once, with new flavors overriding old ones. Flavors persist until washed off or otherwise removed, and can only apply to corporeal creatures.

Harvest (Su): The war cook can turn anything, and anyone, into a meal in supernaturally rapid time. They can turn a recently slain owlbear into a large drumstick and side, or the corpse of an ochre jelly into a new dessert, over the course of 10 minutes of work. The process renders the target generally edible (with some exceptions) and works as both a source of food and a mean of recovering, as the food recovers 1 hp per HD of the creature, or 1 hp per war cook level, whichever is lower. They can choose to craft them either as a Snack (small enough to be eaten as a standard action like a potion) or an Entrée (a full meal for the day and takes 30 minutes to eat). Collectively both are known as Meals, and by applying flavors to the creature before they perished these Meals gain special benefits as listed below in the Flavors entry. The effects from an Entrée Meal are stronger or last longer than if it is crafted as a Snack.

As a food item, meals decay after 24 hours if not eaten, and effects such as purify food and drink can restore palatability, its magical effects are gone. However through the power of Preservatives gained at 3rd level it is possible to store prepared meals for a later day. However, creatures can only benefit from the effects of a single harvested meal at any one time while any of their effects persist. The Extra Feast class ability can exceed this limit.

A war cook does not need to make the finishing blow to harvest a creature, but the creature does need to leave a corporeal body to prepare. Creatures cannot typically eat a creature made out of inherently inedible materials such as rock, poisonous creatures, or undead creatures (thought the war cook can often consume them), but certain flavors can alter that to make them edible.

Orisons: War cooks can prepare a number of orisons, or 0-level spells, each day, as noted on Table: War Cook under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

Food Tool Specialization: Every weapon is a tool, and the 2nd level war cook can use these cooks to cook, tenderize, and skewer their opponents. They gain the following special abilities with bludgeoning, piercing, and slashing weapons. If they have a weapon that deals multiple types of damage, they choose which type of food tool specialization to use at the beginning of their turn.

Bludgeoning (Tenderizing) (Ex): Those struck by this weapon have their body weakened. All creatures gain a +6 circumstance bonus to confirm critical hits against the creature, and any fortification is reduced by 25% (treat immunity at 100% fortification) for 1 round.

Piercing (Shish Kabob) (Ex): You can choose to make a special attack as a standard action and on a successful hit forcing an opposed grapple check. If successful render the target immobilized on your weapon. Their movement speeds become 0 ft and they take a -2 penalty to attack, though they can still act otherwise. They can make opposed grapple checks to try and free themselves. Neither you or they are considered grappled. You must keep hold of your skewering weapon, but automatically hit (no attack roll) dealing your base weapon damage plus enhancements, but not Strength for as long as they are pinned. You do not move into their space. You gain a +4 bonus to your grapple check if they are adjacent to a wall.

Slashing (Chop and Dice) (Ex): When you defeat your opponent with a slashing weapon you can choose to dice them apart rendering them unsuitable for raise dead. You may also choose to lop off limbs instead of kill a creature on a coup de grace, an act which deals 1d4 Con damage and removes the targeted body part. Finally you may make Sunder attempts without provoking attacks of opportunity.

Taste Test (Ex): With but a taste, a war cook can understand everything there is to know about an item. By ingesting a piece of a substance, or licking it, over the course of 1 minute the war cook can duplicate the effect of analyze object as an extraordinary ability. For liquids or something intended for consumption or absorption, it only takes a standard action. Hazardous materials like poison still function, but the war cook rolls twice and takes better on any saving throws. This sampling does not expend any potions or poisons or other items in the process of identifying them.

Immunities (Ex): At 3rd level and beyond, the war cook begins to acquire various immunities due to their ever-expanding diet. They become immune to disease. At 9th level they also become immune to poison. Finally at 15th level, they gain immunity to sickening and nausea.

Preservatives (Su): Meals cool and rot, but with the power of special alchemical ingredients and enhanced containers or wraps the 3rd level war cook can keep anything fresh. Over the course of 1 minute they can preserve an object up to 50 lbs or a 5 ft cube's worth, whichever is less. The food or object does not rot or age and will persist forever until consumed. However, the war cook can only have their spellcasting modifier (Intelligence or Wisdom) in preserved items at any one time, and may unpreserve an item as a free action. Unpreserved items immediately suffer the rigors of time, possibly rotting completely away over the course of 1 round. In the event of ability damage or penalty, preservations keep until you attempt to preserve again and may need to lower the number of preserved items in your stock.

