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Cook is an damage dealer and healer class that used various recipes and techniques to deal with their friends and foes in a combat setting.

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Using their speciality ability they are able to further customize their role to be more effective offensively or defensively. Unlike most classes they are somewhat less hardy in combat so they are more effective at a range.

Role: DPS/Healing

Alignment: Any

Hit Die: d6

Class Skills[]

The cook's class skills are appraise (Int), bluff (cha), craft (int), disable device (dex), handle animal (cha), heal (wis), intimidate (cha), knowledge (arcana) (int), knowledge (history) (int), knowledge (local) (int), knowledge (nature) (int), knowledge (nobility) (int), linguistics (int), perception (wis), profession (wis), sense motive (wis), sleight of hand (dex), spellcraft (int) and survival (wis).

Skill Ranks at Each Level: 4 + Int modifier.

Table: Cook
Level Base Attack Bonus Fort Save Ref Save Will Save Special formulae per day
1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +0 flambé 1d6, formulae, specialty 1
2nd +1 +0 +3 +0 skill mastery 2
3rd +1 +1 +3 +1 bonus feat, flambé 2d6 3
4th +2 +1 +4 +1 specialty 3 1
5th +2 +1 +4 +1 flambé 3d6 4 2
6th +3 +2 +5 +2 4 3
7th +3 +2 +5 +2 bonus feat, flambé 4d6 4 3 1
8th +4 +2 +6 +2 specialty 4 5 2
9th +4 +3 +6 +3 flambé 5d6 5 4 3
10th +5 +3 +7 +3 skill mastery 5 4 3 1
11th +5 +3 +7 +3 bonus feat, flambé 6d6 5 4 4 2
12th +6/+1 +4 +8 +4 specialty 5 5 4 3
13th +6/+1 +4 +8 +4 flambé 7d6 5 5 4 3 1
14th +7/+2 +4 +9 +4 5 5 4 4 2
15th +7/+2 +5 +9 +5 bonus feat, flambé 8d6, skill mastery   5 5 5 4 3
16th +8/+3 +5 +10 +5 specialty 5 5 5 4 3 1
17th +8/+3 +5 +10 +5 flambé 9d6 5 5 5 4 4 2
18th +9/+4 +6 +11 +6 5 5 5 5 4 3
19th +9/+4 +6 +11 +6 bonus feat, flambé 10d6 5 5 5 5 5 4
20th +10/+5 +6 +12 +6

skill mastery, speciality

5 5 5 5 5 5

Class Features[]

The following are the class features of the cook. Weapon and Armor Proficiencies a cook is proficient in all simple weapons as well as a dogslicer, gladius, handaxe, kukri, machete, sea-knife, sword sword, cutlass, longsword and scimitar. They are also proficient in light armor but not shields.

Formula[]

Cooks are not only masters of creating mundane recipes, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, a cook prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When a cook creates an extract, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.

A cook can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Cook. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When a cook mixes an extract, he infuses the seasonings and ingredients in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the cook's possession, reactivating as soon as it returns to his keeping—a cook cannot pass out his extracts for allies to use.

An extract, once created, remains potent for 1 day before becoming inert, so a cook must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most cooks prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for a cook to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed. Although the cook doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. A cook can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so).

An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking cook. The cook uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract.

Extracts cannot be made from spells that have focus requirements (cook extracts that duplicate divine spells never have a divine focus requirement). A cook can prepare an extract of any formula he knows. To learn or use an extract, a cook must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against a cook's extract is 10 + the extract level + the cook's Intelligence modifier. A cook may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. A cook begins play with one 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new cook level, he gains one new formula of any level that he can create. A cook can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An cook can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. A cook does not need to decipher arcane writings before copying them.

Some cook specialties however, do have spells not normally available as extracts. These are used by throwing or pouring the extract, but it do not require an attack roll.

Specialty[]

Specialty is the defining ability of the cook, they may choose one of four specialties: Druggist, Frigian Chef, Fry Cook and Rotisseur. Each one has specialty ability, a number of special techniques which can be chosen starting at first level and every four levels thereafter.

