Disciples of the delectable dish, culinarians are culinary combatants who specialize in succulent surprises that spice up the battlefield. A chef needs discipline, class, a clean palate, a mastery of culinary magic, and a good knife hand. These are rare ingredients to find in a person; so, perfect preparation of both the chef and his tools are required.
The culinarian is an archetype of the chemist class.
Archetype Main Ability Scores:
The culinarian mainly focuses on STR/DEX for martial combat and INT for their class features.
Archetype Feature Replacements:
1st – Weapon Proficiencies, Alchemy, Bomb, Craft Alchemical Item, Limit Breaks, Throw Anything. 2nd – Alchemical Touch, Discovery. 3rd – Swift Alchemy. 4th – Alchemical Mixture, Discovery. 5th – Alchemical Manipulation, Anesthetic. 6th – Alchemical Savant, Discovery. 7th – Improved Quaff Potion. 8th – Discovery, Item Lore. 10th – Discovery. 12th – Discovery. 13th – Quaff Potion Mastery. 14th – Discovery. 15th – Defensive Bombing. 16th – Discovery. 17th – Alchemical Diffusion. 18th – Discovery. 19th – Instant Alchemy. 20th – Grand Discovery.
Weapon Proficiency
Culinarians are proficient with all simple weapons, plus all chef weapons. (see below)
This ability replaces the chemist’s normal weapon proficiencies.
Limit Breaks (Su)
At 1st level, the culinarian receives the Limit Breaks (Hell’s Kitchen and Perfect Feast).
Hell’s Kitchen (Su): This Limit Break allows the culinarian to summon forth a hot dutch oven which spews forth a 30-ft.-cone of flames. All enemies within the area of effect take 1d6 points of fire damage per chemist level, unless they make a Reflex save (DC 10 + half of the chemist’s level + his Intelligence modifier) for half damage.
Perfect Feast (Su): This Limit Break allows the culinarian to prepare his next recipe perfectly. For a duration of 1 round + 1 round per four chemist levels after 1st, the culinarian’s recipes are maximized. In addition, for the duration, recipes are not used up. This limit break requires only a swift action.
These abilities replaces the chemist’s standard Limit Breaks.
Culinarian
At 1st level, the culinarian adds his chemist level as a competence bonus on all Craft (food) checks.
This ability replaces alchemy.
Recipes
At 1st level, a culinarian cooks recipes drawn from the culinarian recipe list (see below). A culinarian must choose and prepare his recipes ahead of time. It takes 1 hour to prep all his recipes. A recipe costs 1 gil in the reagent described in the recipe’s entry unless otherwise stated.
When preparing a recipe, he may prepare it either as a solo dish or as part of a meal as a course. If prepared as a course of a meal, it cannot be used as solo dish. He may sacrifice an entire meal for one use of its component courses as a solo dish however.
A culinarian can cook only a certain number of recipes of each day based on his level + Intelligence modifier. His base daily recipe allotment is given on Table: Culinarian Recipes. Once created, a culinarian can place a created recipe in a magic pot called a “hot pot”. This reduces the size and weight of a magical recipe to a negligible amount and allows it to stay fresh, hot, and viable for up to 24 hours. This is thanks to the innate magic of the culinarian. His food shares a mystic bond with his very essence. Should he rest, the food will spoil and must be recreated. The same thing will occur after 24 hour if unused.
Once a culinarian has reached a certain level, he will have more recipes than he will want to prepare. A keen culinarian will know how many recipes he needs to prepare and how many he can leave unused. This saves him money and leaves them open to be filled later in the day as needed if all of his abilities are consumed.
Recipes Gained at a New Level: Culinarians perform a certain amount of recipe research between adventures. A culinarian begins play with 2 recipes. Each time the culinarian attains a new chemist level beyond 1st, he gains a recipe of his choice to add to his cookbook.
Using Recipes: The culinarian can call on any prepared recipe as a free action made as part of an attack action with a weapon. If made as part of a full-attack action, multiple recipes can be used, one on each iterative attack. A recipe is expended after an attack is made using it, but the culinarian may prepare the same recipe more than once.
