Hash Slinger (Apath)

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Unofficial rules compendium

A hash slinger takes the rangers focus on specific opponents to the cooking pot. Learning how to create filling means out of more and more creatures as he advances in experience, the hash slinger can coax these creature's magic out to benefit those who eat the meals he prepares.

Class Features

The hash slinger has all the standard ranger class features, except as noted below.

Forager (Ex)

A hash slinger adds his class level to Survival when foraging for food and water, and can move at full speed while doing so. If moving at half speed, double the number of people he forages for. This food must then be prepared using field cooking.

Field Cooking (Ex)

By spending one hour preparing food, a hash slinger can remove any toxicity, infection, infestation, or disease and make the food healthy to eat. This includes making it nutritionally balanced and avoiding deficiency disorders. If the food was dangerously poisonous or diseased, the hash slinger can make a Survival check against the saving throw DC of the poison or disease to render it completely harmless.

Table: Creature Type
to Cooking Bloodline
Creature Type Bloodline
Aberration Aberrant
Animal Animal
Dragon* Draconic
Fey* Fey
Humanoid, giant or orc* Orc
Humanoid, human* Imperious
Humanoid, kobold* Kobold
Humanoid, reptilian* Serpentine
Humanoid, other* Maestro
Magical beast Destined
Monstrous Humanoid* Accursed
Ooze Ooze
Plant Creatures Verdant
Undead Undead
Vermin* Decomposition

Magic Cooking

When a hash slinger cooks a creature that is a favored enemy, he can utilize the creatures magical nature to imbue to food with magical effects that benefit those who eat it. The carcass must be provided using field cooking, and the benefits of the meal last for 1 hour per level of the hash slinger, counting from when the meal is ready to eat. The general method is that the hash slinger prepares a meal in the morning and his group eats it just before beginning the day's activities. A creature can only benefit from one instance of arcane cooking; a new meal of arcane cooking negates any benefit from earlier meals.

A medium creature provides 25 lbs. of edible meat and a medium creature needs 1 lbs. of meat per day; each size class up and down doubles or halves these figures. It is an evil act to knowingly eat a creature with an Intelligence of 3 or higher. Creature types marked with an * in Table: Creature Type to Cooking Bloodline are often or always intelligent, and should be avoided by non-evil hash slingers.

The benefits gained depend on the hash slinger's level and the creature's type. Eaters gain the benefits of the bloodline powers of a sorcerer bloodline dependent upon the creature type. Which creature types confer which bloodline powers can be read on Table: Creature Type to Cooking Bloodline. At level 4, eaters gain the benefit of the level 1 bloodline power. At level 7, eaters get the benefit of the level 3 bloodline power. At level 11, eaters get the benefit of the level 9 bloodline power. At level 13, eaters gain the benefit of the Heroe's Feast spell. Benefits accrue; eating the magic cooking of a 13th level hash slinger confers all the benefits at once. All level-dependent benefits are based on the hash slinger's level.

Table: Canny Ranger

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 1st favored enemy, canny defense, track, wild empathy
2nd +2 +3 +3 +0 Combat style feat
3rd +3 +3 +3 +1 Endurance, 1st favored terrain
4th +4 +4 +4 +1 Fast movement, hunter's bond
5th +5 +4 +4 +1 2nd favored enemy
6th +6/+1 +5 +5 +2 Combat style feat
7th +7/+2 +5 +5 +2 Woodland stride, uncanny dodge
8th +8/+3 +6 +6 +2 Swift tracker, 2nd favored terrain
9th +9/+4 +6 +6 +3 Evasion
10th +10/+5 +7 +7 +3 3rd favored enemy, combat style feat, lofty stride
11th +11/+6/+1 +7 +7 +3 Quarry
12th +12/+7/+2 +8 +8 +4 Camouflage
13th +13/+8/+3 +8 +8 +4 3rd favored terrain, improved uncanny dodge
14th +14/+9/+4 +9 +9 +4 Combat style feat
15th +15/+10/+5 +9 +9 +5 4th favored enemy
16th +16/+11/+6/+1 +10 +10 +5 Improved evasion
17th +17/+12/+7/+2 +10 +10 +5 Hide in plain sight
18th +18/+13/+8/+3 +11 +11 +6 4th favored terrain, combat style feat
19th +19/+14/+9/+4 +11 +11 +6 Improved quarry
20th +20/+15/+10/+5 +12 +12 +6 5th favored enemy, master hunter

Summary of Lost Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Class skills
  • Weapon and Armor Proficiency
  • Spells