Flambé[]

Starting at 1st level, the cook is able to use the flambé ability. This ability can be used as a standard action to scorch an enemy within 25-feet + 5 feet per cook level for 1d6 points of fire damage. Creatures who are hit by this ability can make a Reflex Saving Throw to recieve only 1/2 of the total damage. On a failed saving throw, creatures hit by this attack take a -2 penalty to further Reflex Saving Throw attempts until they succeed in a Heal check, or are affected by a heal spell. The DC for the Reflex Save, as well as the Heal check is equal to 10 + 1/2 of the cook's cook level + the cook's Intelligence modifier. 

At 2nd level and every other level thereafter, the damage of flambé is increased by 1d6 to a maximum of 10d6 at 20th level. 

Skill Mastery[]

At 2nd level, the cook gains a bonus on a crafting skill of their choice as well as their profession (chef) skill equal to their cook level. The crafting skill they choose cannot be changed. At 10th, 15th, and 20th level, they may choose one additional craft skill to apply this bonus.

Bonus Feats[]

At 3rd, 7th, 11th, 15th, and 19th level. The cook may choose a bonus feat. The feats they may pick from include all Item Creation Feats and Meta-Magic Feats. Some specialies may select additional feats to choose from.

Cook Specialties[]

the following are the descriptions of the specialities available to cooks at first level.

Druggist[]

The druggist is a cook that specializes in alchemical mixtures to heal their allies. they can use a large number of spells unavailable to most other cook types. 

Specialty Ability The druggist is able to learn alchemical discoveries in addition to bonus feats at each level that they learn a bonus feats. The prerequisites still apply but the druggist may apply their cook level in place of any alchemist level required to learn a discovery.

Additionally, druggists gain the bonus feat Brew Potion at 1st level.

The druggist may learn the following discoveries. Any discovery that alters the effect of an alchemist's bomb alter's the effect of flambé instead: acid bomb, alchemical simulacrum, bitter pill, blinding bombs, breath weapon, chameleon, combine extracts, confusion bomb, cursed bomb, deadly excretions, defoliant bomb, delayed bomb, dilution, doppleganger simulacrum, ectoplasmic bomb, elixir of life, enhance potion, eternal potion, extend potion, fast bombs, flesh-eating bomb, glimmering infusion, grease bomb, greater plague bomb, greater alchemical simulacrum, grounding goo, healing bomb, healing touch, hellfire bomb, immolation bomb, inferno bomb, infusion, lingering plague, mummification, nauseating flesh, pheromones, pickled quasit, pleague bomb, preserve organs, psychoactive bomb, remedy extract, smoke bomb, spell knowledge, spontaneous healing, sticky bomb and stink bomb.

Additional Bonus Feats: Extra Discovery.

Capstone Ability Instead of the normal capstone ability of other chefs, the druggist may select a grand discovery from the following list: Awakened Intellect, Greater Change Alignment, Eternal Youth or Fast Healing.

Special Techiniques The druggest may select one of the following special techniques providing they meet the requirements.

Druggist Techniques
Name Requirement Effect
Nutritional Injection Cook 1 Touch one ally to grant 1d4 healing per two cook levels
Omni-Garden  Cook 1 When using the brew potion to create a potion they do not need to know the spell required to create the potion as long as it is learnable by a wizard of the same level as their cook level.
Purge Cook 1 Touch one ally to remove the effects of an ongoing poison or disease effect
Familiar Cook 4 You gain access to a wizard's arcane bond (familiar)
Medical Knowledge Cook 4 You gain a bonus to your Heal skill equal to your cook level.
Pistoleer Cook 4 You gain proficiency with firearms
Animal Companion Cook 8, familiar You gain access to an animal companion as a druid equal to your cook level -7
Poison Oil Cook 8 When using flambé select one ability, and if they fail the saving throw they take 1 point of ability damage of the selected ability in addition to the effects of flambé.
Toss Item Cook 8 You can use potions and other items on allies from up to 25-feet away. Also you gain the infusion discovery and can apply toss item to infusions.
Cleansing Flame Cook 12 You may invert the effect of flambé to heal one ally instead for 1d3 points of damage per d6 of your flambé ability.
Expanded Formulae Cook 12 You may prepare one additional formula per day per formula level.
Tightened Skin Cook 12 You gain a bonus to Fortitude saves equal to your Charisma Modifier.
Gunmaster Cook 16, pistoleer You gain a +4 bonus to attack rolls made using a fire arm.
Potion Mastery Cook 16 Potions you use have their effect treated as if it was created at your cook level for the caster level, even if you did not make them.
Touch of Erasure Cook 16 You may touch one creature in range to dispel magic an ongoing effect using your cook level as the caster level. Hostile creatures require a melee touch attack roll to be affected but gain an additional +4 bonus to the caster level check made to dispel them.































