View Full Version : 3.5 Iron Chef Class for review and input

2014-08-16, 03:44 PM
This is my Iron Chef class which I am submitting for peer review, aka you guys. Please read it and give me feedback any and all feedback is appreciated.

Iron Chef

HD = D8

+8 Craft (Cooking)
+6 Knowledge (Culinary)
+8 Profession (Cook)
+2 Survival

Weapon Prof:

Armor Prof:
Light Armor Only
Pot Lid*1

1- The wok can be used as a weapon, shield or piece of armor depending on its use. If hand in a hand it can be swung like a weapon, or used as a shield. It can also be attached to the body by straps or rope making it a piece of armor. The wok adds a +1 or +2 to all armor checks depending on its size.

2- The pot lid can be held by its lid as a shield in combat, giving the player a +1 or +2 to armor checks depending on its size.

Class Skills:
Craft (Cooking)
Craft (Brewing)
Gather Information
Handel Animal
Knowledge (Culinary)
Profession (Cook)
Slight of Hand

Base Atk Bonus
Fort Save
Ref Save
Will Save

Novice Ambrosia, Aggressive Cook, Culinary Kung-Fu

Detect Poison

Preservatives, Only the Best

Improved Ambrosia, Endure Energy (Heat)

Oven Hands

Cooking Master

Greater Ambrosia, Keep it Fresh

Poison Resistance

Resist Energy (Fire)

Master Ambrosia, Master Chef, Oven Breath

Ambrosia: Starting at first, forth, seventh, and tenth level the Iron Chef may imbue his food with spell like effects. Provided he has purchased the ingredients, and spent adequate time cooking the meal, with a Craft (Cooking) check (DC 5, 10, 15, and 20 respectively). For all intents and purposes, treat each single serving as a potion of the same spell except that the meal is an alchemical creation, and is not really magical in nature. Each meal uses up a greater amount of GP then the average potion because each meal uses up GP instead of XP to create or rather buy the ingredients. Each Meal has a noted cost next to it which indicates the cost of the extra or extravagant ingredients used in its creation. The Iron Cook may make as many servings of a meal as there are ingredients to create it plus the time it takes to cook. Depending on the DM, the player may either infuse the spell like effect into his food on creation with the ingredients being of no consequence other then cost and weight, or for a deeper role-play experience may be made to buy specific ingredients. A list for all spells in each level of Iron Chef are found detailed below.

Aggressive Cook: At first level a Iron Chef may force feed his foes with his food by either a touch or throw attack, provided the enemy is facing the player, the mouth is unobstructed, and open. This may also be done to friends, and ignores any Will or defense check. Foes with food in their mouth must make a Will save (DC 10 + Half character level + Wisdom modifier) against your characters (Base Attack Bonus + Craft (Cooking) skill + Iron Chef Level) to spit it out, otherwise they are to drawn in by the great taste and eat it.

Culinary Kung-Fu: An Iron Chef is instantly proficient with any and all improvised kitchen implements, suffering no -4 penalty when using them. Additionally, when dual-wielding kitchen implements, the Adventure Chef may perform a Flurry of Blows as a Monk of the same level. This ability may stack with a monk starter class, and all cookware may be considered special monk weapons when cross classing. See pages 40 of the players handbook and 159 in the Complete Warrior for more information.

Detect Poison: At second level an Iron Chef can use his accumulated knowledge of what is and isn’t to be eaten both in the wild and in the kitchen to detect poisons. You can determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.

Endure Energy (Heat): Thanks to your many hours spent over a fire, hot stove, in the kitchen, you have become more resistant to the effects of heat. As if protected by “Endure Elements” the Iron Chef suffers no harm or damage from being in a hot environment. He can exist comfortably in heats up to 140 degrees Fahrenheit without having to make Fortitude saves (as described in the Dungeon Masters Guide). The players equipment is likewise protected.

Preservatives: Using your expert knowledge of food, an Iron Chef can mimic the effects of an “Unguent of Timelessness” on any article of mundane food via various salt-packing and smoking methods, as well as sealed containers.

“Unguent of Timelessness: When applied to any matter that was once alive this ointment allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object gains a +1 resistance bonus on all saving throws. The unguent never wears off, although it can be magically removed (by dispelling the effect, for instance).”

Oven Hands: Once per turn as a move action an Iron Chef may perform a touch attack, 1D4 burn damage per character level on a single enemy. Alternatively this ability can be used to keep a hot meal hot when serving, or warm a cold meal.

Cooking Master: The Iron Chef adds his Iron Chef class level as a competence bonus to Craft (Cooking), Knowledge (Culinary), and Profession (Cook) checks.