Table: Culinarian Recipes
| Level | Recipes Per Day |
|---|---|
| 1st | 1 + Int mod |
| 2nd | 2 + Int mod |
| 3rd | 3 + Int mod |
| 4th | 4 + Int mod |
| 5th | 5 + Int mod |
| 6th | 7 + Int mod |
| 7th | 9 + Int mod |
| 8th | 11 + Int mod |
| 9th | 13 + Int mod |
| 10th | 15 + Int mod |
| 11th | 18 + Int mod |
| 12th | 21 + Int mod |
| 13th | 24 + Int mod |
| 14th | 27 + Int mod |
| 15th | 30 + Int mod |
| 16th | 34 + Int mod |
| 17th | 38 + Int mod |
| 18th | 42 + Int mod |
| 19th | 46 + Int mod |
| 20th | 50 + Int mod |
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Alcoholic
Reagent: A flask of good wine or high grade alcohol.
Effect: Target must make a Fortitude save (DC 10 + half of the chemist’s level + his Intelligence modifier) or be intoxicated for 1d4+1 rounds. This intoxication causes the creature to have a -2 penalty to attack rolls and reduces its base land speed by half. -
Bitter
Reagent: A mug of coffee or beer
Effect: The DC of the next recipe the culinarian uses, improves by 4. If the next recipe used deals additional damage, it improves the damage dice sizes to d8s. If this is used as part of a hybrid recipe, it grants that bonus to it’s partner recipe immediately. -
Fatty
Reagent: A freshly gutted fish or other freshly prepared sea creature
Effect: Until the start of the culinarian’s next turn, he gains DR 1/- with an additional +1 for every four chemist levels after 1st. -
Filling
Reagent: Breadcrumbs and olive oil
Effect: Target must make a Fortitude save (DC 10 + half of the chemist’s level + his Intelligence modifier) or be under the effect of slow (using the culinarian’s level as the caster level) for 1d4+1 rounds. -
Fishy
Reagent: A freshly gutted fish or other freshly prepared sea creature
Effect: On the culinarian’s next turn, he gains a bonus to his CMD equal to half his chemist level (rounded down). -
Healthy
Reagent: Fresh kale or other fresh vegetables
Effect: The culinarian is healed for 1d6 damage plus an additional 1d6 for every four chemist levels after 1st, if this attack successfully hits. When delivering this attack, all weapon damage is negated and converted to additional healing. -
Minty
Reagent: Fresh mint leaves
Effect: The culinarian’s attack deals an extra 1d6 points of ice damage plus an additional 1d6 ice damage for every two chemist levels after 1st. -
Peppery
Reagent: Fresh cracked pepper
Effect: A successful hit causes the struck creature to make a Fortitude save (DC 10 + half of the chemist’s level + his Intelligence modifier) or start to sneeze violently, continuously, and uncontrollably. This causes the target to be stunned for one turn. If this recipe is delivered as part of a meal, it affects all adjacent squares. The culinarian is immune to this effect. -
Pungent
Reagent: A block of aged cheese
Effect: A successful hit causes the struck creature to make a Fortitude save (DC 10 + half of the chemist’s level + his Intelligence modifier) or be sickened for 1d2 rounds. -
Salty
Reagent: Sea salt
Effect: The culinarian’s weapon has his critical hit range doubled for this attack. This does not stack with Improved Critical feat nor any other effect that increases a critical hit range. -
Savory
Reagent: Slow roasted beef
Effect: When making this attack, the culinarian gains a +1 bonus to hit with this attack and an additional +1 bonus for every four chemist levels after 1st. -
Sour
Reagent: A lemon and a lime (or 2 other mixed citrus fruits)
Effect: The culinarian’s attack deals an extra 1d6 points of earth damage plus an additional 1d6 earth damage for every two chemist levels after 1st. -
Spicy
Reagent: Dried and crushed red peppers
Effect: The culinarian’s attack deals an extra 1d6 points of fire damage plus an additional 1d6 fire damage for every two chemist levels after 1st. -
Sweet
Reagent: Sugar
Effect: A successful hit causes the culinarian to be under the effects of haste for 1d2 rounds.
This ability replaces bombs.
Iron Chef
Also at 1st level, the culinarian gains the feats Skill Focus (Profession: Chef) and Skill Focus (Craft: Food), and may also add half his chemist levels to these same skills.
This ability replaces craft alchemical item and alchemical savant.
Always Full (Ex)
Beginning at 1st level, the culinarian no longer needs to eat or drink, though he finds the act quite enjoyable. He suffers no ill effects from starvation or thirst.
This ability replaces throw anything.
Snacks (Ex)
At 2nd level, the culinarian develops a way to make nutrition-packed snacks. He may serve these to one person at a time, and they can eat it as a standard action (provoking attacks of opportunity as normal). Usable a number of times per day equal to the culinarian’s class level plus his Intelligence modifier.