Frigian Chef[]

The frigian chef is a specialist chef that was trained in the northern most reaches of North Sela. There they learned the technique to cook with frozen gas instead of cracking flames from the highland masters.

Specialty Ability the frigian chef gains access to the Blanche ability in addition to their Flambé ability. Blanche is much like Flambé except that it inflicts cold damage and affects the Fortitude save of the target rather than the Reflex save. The damage of Blanche is equal to the damage of Flambé, and a Fortitude save can be made to halve the damage. If the Fortitude Save fails, the target takes a -2 penalty to all further fortitude saves until they receive a Heal check or are targeted by a heal spell. The DC for this ability is equal to the DC of Flambé.

Additionally, the frigian chef are able to learn the following spells from a scroll or spellbook in addition to spells from the cook spell list: 0: ray of frost. 1st: obscuring mist, elemental touch, fog cloud. 2nd: elemental aura, summon monster II. 3rd: draconic reservoir, elemental aura. 4th: dragon's breath, elemental body I, ice storm, summon monster VI, wall of ice. 5th: cone of cold, elemental body II, freezing sphere, planar binding (lesser), summon monster V. 6th: elemental body III, planar binding, polar ray, summon monster VI

Frigian Chefs gain the Elemental Focus (cold) feat as a bonus feat at 1st level.

Special Techiniques at first, and every 4th level (4th, 8th, 12th, etc.) the frigian chef may choose one of the following abilities providing they meet the prerequisites:

Frigian Chef Techniques
Name Requirement Effect
Cold Resistance Cook 1 The cook gains cold resistance equal to their cook level.
Dragon Blooded Cook 1 The cook gains a +4 bonus to saves against sleep, paralysis, and polymorph effects
Mental Fortitude Cook 1 The cook uses their Intelligence Mod. in place of their Constitution Mod. on Fort. Saves
Frogenogenesis Cook 4, cold resistance When targeted by a spell with the cold descriptor, gain regeneration 5 for 1 round.
Magic Devices Cook 4 Use Magic Devices becomes a class skill, add your cook level to all UMD checks.
Warped Body Cook 4 You have a 25% chance to avoid critical hits and precision damage.
Ice Admixture Cook 8, magic devices When using UMD to activate a scroll or wand you may add Elemental Spell (Cold) metamagic to the final effect, if applicable. Even if you do not have the feat.
Icy Shackles Cook 8 Gain the Icy Shackles ability of the ice focused arcane school of wizards.
Shatter Will Cook 8 When using Blanche, if your target fails the saving throw, they take a -2 penalty to Will Saves in addition to Fortitude Saves.
Ice Block Cook 12, cold resistance As an immediate action, you become immune to physical damage for 1d4 rounds but cannot move or use abilities that target creatures other than yourself.
Ice Shaving Cook 12 Shoot a fan of icy blades in a 180-degree, 20-foot cone inflicting 1d4 points of damage per two cook levels. A Reflex save halves this damage (DC = 10 + 1/2 cook level + Int. Mod.). This is a standard action.
Imbue Weapon Cook 12, ice admixture You may add the frost burst ability to a touched weapon for 1 minute. This is a swift action.
Antipod Cook 16 When using flambé affected targets become vulnerable to cold until the end of your next turn. 
Cubes of Cold Cook 16, icy shackles Creatures in one 5-foot cube per cook level are inflicted 10d6 points of cold damage. These cubes cannot stack on each other and they must be adjacent. A fortitude save halves this damage. Creatures who fail the saving throw are staggered for 1 round.
Ice Shell Cook 16, cold resistance Gain a deflection bonus to AC equal to your Intelligence modifier.
Cook's Brazier Cook 20, antipod Flambé and Blanche affect creatures in a 10-foot radius of the target.
Northern Might Cook 20 Gain proficiency with all two-handed martial weapons. While equipped with a two-handed martial weapon gain +5 to your base attack bonus. Iterative attacks are also applied.
Winter Boon Cook 20 Gain Spell Resistance 30. Hostile force spells that target you have their effective caster level halved.