Eat Anything (Ex): The 4th level war cook has a stomach of steel and a digestion that seems improbable. They can consume any substance they can chew, even rotten flesh, gravel, or chemicals and gain nourishment from it. Hazardous materials such as poison and lava still deal damage when ingested, but anything that goes down successfully is eventually digested.

Instant Harvest (Ex): The 5th level war cook who slays a creature with his physical attacks or his Cooking ability may immediately attempt to harvest them as an immediate action. The transformed creature can either be consumed immediately as part of this action, held in hand, or dropped upon the ground in their former space to be picked up and consumed by anyone.

Quick Consumer (Su): A 5th level war cook has to eat on the go. They can consume any consumable potion or potion-like material as a move action.

Extra Feast (Ex): Normally a creature can only benefit from one harvested meal at any one time, but the war cook has the stomach for many. At 6th level, the war cook can benefit from one extra meal at once. At 11th level this becomes two extra meals, and at 16th level this becomes three extra meals (for a total of four at once).

You Are What You Eat (Su): Once per day, the 7th level war cook can make a special meal out of their defeated foes. Instead of the usual benefits of Harvest, they gain a Shift Meal. If they then consume the Shift Meal, they transform into the creature the meal war harvested from as per polymorph so long as it is not a swarm nor incorporeal. The transformation lasts for 1 hour/level (D), and like wildshape if the new form is unable to speak they are unable to use vocal components. You are limited to non-unique creatures whose CR does not exceed your class level -2, and you cannot obtain any spells or spell-like abilities from the transformation. Consuming this meal is a 1 round action that provokes attacks of opportunity, while reverting is a standard action.

Adamantine Bite (Ex): The 8th level war cook's bite attack becomes strong as diamonds. Their teeth counts as adamantine, allowing them to bypass DR/adamantine and hardness up to 20.

Really Eat Anything (Ex): The 12th level war cook really can eat anything. They take no penalties from consuming even harmful materials such as poison and lava, so long as they are careful to keep it to their lips, mouth, and beyond.

Swift Cooking: At 13th level, the war cook can choose to use their Cooking ability as a swift action, but at a -5 penalty to their effective level.

Dinner Bell of Chaos (Sp): Once per day as a standard action the 14th level war cook can ring a phantasmal dinner bell that fills targets within a 20 ft radius out to Medium range (100 ft + 10 ft/level) with an undying hunger. This spell acts like song of discord with the following changes. Creatures in the area are rendered fatigued (no save) from hunger, which is not relieved until they eat a meal regardless of the saving throw and lasts beyond the spell duration. When the user is driven to attack, they attack with their bite attacks (if any) or unarmed strike as they attempt to bite the target. When food is shown, they must make another Will save against trying to eat the food (at least enough as a standard action). They can only be tempted by new instances of food once per round, and only one per new food they become aware of. This count as a 7th level spell (Compulsion, Mind-Affecting, and Sonic), using the ability modifier your spellcasting goes off of.

Vampiric Bite (Su): The bite attack of a 16th level war cook heals them as they bite out chunks of their opponents. They take any damage done by the bite granted by the class as healing.

Solve World Hunger (Su): Over the course of 1 minute you can divide food in such a way that a single meal can feed 100, as if the food itself was multiplied. This applies even to your harvest meals. In addition you may cast create food and water at will, and the food can be anything within your skill rather than simple foods. However these foods are always mundane and non-magical in nature.

Indigestible (Ex): The 18th level war cook has eaten everything, but they themselves are outside this cycle of eating. They take minimum damage from bite attacks, and are immune to the effects of being swallowed whole or engulfed (other than being swallowed whole itself) including any bludgeoning and acid damage, poisons, and other effects of being within a stomach. While they are not immune to acid damage, they now take half of all acid damage as non-lethal damage.

Potluck Vortex (Sp): One per day as a full round action, the 19th level war cook can summon a magical pot of up to 10 ft cube in size. With a great force a supernatural wind sucks in all opponents within 90 ft with a Fortitude save against tornado force winds. On a successful save, they merely take a -4 to attack rolls for 1 round as they stagger. If the wind is sufficient to move the creature, the winds pick up the creature and absorb them into the pot. Any number of creatures can fit in the pot, even creatures to large for the pot itself, and creatures are entrapped in this stewing demiplane for 1d4+1 rounds. Every round they remain in the pot they acquire a new flavor (no save) and take 5d6 fire damage (no save) which bypasses fire resistance and deals half damage to fire immunity. At the end of the duration the pot explodes dealing 10d6 fire (Reflex half, bypassing resistances/immunities as before) and deposits them in the nearest valid spaces of your choice.