Keep it Fresh: At seventh level the Iron Chef learns how to mimic the effect of “Permanent Emanation” using ice. However, this emanation may only be cast on the inside of a box or room of a maximum of 1700 cube feet (a typical room). Destroying part of the box or a wall of the room destroys the effect.

“Permanent Emanation: Designate any one of your spells whose area is an emanation from you, such as detect magic. This spell effect is permanent (though you can dismiss or restart it as a free action). Effects that would normally dispel you spell instead suppress it for 2d4 rounds.”

Poison Resistance: The Time you have spent tasting horrible, undercooked, overcooked, and all round inedible foods have made an impact on your body. You receive a +4 bonus to all Fortitude saves against poison.

Resist Energy (Fire): At ninth level the Iron Cook gains damage reduction towards the element of fire, reducing damage from any fire based attack or trap by 10 for each level in Iron Cook he is.

Master Chef: At tenth level the Iron Chef begins to get employment offers from everyone from tavern owners to barons. So long as he has access to the tools of his trade, a holistic chef multiplies the gold piece payment earned with a Profession (chef) check by 1d4 + class level.

Oven Breath: At tenth level the Iron Chef gains a breath weapon that deals 1D6 points of fire damage per character level in a cone that's stretches for fifteen feet in front of him. A Reflex save (DC 10 + half character level + Reflex modifier) for half damage is permitted. Using Oven Breath is a standard action, and may only be done once every 2 rounds.

Note that for stuff like cure light wounds it will always remain a 1D8+1 with no addition due to Iron Cook level.

(Spell Level x Caster Level which is 3 above the spell level x 25) + 1/25 of the base price in XP (or base price in XP x 5gp rounded down)

(1 x 4 x 25gp) = 100gp divided by 1/25 x 5 = 120gp
(2 x 5 x 25gp) = 250gp divided by 1/25 x 5 = 300gp
(3 x 6 x 25gp) = 450gp divided by 1/25 x 5 = 540gp
(4 x 7 x 25gp) = 700gp divided by 1/25 x 5 = 840gp
(5 x 8 x 25gp) = 1000gp divided by 1/25 x 5 = 1200gp

Novice Ambrosia List
Cure Light Wounds = 120gp
Inflict Light Wounds = 120gp
Delay Poison = 300gp
Charm Animal = 120gp
Sleep = 120gp
Barkskin = 300gp
Lesser Resistance (+1 on saves) = 120gp
Bear’s Lesser Endurance (+2 Con) = 300gp
Bull’s Lesser Strength (+2 Str) = 300gp
Cat’s Lesser Grace (+2 Dex) = 300gp
Eagle’s Lesser Splendor (+2 Cha) = 300gp
Fox’s Lesser Cunning (+2 Int) = 300gp
Owl’s Lesser Wisdom (+2 Wis) = 300gp

Improved Ambrosia List
Cure Moderate Wounds = 300gp
Inflict Moderate Wounds = 300gp
Poison = 540gp
Charm Person = 300gp
Lesser Restoration = 300gp
Moderate Resistance (+2 on saves) = 300gp
Bear’s Moderate Endurance (+4 Con) = 540gp
Bull’s Moderate Strength (+4 Str) = 540gp
Cat’s Moderate Grace (+4 Dex) = 540gp
Eagle’s Moderate Splendor (+4 Cha) = 540gp
Fox’s Moderate Cunning (+4 Int) = 540gp
Owl’s Moderate Wisdom (+4 Wis) = 540gp

Greater Ambrosia List
Cure Serious Wounds = 540gp
Inflict Serious Wounds = 540gp
Neutralize Poison = 840gp
Charm Monster = 540gp
Restoration = 840gp
Deep Slumber = 540gp
Improved Resistance (+3 on saves) = 540gp
Bear’s Improved Endurance (+6 Con) = 840gp
Bull’s Improved Strength (+6 Str) = 840gp
Cat’s Improved Grace (+6 Dex) = 840gp
Eagle’s Improved Splendor (+6 Cha) = 840gp
Fox’s Improved Cunning (+6 Int) = 840gp
Owl’s Improved Wisdom (+6 Wis) = 840gp

Master Ambrosia List
Cure Critical Wounds = 840gp
Inflict Critical Wounds = 840gp
Greater Restoration = 1200gp
Greater Resistance (+4 on saves) = 840gp
Bear’s Greater Endurance (+8 Con) = 1200gp
Bull’s Greater Strength (+8 Str) = 1200gp
Cat’s Greater Grace (+8 Dex) = 1200gp
Eagle’s Greater Splendor (+8 Cha) = 1200gp
Fox’s Greater Cunning (+8 Int) = 1200gp
Owl’s Greater Wisdom (+8 Wis) = 1200gp