Fry Cook[]

A fry cook is a cook that specializes in cooking with heated oils, applying their knowledge in battle is done to deadly effect.

Specialty Ability Whenever the Fry Cook uses the Flambé ability, the target is covered in a thin film of oil regardless of whether or not they succeed in the Reflex saving throw. This film applies Fire Vulnerability to the target and removes any fire resistance they have between 1 and 14. Creatures who have fire resistance of 15 or higher however, instead lose all fire resistance but do not receive vulnerability to fire, these effects are cumulative if more than one instance is applied to the same creature.  Creatures immune to fire are slowed as per the slow spell and blinded as per the blindness/deafness spell if they fail the saving throw of Flambé but do not take damage.

Additionally, a Fry Cook gains fire resistance 10 at 1st level, fire resistance 20 at 10th level and immunity to fire at 19th level, and may learn the following spells from scrolls and spell books to add to their formula book: 0: spark. 1st: burning hands, dancing lantern. 2nd: burning gaze, scorching ray, summon monster II. 3rd: draconic reservoir, fireball, flame arrow. 4th: detonate, elemental body I, fire shield, fire trap, summon monster IV, wall of fire. 5th: elemental body II, fire snake, planar binding (lesser), summon monster V. 6th: chains of fire, contagious flame, planar binding, summon monster VI.

Special Techiniques at first, and every 4th level (4th, 8th, 12th, etc.) the fry cook may choose one of the following abilities providing they meet the prerequisites:

Fry Cook Techniques
Name Requirement Effect
Burning Bowl Cook 1 Your flambé ability inflicts splash damage in a 5-foot radius. Only the primary target is affected by the fry cook's oily film effect.
Reactive Mind Cook 1 You apply your Intelligence Modifier to your Reflex Saving Throws instead of your Dexterity Modifier.
Ring of Oil Cook 1 When you use flambé, creatures adjacent to you are affected by a slippery oil similar to the grease spell and must make a saving throw or fall prone. (DC=11+Int Modifier) 
Deep Fry Cook 4 As a swift action, inflict 1d8+Int Modifier points of fire damage to one creature as a ranged touch attack.
Oiled Flesh Cook 4 Add your cook level to Escape Artist checks, and Reflex saving throws against entangle effects.
Persistence   Cook 4 Gain the Diehard feat as a bonus feat, even if you do not meet the requirements.
Bonfire Buffet Cook 8, burning bowl Your fry cook's film ability applies to all targets affected by the splash damage of your flambé ability.
Toxic Smoke Cook 8 The Reflex penalty applied to targets of your flambé ability also applies to the target's Fortitude Save
Well-Spiced Cook 8 Add 1/2 of your cook level to the DC of the heal check required to negate the secondary effects of your flambé ability.
Firedancer Cook 12 Skill checks that apply your Dexterity modifier, apply your Intelligence modifier instead.
Glistening Skin Cook 12, oiled flesh Gain a bonus to Diplomacy, Bluff, and Intimidate checks equal to your Intelligence Modifier.
Hellfire Pit Cook 12 Whenever you use your flambé ability, if creatures fail the Saving Throw they are subject to the create pit spell as well, using 1/2 of your cook level as the caster level for the create pit.
Cooking Chaos Cook 16 Creatures affected by your flambé ability must make a Will Save using the same DC or become confused for 1 round.
Fire Brine Cook 16, well-spiced Any d6 rolls that come up 1, 2, or 3 on your flambé abilities damage rolls become 4 instead.
Heightened Heat Cook 16 The DC of your flambé ability is increased by 2.
Dire Flame Cook 20 Your flambé ability's damage is increased by 5d6.
Fiendish Charcoal Cook 20 Creatures who have been affected by your fry cook's oily film ability have a 20% chance to take double damage from your flambé ability.
Into the Fire Cook 20, burning bowl Creatures who would take splash damage from flambé instead take full damage. The radius is increased by 5 feet.

Rotisseur[]

The Rotisseur is a royally trained cook from the Western Islands. They specialize in artfully slicing meat with grace and accuracy and serving only the most perfect cuts of meat. This has given them a skillful combat style and mastery of anatomy.