You can choose to detonate the pot early as a free action on your turn. Creatures inside the pot have total cover, but cannot move or act other than use Personal abilities and at -20 to any Concentration checks. The pot interior is under a dimensional lock effect. You can choose to exclude certain creatures from the wind. This is considered a 9th level spell, using the ability modifier your spellcasting goes off of.

Food of the Gods (Su): The 20th level war cook can cook the ultimate meal over the course of 24 hours, a divine ambrosia that if ingested confers the eater biological immortality. While most choose to consume this meal themselves, they could potentially offer it to others. The immortal creature can even respawn from death if placed in a broth in a ritual that takes 8 hours (DC 40 Craft Cooking check) restoring them to life as per resurrection. Knowledge of this immortality serum comes with knowledge of a meal which removes its protection. If removed, you once again gain the ability to craft the immortality granting meal and gift it anew or grant it to yourself. Most war cooks keep fellow cooks about so that if they perish, someone will be skilled enough to brew the broth that brings them back to life.


Creatures can hold up to three flavors at a time, and they can be mixed and matched in any amount. However if two or more of the same flavor are applied to a creature this becomes the dominant flavor, which provides a stronger effect and applies a status effect to the creature for as long as it persists. The duration of the effect also depends on if the creature it turned into a Snack or an Entrée (see Harvest). Flavors persist until washed off, and are a combination of spices, sauces, and questionable preparation methods. War cooks gain one flavor at 1st level, one at 2nd, 4th, and one every four levels beyond.

The meal level is the HD of the creature turned into the meal, or the level of the war cook, whichever is lower. Flavor abilities overlap, they do not stack. Select from the following:

Name Meal Effect Dominant Meal Effect Dominant Status Effect
Alcoholic Consumer gains a +5 alchemical bonus against fear for 1 round/level (snack) or 1 hour/level (entrée). Consumer is immune to fear for duration. Target becomes intoxicated, taking a -2 penalty to attacks, ability checks, skill checks, and AC. This is a poison effect.
Bitter Consumer can reroll a failed save against any status effect that could be cured by heal. Treat this as perseverance otherwise. Choose one status effect which heal can remove, or which the creature that made up the meal can inflict (such as a gorgon being able to petrify or a vampire spawn dealing negative levels). The meal can remove this condition. Target's saving throws take a -2 penalty from bitter toxins. This is a poison effect.
Creamy Consumer ignores difficult terrain for 1 round/level (snack) or 1 hour/level (entrée). Meal can be discharged as a free action to benefit from freedom of movement for 1 round. This ends the meal's effects. Target's damage reduction reduced by 5 points (minimum 0).
Crispy Consumer gains a +1 enhancement bonus to natural armor plus +1 for every four meal levels (maximum +5 at 16 levels and beyond). This lasts for 1 round/level (snack) or 1 hour/level (entrée). Consumer gains DR/- equal to 1/3rd the meal level (maximum DR 5/- at 15 meal levels and beyond) for the duration. Target's movement speed decreases to 2/3rd, as if encumbered by medium or heavy armor.
Fatty Consumer gains the Stability ability of a dwarf for 1 round/level (snack) or 1 hour/level (entrée). This stacks with the racial feature. Meal can be discharged as an immediate action to automatically succeed against any check where Stability applies, and take all physical damage as non-lethal damage for 1 round. This ends the meal's effects. Target is unable to run or charge as their weight doubles. This does not add to their encumbrance.
Minty Consumer gains fire resistance 1 per meal level for 1 round/level (snack) or 1 hour/level (entrée). Meal can be discharged as an immediate action to gain fire immunity for 1 round. This ends the meal's effect. Targets gain cold susceptibility equal to 1/2 your class level.
Oily Consumer gains a +10 enhancement bonus to speed for 1 round/level (snack) or 1 hour/level (entrée). Meal can be discharged as part of a move action to not provoke attacks of opportunity for movement for 1 round. This ends the meal's effect. Target must succeed on a DC 10 Balance check each round or become flatfooted for 1 round. Target takes a -4 penalty against being forcefully moved or tripped.
Palatable Consumer is able to consume the material of otherwise inedible substances, such as being able to digest diseased or poisoned flesh or otherwise inedible materials. This is usually added on to other flavors. Consumer can eat the material even if it would be too hard (such as metal) or incorporeal. Target becomes unusually delicious. Bite attacks deal maximum damage against them.
Salty The effective meal level of the overall meal improves by +2. The effective meal level of the overall meal improves by +5. Stinging pain from salt thrown in wounds gives a -2 penalty to attacks and DCs, and on Concentration checks. This is a pain effect.
Spicy Consumer gains cold resistance 1 per meal level for 1 round/level (snack) or 1 hour/level (entrée). Meal can be discharged as an immediate action to gain cold immunity for 1 round. This ends the meal's effect. Targets gain fire susceptibility equal to 1/2 your class level.
Sour Choose a mental ability score from the creature that made up the meal has at 11 or higher. The consumer gains a +2 alchemical bonus to the score for 1 round/level (snack) or 1 hour/level (entree). Meal can be discharged as a free action to obtain the mental ability score of the original creature for 1 round. Target gains a -2 penalty to all mental ability scores.
Sweet Amount of hp doubles to 2 hp per meal level. Consumer gains fast healing 1 for 1 round per meal level. Target reduces healing gained by 1 hp per class level (minimum 1 hp).
Umami Choose a physical ability score from the creature that made up the meal has at 11 or higher. The consumer gains a +2 alchemical bonus to the score for 1 round/level (snack) or 1 hour/level (entree). Meal can be discharged as a free action to obtain the physical ability score of the original creature for 1 round. Target gains a -2 penalty to all physical ability scores.

