Stew Witch (Apath)
Unofficial rules compendium | |
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Ho, ho, ho, ho, ho!
Into the pot you go!
Stew witches are focused on cooking, stealing the magical essence of what they cook and sharing it with their guests. These stews hold magic depending on what is put into the pot. "
Class Information
Role: A stew witch fortifies her entire party with essentially random, quirky abilities.
Alignment: Any. Many stew witches are evil, giving them a wider repertoire of stews, but there are enough non-magical creatures to put into the pot to make good stew witches possible.
Hit Die: d6.
Class Skills
The stew witch's class skills (and the key ability for each skill) are Acrobatics (Dex), Craft (Int), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Profession (Wis), Spellcraft (Int), Survial (Wis), and Use Magic Device (Cha).
Skill Ranks at Each Level: 2 + Int modifier.
Class Features
The stew witch has all the standard ranger class features, except as noted below.
Creature Type | Bloodline |
Aberration | Aberrant |
Animal | Animal |
Construct | Artifice |
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 |
Outsider, chaotic evil* | Abyssal |
Outsider, chaotic neutral* | Protean |
Outsider, elemental* | Elemental Element same as carcass'. |
Outsider, good* | Celestial |
Outsider, lawful evil* | Infernal |
Outsider, neutral evil* | Daemon |
Plant Creatures | Verdant |
Undead | Undead |
Vermin | Decomposition |
Field Cooking (Ex)
By spending one hour preparing raw materials with a fire and a cooking kit, a stew witch can remove any toxicity, infection, infestation, or disease and turn the ingredients into a hearty stew. If the food was dangerously poisonous, diseased, or otherwise hazardous the stew witch can make a Survival check against the saving throw DC of the hazard to render it harmless. Failure exposes the stew witch and any eaters to the hazard she was trying to nullify. Eaters might be warned not to eat the food if the cook is suffering from some ailment.
A medium creature provides 40 lbs. of food and a needs 2 lbs. of food per day; each size class up and down quadruples these figures. It takes one round per lb. to butcher meat from a carcass. It is an evil act to knowingly butcher, cook, or eat a sentient creature. Creature types marked with an * in Table: Creature Type to Cooking Bloodline are often intelligent, and should be avoided by non-evil stew witches. Incorporeal or summoned creatures do not leave a carcass to cook. Creatures that would not normally be suitable for consumption, such as constructs, undead and many outsiders, require a Survival roll with a DC of 15 + the creature's challenge rating.
Those who eat field cooking ignore the first fatigue result they suffer in the coming day.
A stew witch can prepare and serve a number of meals at once equal to her Survival skill bonus in one hour, raw materials permitting. If she has the Craft (Cook) skill, multiply the two skill modifiers together. Cooking for 25 people or more requires one unskilled assistant for every 25 meals.
Cathy Cauldron is a stew witch with a Survival skill modifier of +15 and a Craft (Cook) skill modifier of +12. Multiplying these two figures, we find that Cathy can cook for 180 people at one time with seven assistants.
By spending 8 hours cooking, a stew witch can prepare trail rations rather than ordinary meals.
This replaces the hex gained at level 1.
Magic Cooking
Once per day when a stew witch cooks, she can imbue the stew with magical effects that benefit those who eat it. The meat must be no more than 24 hours old and must be prepared using field cooking. A number of eaters equal to the stew witch's level can benefit.
The meal takes 10 minutes to consume, and the benefits of the meal last for 1 hour per level of the stew witch, counting from when the meal is ready to eat. The usual procedure is that the stew witch prepares a meal in the morning and her group eats it just before beginning the day's activities. A creature can only benefit from one magic cookery; a new meal of magic cooking negates any benefit from earlier meals.
The benefits gained depend on the stew witch'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 8, eaters get the benefit of the level 3 bloodline power. At level 10, eaters gain the benefit of the Heroe's Feast spell. At level 12, eaters get the benefit of the level 9 bloodline power. Benefits accrue; eating the magic cooking of a 13th level stew witch confers all the benefits at once. All level-dependent benefits are based on the stew witch's level.
This replaces grand hex and the hexes gained at level 4, 8, and 12.
Major Hex
The stew witch gains the major hex ability at level 14.
New Hexes
These hexes are available only to stew witches.
Major Hexes
- Preserve Magic Cooking: A stew witch can create non-perishable foodstuffs similar to trail rations, but with magical properties. Magical preserved food works like magical cooking, but counts its duration from when it is consumed rather than when it is cooked. Consuming magical preserved food takes 10 minutes. Creating magical preserved food takes a full day of work and needs expensive spices and magical ingredients costing 50% of the preserved magical food's market value. The stew witch can choose to magically prepare food at lower than her maximum level in order to reduce costs. The market value of preserved magical food is 5 gp times the stew witch's level squared per serving, but it is generally not available on the market.
Table: Stew Witch
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day | |||||||||
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||||
1st | +0 | +0 | +0 | +2 | Cantrips, field cooking, patron spells, witch’s familiar | 3 | 1 | — | — | — | — | — | — | — | — |
2nd | +1 | +0 | +0 | +3 | Hex | 4 | 2 | — | — | — | — | — | — | — | — |
3rd | +1 | +1 | +1 | +3 | 4 | 2 | 1 | — | — | — | — | — | — | — | |
4th | +2 | +1 | +1 | +4 | Magic cooking (1st-level) | 4 | 3 | 2 | — | — | — | — | — | — | — |
5th | +2 | +1 | +1 | +4 | 4 | 3 | 2 | 1 | — | — | — | — | — | — | |
6th | +3 | +2 | +2 | +5 | Hex | 4 | 3 | 3 | 2 | — | — | — | — | — | — |
7th | +3 | +2 | +2 | +5 | 4 | 4 | 3 | 2 | 1 | — | — | — | — | — | |
8th | +4 | +2 | +2 | +6 | Magic cooking (3rd-level) | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | +3 | +3 | +6 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | — | — | |
10th | +5 | +3 | +3 | +7 | Hex, Magic cooking (heroe's feats) | 4 | 4 | 4 | 3 | 3 | 2 | — | — | — | — |
11th | +5 | +3 | +3 | +7 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | — | |
12th | +6/+1 | +4 | +4 | +8 | Magic cooking (9th-level) | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | — | — |
13th | +6/+1 | +4 | +4 | +8 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | |
14th | +7/+2 | +4 | +4 | +9 | Hex, major hex | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | — |
15th | +7/+2 | +5 | +5 | +9 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | |
16th | +8/+3 | +5 | +5 | +10 | Hex | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — |
17th | +8/+3 | +5 | +5 | +10 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | |
18th | +9/+4 | +6 | +6 | +11 | Hex | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
19th | +9/+4 | +6 | +6 | +11 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | |
20th | +10/+5 | +6 | +6 | +12 | Hex | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Note: Stew Witches and Cuisine
The food prepared by stew witches is healthy and fortifying, but it is not high cuisine. To improve the eating experience requires Craft (Cook), and to create high cuisine takes a whole day of work in a good kitchen and only feeds one fifth as many people.
Summary of Lost Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Hex (level 1, 4, 8, 12)
- Major Hex (moved from 10 to 14)
- Grand Hex