Upon consumption, these snacks grant temporary hit points equal to 1d6 plus an additional 1d6 temporary hit points per two chemist levels after 2nd that lasts for an hour. At 6th level, it also grants the effects of Restore. At 12th level, it becomes Restora. At 18th level, it becomes Restoraga.
This ability replaces discoveries.
Iron Stomach (Ex)
At 2nd level, a culinarian gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 4th level, and then again to +6 at 6th level. At 10th level, a culinarian becomes completely immune to poison and can enjoy spoiled food.
This ability replaces alchemical touch.
Meals (Su)
Starting at 3rd level, a culinarian can prepare a set of courses that form a meal when he prepares his recipes at the beginning of the day. They must be used in that order or the meal is ruined. If they can pull off their entire meal, the final maneuver is extra powerful!
At 3rd level, a culinarian can pull off a 3 course meal and at 5th level, he can prepare a 5 course meal. In order to execute a meal, the order of the recipes uses must correspond to the lay out he described while designing the meal at the beginning of the day. It doesn’t matter if these recipes are used on different turns but they must be used by the end of the battle in order without any other recipes interrupting them.
3 Course Meals
Courses: (Appetizer, Entree, Dessert)
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Appetizer (Healthy, Fatty, Bitter, Spicy, or Salty)
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Entree (Savory, Filling, Fatty, Spicy, Peppery, Salty, or Fishy)
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Dessert (Sweet, Savory, Sour, Minty, Alcoholic, or Fatty)
Payout: When serving an entree as part of an attack, the culinarian gets a bonus on attack rolls equal to his Intelligence modifier (in addition to his Strength). When serving the dessert, the culinarian gets a bonus on attack and damage rolls equal to his Intelligence modifier (in addition to his Strength).
5 Course Meals
Courses: Soup, Salad, Entree, Appetizer, Entree, Dessert
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Soup: (Salty, Savory, Spicy, Peppery, or Bitter)
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Salad: (Healthy, Bitter, or Sweet)
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Appetizer (Healthy, Fatty, Bitter, Spicy, or Salty)
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Entree (Savory, Filling, Fatty, Spicy, Peppery, Salty, or Fishy)
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Dessert (Sweet, Savory, Sour, Minty, Alcoholic, or Fatty)
Payout: When serving a salad as part of an attack, the culinarian gets a bonus on attack rolls equal to his Intelligence modifier (in addition to their Strength). When serving the appetizer, the culinarian gets a bonus on attack and damage rolls equal to his Intelligence modifier (in addition to their Strength). When serving the entree, creatures in adjacent squares take the recipe’s effect and minimum damage to all adjacent squares. Creatures can make a Reflex save (DC 10 + half of the chemist’s level + his Intelligence modifier) to negate this effect. In addition, he still adds his his Intelligence modifier to attack and damage rolls. When serving the dessert as part of an attack, the culinarian adds half his chemist levels (rounded down) to attack and damage rolls (or healing done) and automatically confirms any critical hits he may register. In addition, he still adds his his Intelligence modifier to attack and damage rolls while still causing creatures in adjacent squares take the recipe’s effect and minimum damage to all adjacent squares with a successful Reflex save to negate.
This ability replaces swift alchemy.
Using the Good Silver (Su)
At 4th level, any weapon in the hands of a culinarian is counted as being silvered for the purposes of overcoming damage reduction. When it leaves his hands, it returns to normal.
This ability replaces alchemical mixture.
Gourmet Cooking (Ex)
At 5th level, once per day, the culinarian may spend 30 minutes preparing food for his party members. This requires rations (or equivalent foodstuff) equal to half the total amount a creature normally needs to be full for the number of people he is cooking for. After consuming it, all who partook heal an amount of hit points equal to the culinarian’s chemist level + his Intelligence modifier. Any excess hit points become temporary hit points that last an hour. Every four chemist levels after 5th, the culinarian can use this ability an additional time per day.
This ability replaces anesthetic.
Fulfilling Snacks (Ex)
At 5th level, once per day, the culinarian can maximize the temporary hit points gained from his snacks ability. At 9th level and every four chemist levels thereafter, he can use this ability an additional time per day.
This ability replaces alchemical manipulation.
Cleanse Pallet (Ex)
At 7th level, once per day, the culinarian may swap one prepared recipe for any other recipe as a swift action. This instantly converts the recipe physically into the desired recipe. This may not be part of a meal. At 13th level, he can use this twice per day and at 19th level, he can do this three times per day.