Half-Orc War Cook Starting Package[edit]

Weapons: War Spoon.

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

Skill Ranks Ability Armor
Concentration 4 Con
Craft (cooking) 4 Int
Diplomacy 4 Cha
Heal 4 Wis
Knowledge Nature 4 Int
Spot 4 Wis

Feat: Power Attack.

Bonus Feat: Brew Potion.

Gear: Studded Leather Armor.

Gold: 25 gp.

Campaign Information[edit]

Playing a War Cook[edit]

Religion: If there is a god of cooking, they surely follow their lead.

Other Classes: A chef of battle surely sounds like a mistake, but what are you if not a ranger, paladin, or bard who instead of reversing nature, goodness, or song finds their art in meals and drink mixing?

Combat: As a gish, you have options. However most cannot use their spellcasting offensively due to low spell DCs. Instead you switch between melee and Cooking blasts as needed to master both close combat and range.

Advancement: Classes which work with gish types may fit with the war cook.

War Cooks in the World[edit]

Disgusting, this owlbear is flogging RAW!
—Chef Ramrod, Half-Orc War Cook

Daily Life: You are a cook, and your life is cooking. If you're not cooking you are researching new meals, eating, or hunting down your next dinner.

Notables: Legends tell of a warforged war cook, a chef of might and magic, who roamed the land and cooked anything he saw. He became known as... the Iron Chef.

Organizations: Nobility has need for cooks, so why not cooks who can also get rid of the local dragon problem too?

NPC Reactions: "I have no idea what I am eating but it is delicious."

War Cook Lore[edit]

Characters with ranks in Knowledge Nobility can research War Cooks to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Nobility
DC Result
10 War cooks are chefs of the battlefield. They are magical warriors who are good with both blade and explosive magical eruptions of power, and can apply strange status effects known as flavors and can turn anyone or anything into a meal.
15 As a war cook defeats more and more opponents, they gain an array of meals they can eat for strange and powerful supernatural effects. They can share this strength with their allies, but they benefit the most from them.
20 Powerful war cooks can drive people into murderous hungry frenzies and heal simply by biting opponents. Their strongest power sends their enemies to another dimension to be cooked and served.
30 Those that reach this level of success can research specific war cooks, their whereabouts, favorite foods, and recent hunts.

Back to Main Page3.5e HomebrewClassesBase Classes

Eiji-kun's Homebrew (5168 Articles)
Facts about "War Cook (3.5e Class)"
Article BalanceHigh +
AuthorEiji-kun +
Base Attack Bonus ProgressionGood +
Class AbilityPrepared Divine Spellcasting +
Class Ability ProgressionMinor +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAppraise +, Climb +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Gather Information +, Handle Animal +, Heal +, Intimidate +, Jump +, Knowledge +, Listen +, Perform +, Profession +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spellcraft +, Spot +, Survival +, Swim +, Tumble +, Use Magic Device + and Use Rope +
Skill Points6 +
SummaryA magical warrior who turns their opponents into delicious meals. +
TitleWar Cook +
Will Save ProgressionPoor +