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Craft: Cooking

Attribute - This skill uses Intellect by default.   A character trained in craft cooking is adept at using various ingredients to feed the people around them. They can use ingredients they find to create special meals that uplift and strengthen those who eat them. Some characters may be specialized in specific types of foods such as candy maker or brewer.
  A character trained in craft cooking may prepare various different tiers of meals, each giving bonuses in addition to bonuses from materials used. Preparing a meal has a DC of 15 (for a decent meal), 20 (good meal), 30 (extraordinary meal), or 40 (legendary meal). These DCs may be increased or lowered based on special materials used as part of the meal. A character needs basic ingredients in addition to any special ingredients used, and a suitable kitchen or equivalent work space. Without a proper kitchen, they have disadvantage on the cooking check. Cooking without ingredients is impossible.
  At base characters gain the Nourished condition from a decent meal for 1 hour per skill rank bonus. In addition characters may gain special bonuses for the duration of the nourished condition if any special materials were used in the meal.
  Nourished : A nourished character gains a +1 circumstance bonus to Strength and Dexterity based checks, as well as advantage on any check that causes fatigue or exhaustion. Becoming fatigued removes the nourished condition.
  Decent Meal(DC 15): A decent meal requires 5 silver pieces worth of basic ingredients, and grants the nourished condition
  Good Meal(DC 20): A good meal requires 2.5 gold pieces worth of basic ingredients, and grants a +1 circumstance bonus on saves for the condition’s duration, in addition to the benefits of a decent meal.
  Extraordinary Meal(DC 30): An extraordinary meal requires 12.5 gold pieces of basic ingredients. In addition to the effects of a good meal, an extraordinary meal grants 2d6 temporary hit points per HP Multiplier.
  Legendary Meal(DC 40): A legendary meal requires 64.5 gold pieces of basic ingredients, and grants the effects of an extraordinary meal, as well as a single reroll on a save, and Fast Healing 1.
  Preparing a meal takes a number of minutes equal to the final DC, although a particularly intricate or important meal may take longer, at the GM’s discretion. Multiple meals of the same type may be cooked at the same time, however every meal passed a number of meals equal to the cook’s rank bonus in Craft Cooking increase the time by 10% and the DC by 1. Another character may aid in the cooking process, increasing the number of meals able to be cooked at once by their rank bonus. However any aiding characters must be able to hit the final DC of the meal. This may be adjusted by talents and abilities.  

Multi-Course Meals

As an optional rule for those who want more control over what goes into a meal and what benefits they get out of it, multi-course meals provide a plethora of options. These meals are broken up into different categories based on size and complexity. With the number of ingredients available based on the category.   Appetizer: This meal consists of a single primary ingredient, only providing the benefits of that one ingredient. In addition, appetizers take half the time to cook.   Basic Meal: This meal consists of a single primary and secondary ingredient along with a third optional condiment ingredient.   Full Course Meal: This meal consists of an appetizer, basic meal, and dessert. The dessert consists of a secondary and an optional condiment ingredient. Preparing this meal takes 50% more time.   Feast: A feast can consist of multiple meals from the types listed above. When taking part in a feast a character may gain a number of benefits from the meals available equal to their constitution modifier. Preparing a feast requires the combined time of all meals in the feast +25%.  

Ingredients

Ingredients come in many forms and may provide different effects based on how they are prepared. For simplicity ingredients have a set effect that may be used in any of the ingredient categories mentioned above (Primary, Secondary, Condiment) based on the ingredient and up to GM discretion.  

