After so long... a new conversion from my favorite anime/manga. All hail the Flaming Chef, also known as Cyborg 006!
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The Flaming Chef (Culinary Elementalist)
Dwarf elementalist (Geomancer) 1
CG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft., Perception +1/+3
Defense
AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 10 (1d8+2)
Fort +4, Ref +3, Will +3. +2 racial bonus vs. spells, poison, and spell-like abilities
Resist fire 1
Offense
Speed 20 ft.
Melee large frying pan +1 (2d6+1, +1 fire if hot, 19-20, blocking)
Magic
Caster Level 1; MSB +1; MSD 12; Concentration +3
Tradition Flame-Blooded (Energy Focus [fire blast, Destruction], Limited Warp [requires fire, Warp], Focused Weather [heat, Weather], Drawbacks Somatic Casting x2, Boons Embodiment (fire); CAM Cha
Spell Points 3
Alteration Sphere - DC 12; Duration 1 minute, Concentration; Range Self; Talents Subterranean Transformation; Drawbacks Lycanthropic
- Shapeshift (Blank Form, Subterranean Transformation)
Nature Sphere- DC 12; Duration 1 round, Concentration; Range Close (25 ft); Talents Dragonlung (30 ft. cone); Drawbacks none
- Geomancing (fire: Manipulate Lava, Create Fire, Affect Fire, Dragonlung)
Martial
PAM Cha
Barroom sphere - DC 12, Talents Barroom Expert, Drawbacks Teetotaler
- brutal breaker (don't suffer penalties w/improvised weapons)
- barroom expert (apply special quality to an improvised weapon and increase its damage and critical threat range)
Statistics
Str 12, Dex 12, Con 15, Int 13, Wis 12, Cha 14
Base Atk +0; CMB +1; CMD 12 (16 vs. bull rush and trip when standing on the ground)
Traits Pyromancer, Tunnel Fighter
Feats Extra Combat Talent
Skills Bluff +6, Escape Artist +5, Knowledge (nature) +2, Profession (cook) +5/+9, Stealth +5
Languages Common, Draconic, Dwarven
SQ greed, industrious urbanite, stonecunning, weapon familiarity
Gear alchemist’s kit (40 gp), artisan’s outfit (1 gp), haramaki (3 gp), large frying pan (61 gp)
Special Abilities
Alteration Sphere You have the ability to change the physical makeup of creatures.
Lycanthropic You can only target yourself with your shapeshift ability. You cannot gain the Mass Alteration nor Ranged Alteration talents.
Alteration: Shapeshift As a standard action you may shapeshift yourself or a touched creature, changing their form for as long as you concentrate. If the target is unwilling, this costs a spell point, and they are allowed a Fortitude save to negate. You may spend a spell point to allow a shapeshift to remain for 1 minute per caster level without concentration. You may dismiss your shapeshift as a free action.
Shapeshift is a polymorph effect. A target may only be affected by one shapeshift at any one time. If a caster attempts to place a second shapeshift on a target, he must succeed at a magic skill check. If he succeeds, the second shapeshift is successfully placed on the target, dismissing and dispelling the first.
When shapeshifting a target, the caster must choose a form and a series of traits for them. Forms constitute a creature’s basic physical makeup (humanoid, draconic, animalistic, avian, etc.) while traits are special characteristics or alterations (natural attacks, creature size, monster special abilities, etc.). A caster may grant up to 1 trait + 1 per 5 caster levels and cannot grant the same trait more than once unless the trait indicates it may be granted multiple times.
With the exception of Blank Form (detailed below), placing a form on a creature causes that creature’s physical body to change into that of another creature. The target gains the listed number of limbs and loses all others. The target loses any extraordinary or supernatural abilities, natural attacks, and movement types dependent on their original form (darkvision, scent, wings, claws, etc.) and gains the listed benefits in their place.
Alternate sources of physical traits (such as a dragon sorcerer’s ability to grow claws) still function. In addition, the target’s equipment melds into their new form, causing them to lose their armor and shield bonuses and the ability to pull any item from a backpack or belt. They also cannot activate magic items (although constant bonuses from magic items still remain).
This cannot be used to assume the guise of a specific individual creature, but otherwise adds a +10 bonus to Disguise checks made to appear as a different race, gender, or species. The caster may cause the target to cosmetically appear as whatever type of creature he desires, although if the target is not granted the right physical attributes (for example, granting the right size category or number of legs), the disguise may fail completely.
When a caster first gains the Alteration sphere, they may grant creatures the Blank Form and the traits listed below. Additional forms and traits may be gained by taking Alteration talents. Any trait may be granted to any form.
Alteration: Blank Form Unlike other forms, the Blank Form does not change the creature’s basic makeup. They do not gain the +10 bonus to Disguise checks, nor do they lose their abilities, equipment, natural attacks, or any other aspect of their unaltered form. The Blank Form allows a caster to add traits to a creature without fundamentally changing the target first. A caster may grant the following traits to a creature affected by their shapeshift. A target must possess the appropriate limb where listed, and cannot grant a natural attack to a limb that already possesses a natural attack.