Specialty Ability The rotisseur is a skilled combatant with the rapier and falcata. They gain proficiency with these weapons if they do not already have it and their base attack bonus while equipped with these weapons is 3/4's of their level instead of 1/2 of their level like other cooks. Additionally, when selecting feats they may substitute required Fighter levels for their Cook level, and may ignore the base attack bonus requirement of all feats so long as the required base attack bonus for the feat does not exceed their Hit Dice.


Rotisseur's gain the Critical Focus feat as a bonus feat at first level.

Bonus Feats: Critical Feats and Combat Feats may be selected whenever they are granted a bonus feat in addition to item creation feats and metamagic feats, regardless of whether or not they meet the requirements.

Special Techiniques at first, and every 4th level (4th, 8th, 12th, etc.) the rotisseur may choose one of the following abilities providing they meet the prerequisites:

Rotisseur Techniques
Name Requirement Effect
Collier Slash Cook 1 As an attack action, you may target the neck of a creature at a -2 penalty. If you succeed inflict 1d4 points of stacking bleed damage in addition to the normal damage.
Sky Walk Cook 1 Add 1/2 of your cook level to Acrobatics checks.
Willpower Cook 1 Your Intelligence Modifier is applied to your Will Saves instead of your Wisdom Modifier.
Dancer's Jamble Cook 4 You may take an additional 5-foot step per round.
Flying Épaule Slash Cook 4, sky walk As an attack action, make an acrobatics check to strike a creature. If you succeed against their CMB you immediately threaten a critical hit. If you successfully confirm the critical hit with an attack roll, the effects of the tiring critical feat are applied.
War Mastery Cook 4 Your CMB and CMD use your total Hit Dice in place of your Base Attack Bonus.
Côtelette Cook 8 If you succeed in a Reflex save you may make an acrobatics check (DC 15) to make an attack of opportunity against an adjacent creature's ribs, if the attack hits, ​​​​​​the attacked creature is then staggered for 1 round unless they succeed in a Fortitude Save, (DC=10+1/2 Level +Intelligence Modifier) and the cook enters Rotisseur's Stance. Moving breaks this stance.
Poitrine Cook 8 As an attack action, make an acrobatics check to strike a creature in the chest. If you succeed against their CMB you immediately threaten a critical hit. If you successfully confirm the critical hit with an attack roll, the effects of the censoring critical feat are applied and the cook enters Rotisseur's Stance, moving breaks this stance.
War Advisement  Cook 8, war mastery Allies adjacent to you gain a bonus to their CMB and CMD equal to your Intelligence modifier.
Basse Côte Cook 12 As a full-round action you may make a full-round attack against a creature targeting their shoulders albeit with a -2 penalty to attack. For 1 round the creature takes a stacking -2 penalty to attack for each successful hit for 1d4 rounds.
Gigot Cook 12,  côtelette or poitrine While in Rotisseur's Stance, you may make an attack as a move action by making an acrobatics check against the target's CMD. If you succeed, this attack threatens a critical hit. If successfully confirmed, you strike their back with great force applying the effects of the crippling critical feat.
Selle Cook 12, côtelette or poitrine While in Rotisseur's Stance, you may make an attack as a move action by making an acrobatics check against the target's CMD. If you succeed, you make a single attack against a creature's lower back causing them to be paralyzed for 1 round.
Flanchet Shot Cook 16 As an attack action, you may make two attacks at your highest base attack bonus at a creatures stomach. If any of the attacks threaten a critical hit during this action, they automatically confirm and have the sickening critical feat applied to them. If both attacks threaten a critical hit, the effects of the nauseating critical feat is applied to the second one.
Legwork Cook 16 You may take an additional move action each round as long as you are not under any of the following ongoing effects: sicken, nauseated, fatigued, exhausted, prone, staggered, or otherwise unable to act normally.
Stance Cook 16 When making a 5-foot step, you may enter Rotisseur's Stance as a free action.
Greater War Mastery Cook 20, war advisement Hostile creatures adjacent to you take a penalty to their CMD equal to your Intelligence Modifier, and your Intelligence modifier is applied to all attacks and melee damage against adjacent creatures instead of your Strength or Dexterity modifier.
Santen Découpage Cook 20 When you make a Full-Attack action, you only use your highest base attack bonus for all attacks. Any critical hits you make during a full-attack action always confirm.
Rotisseur's Skill Cook 20 You gain a second standard action each round but it can only be used for Attack or Full-Attack actions.