Ingredient Example Effects

Elemental Absorption - the ingredient provides the people eating the meal 1 elemental absorption that stacks with other absorption of an element appropriate to the ingredient. This amount may be increased by 5 for each additional dose of the ingredient used in the meal. Average price per dose is 4 to 40 gold based on elemental rarity.   Temporary Hitpoint Multiplier: The ingredient provides 1 temporary hitpoint multiplier. Average price per dose is 50 gold   Inspiration: The ingredient provides one reroll per dose used in the meal. Average price per dose is 50 gold.   Fast Healing: The ingredient provides 1 fast healing per dose used in the meal. Average price per dose is 10 gold.   Temporary Hitpoints: The ingredient provides 10 temporary hitpoints per dose used in the meal. These hitpoints stack with other temporary hitpoints. Average price per dose is 2 gold.   Condition Suppression (Specific): The ingredient suppresses the effects of a specified condition. Average price per dose is 30 gold times the tier of condition.   Temporary Attributes (Specific): The ingredient provides a +1 bonus to an Attribute per 2 doses used in the meal. Average price per dose is 5 gold for Physical, 15 gold for Mental, 45 gold for Soul.   Movement Types (Specific): The ingredient provides a 5 foot increase to the specified movement type per dose used in the meal. If the individual eating the meal does not have the associated movement type, they gain it at a speed based on the number of doses used. Average price per dose is 10 to 100 gold based on movement type.   Endurance: The ingredient provides a +1 bonus to all Endurance related checks per dose used in the meal. Average price per dose is 1 gold.   Skill Bonuses (Specific): The ingredient provides a +1 bonus to the specified skill per dose used in the meal. Average price per dose is 5 silver for adventuring, 1 gold for utility, 5 gold for martial, 25 gold for magic.   Elemental Resistance (Specific): The ingredient provides 1 resistance against the specified element per dose used in the meal. Average price per dose is 1 to 10 gold based on elemental rarity.   Movement Modifiers (Fly or Swim): The ingredient treats the difficulty of an environment as one step lower per dose used in the meal. For example, treating tier 6 rough water as tier 5 rough water. Average price per dose is 1 gold for Swim and 5 gold for Fly.   Defensive Effects (DR, CMD, etc) (Specific): The ingredient provides a +1 bonus to the specified defensive statistic per dose used in the meal. Average price per dose is 5 gold.   Temporary Stamina: The ingredient provides a +1 temporary Stamina point per dose used in the meal. This does not increase the maximum stamina and once used cannot be regained without eating an additional meal. Average price per dose is 2 silver.   Mana Restore: The ingredient provides +1 to the Mana amount regained on a Short rest per dose used in the meal. Average price per dose is 5 gold.   Upcasting Benefit: The ingredient provides 1 free upcast during the duration of the meal per dose used in the meal. This upcast does not count against the number of upcasts that can be used on a spell. Average price per dose is 25 gold.   Action Surge: The ingredient allows the individual eating the meal to gain 1 Basic Action as a Free Action during the duration of the meal. If a number of additional doses of the ingredient is used equal to the previous amount squared, gain an additional use of this ability. Average price per dose is 25 gold.   Initiative: The ingredient provides +1 Initiative per dose used in the meal. Average price per dose is 1 gold.   Anti-Bleed: The ingredient negates the effects of non-magical bleed. Average price per dose is 75 gold.   Exploding Dice: The ingredient provides a single d6 that may be added to any d20 roll as a free action that explodes on a ‘6’. Each dose of the meal provides an additional d6. Each d20 roll can only have one use of this ability. This must be used before the result is revealed. Average price per dose is 2 gold.   Chef’s Kiss: The ingredient provides an automatic aid once per dose of the ingredient in the meal. The aid bonus is based on the chef’s aid bonus. This aid may be declared any time before the result is revealed. Average price per dose is 5 gold.   Critical Negation: The ingredient may negate one critical threaten per dose used in the meal. Average price per dose is 5 gold.   Natural Weapon (Specific): The ingredient provides the individual eating the meal with the specified natural weapon for the duration of the meal. If the individual already possesses the specified natural weapon, nothing happens. Average price per dose is 5 gold.   Vision (Specific): The ingredient provides the individual eating the meal with the specified vision type at a base of 30 feet per dose used in the meal. If the individual eating the meal already has the specified vision, increase their base by the amount per dose. Average price per dose is 5 gold to 100 gold based on vision type.   Breathing (Specific): The ingredient provides the individual eating the meal with the specified breathing type for the duration of the meal. Average price per dose is 1 gold for Air, 5 gold for Water, 50 gold for Vacuum.   Damage Track: The ingredient increases the damage track by one of all physically manipulated weapons used by the individual eating the meal per dose used in the meal. Average price per dose is 2.5 gold.   Breath Weapon (Specific): The ingredient gives the individual eating the meal a breath weapon. This breath weapon has an element and base damage based on the ingredient used. For each additional dose used in the meal, increase the damage by one die. This breath weapon has a cooldown of 2d4 rounds. Average price per dose is 5+ gold based on element and base damage.   Seasoning Ingredient Effects: This ingredient can be added to any dish to provide a lesser auxiliary effect. The number of seasonings a meal may have is equal to half the chef's rank bonus in craft cooking. Some example effects are small bonuses to individual skills or situational bonuses to other checks such as saves, attack, damage, etc.  

Cooking DC and Time

The DC to cook a meal is equal to 4 times the number of ingredient categories (primary, secondary, condiment) +1 for every dose of ingredients used.   Cooking the meal requires a number of minutes equal to the DC times 10% per individual meal. Three quarters of this time can be done ahead of time by preparing ingredients to be used at a future time. This preparation does not need to be done all at the same time. The skill check is not made until the end of the cooking period.

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