This ability replaces improved quaff potion and quaff potion mastery.
Feast of the Damned (Su/Sp)
At 8th level, when the culinarian delivers the killing blow on a creature, he may expend 2 unused recipe slots to convert the creature into 1 gil per chemist level’s worth of delicious food. Alternatively, if the creature had at least 6 HD, the culinarian can summon food and water as a full-round action using his chemist level as his caster level as a spell-like ability.
This ability replaces item lore.
Complex Recipes (Ex)
At 15th level, the culinarian can mix the flavors of 2 different recipes when preparing the dishes. It costs 3 unused recipe spots (rather than 1 each). Using this hybrid recipe imparts both bonuses when using the recipe. This hybrid recipe counts as either recipe for the purposes of qualifying for courses as part of a meal.
This ability replaces defensive bombing.
Instant Meal (Sp)
At 17th level, the culinarian can cast summon feast as a full-round action, using his chemist level as his caster level as a spell-like ability, once per day.
This ability replaces alchemical diffusion.
Leftovers (Ex)
At 19th level, the culinarian can retain ingredients used to prepare unused recipes on the previous day for ingredients he prepares. The ingredients must only be one day old.
This ability replaces instant alchemy.
Top of the Food Chain (Ex)
At 20th level, the culinarian is a true master of his craft. A culinarian can prepare 4 recipes (as with complex food) by consuming 5 recipe slots.
This ability replaces grand discovery.
Weapon Special Quality: “Chef”
Weapons marked with the “chef” special quality can be used to cook as well as being a weapon. They confer a +2 bonus on Profession (Chef) skill checks for being equipped with the correct tools. Characters with 10 ranks in Profession (Chef) are automatically considered proficient in the use of these weapons.
| Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Weight | Damage Type | Special | Weapon Type |
|---|---|---|---|---|---|---|---|---|
| Combat Spatula | 25 gil | 1d4 | 1d6 | 19-20, x3 | 4 lbs. | S/B | Performance, sunder, chef | One-handed Exotic |
| Combat Wok | 12 gil | 1d4 | 1d6 | 19-20, x2 | 8 lbs. | B | Fire (see text), chef | One-handed Exotic |
| Fillet Knife | 10 gil | 1d3 | 1d4 | x3 | 1 lb. | S/P | Deadly, chef | Light Exotic |
| Horse Butcher Cleaver | 20 gil | 1d10 | 1d12 | x2 | 20 lbs. | B/S | Sunder, chef | Two-handed Exotic |
| Ladle of Pain | 22 gil | 1d6 | 1d8 | x3 | 7 lbs. | B/P | Reach, trip, chef | Two-handed Exotic |
| Man Tongs | 10 gil | 1d3 | 1d4 | x3 | 2 lbs. | S | Disarm, grapple, chef | Light Exotic |
| Tenderizer | 8 gil | 1d4 | 1d6 | x2 | 3 lbs. | B | Chef | Light Exotic |
Combat Wok: A single dose of cooking oil added to this cast iron wok as a swift action and a DC 15 Profession (Chef) check will light a wok on fire until the start of your next turn. This adds an additional 1d4 fire damage to the attack.
Horse Butcher Cleaver: An over-sized meat cleaver that requires two hands to wield. Made of a thick round wooden handle and a wrought iron blade, this weapon is more about the weight you put into it than the single edge blade itself; which is more like an axe blade than an actual sword blade. Most of the strikes used with this weapon are broad and many are delivered overhead. Cleave attempts made with this weapon gain a +2 to damage rolls.
Tenderizer: A metal hammer designed to tenderize raw meat and the faces of your opponent.
Fillet Knife: A razor sharp knife that can fillet a man as well as it can fillet a fish.
Ladle of Pain: A way oversized ladle with a bottom covered in spikes.
Man Tongs: Used as an offhand weapon and used to snatch other weapons these sturdy tongs sport razor sharp teeth at the tips of the weapon to help inflict maximum carnage.
Combat Spatula: Crafted by the culinarians of old who used to have to defend themselves while cooking on the battlefield for the frontline troops. This cast-iron spatula is as big as your head with a handle crafted from the finest oak. The edges of the flat spatula are designed for versatility, one side has a serrated knife edge for killing while the other as a flat edge for flipping a steak. A combat spatula counts as both a weapon and a cooking implement.