Darkvision 60 ft
Low-light vision
2 claw attacks (Primary attacks, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
1 bite attack (Primary attack, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
1 gore attack (primary, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
2 slam attacks (primary, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
2 pincers (secondary, 1d6, 1d4 small, requires arms). You may grant this trait multiple times.
You change the target’s cosmetic appearance. This could include changing the target’s apparent age, making an elf into an orc, disguising a large dog as a small pony, changing a male into a female, or some other such alteration. This grants the target a +10 bonus to Disguise checks. This trait may only be applied to the Blank Form, as such changes are assumed with other forms.
Alteration: Subterranean Transformation You may grant the form of a subterranean animal or magical beast with your shapeshift. The form has a head, 4 legs, a 30 ft land speed, and a 15 ft burrow speed that increases by 15 ft per 5 caster levels. The target also gains Darkvision 60 ft, Tremorsense 20 ft, a bite attack (Primary, 1d6, 1d4 small), and a +2 natural armor bonus that increases by 1 per 5 caster levels.
In addition, you may grant the following traits to any form:
A burrow speed as granted by the Subterranean form.
Tremorsense 20 ft.
Barroom Sphere Barroom practitioners specialize in using whatever is available to them, willing to swing table legs, chairs, and anything else as they chug down a fresh brew.
Practitioners of the Barroom sphere gain the following ability:
Teetotaler You do not gain the hard drinker ability, and cannot gain the drunk status nor select (drunk) talents. You cannot possess both this and the Alcoholic drawback. You gain Barroom Expert with this drawback.
Barroom: Brutal Breaker You do not suffer any penalty when using an improvised weapon, be it ranged or melee, and may treat improvised weapons you are wielding as manufactured weapons for the purpose of being able to be targeted by spells and other effects. You may grab an unattended object within your natural reach and make an attack action with it as part of the same standard action.
Additionally, you may treat any improvised weapon made of any material with a hardness of 5 or lower (wood, glass, etc.) as having the fragile weapon special feature for the purpose of any feats or talents you possess. This does not apply to magic items, nor to creatures being used as improvised weapons.
Some talents allow you to grant a fragile weapon the broken condition in exchange for a benefit. If you apply a second such benefit to a weapon, it is destroyed. You cannot apply more than 2 benefits that break a weapon to the same weapon attack.
Note: Talents which would allow you to add the broken condition or destroy an improvised weapon cannot be used while using a creature as an improvised weapon.
Barroom: Barroom Expert You may treat an improvised weapon as though it had one of the following special features (chosen upon first picking up an improvised weapon and may be changed once per round as a free action): blocking, brace, deadly, disarm, distracting, double (this may not be applied to improvised light weapons), grapple, nonlethal, performance, reach (this may only be applied to two handed improvised weapons), sunder, or trip. If the GM chooses, he may pose reasonable limitations on which items can gain which special features (for example, a sack of flour wouldn’t have reach, while a sandwich wouldn’t have deadly).
In addition, the improvised weapon has its damage increased by 1 size category and has its critical threat range increased to 19–20, with a critical multiplier of ×2. At +10 base attack bonus, improvised weapons have their critical threat range increased to 18-20 and you may apply two of the listed special features to improvised weapons. Associated Feat: Improvised Weapon Mastery
Embodiment You have come to mentally embody some substance in spirit. Select some substance to which you have a mental or philosophical kinship, and magic that can only affect certain substances or work through certain substances can still affect you if you wish to be so affected. This doesn’t allow you to use talents or abilities that only affect items of a particular nature on yourself, but allows you to use abilities that could reasonably apply to you apart from a material limitation. For instance, you couldn’t use the Nature sphere to use Towering Growth on yourself via Embodiment (trees), but you could use Limited Telekinesis (Ice) to move yourself. Similarly, having Embodiment (trees) would allow another with Limited Warp (trees) to teleport to your location if you knew they wished to and allowed it to happen.
Nature Sphere You can command the very terrain to do your bidding.
Nature: Geomancing As a standard action, you may command terrain and natural effects to act on your behalf. The effect produced depends on the environmental aspect targeted. Each effect must be centered or targeted within Close range.
Geomancing effects come in two forms: instantaneous and concentration. Instantaneous effects have no duration, while concentration effects persist as long as the caster concentrates. The caster may always spend a spell point as a free action to allow the effect to continue for 1 round per caster level without the need for concentration.
When a caster gains the nature sphere, he chooses and gains one of the following geomancing packages, with its included abilities. A caster may gain the Expanded Geomancing talent to gain additional packages.
Nature: Fire (geomancing)
Nature: Manipulate Lava (Instantaneous or concentration, requires lava)
You may manipulate lava. This is exactly the same as the vortex and freeze powers from the water package, except you must spend an additional spell point for each ability, and you must target lava. Frozen lava becomes obsidian, with a hardness of 5 and 3 hit points per caster level and does not deal damage per round to trapped creatures.
Nature: Create Fire (Concentration, no requirements)
You may produce a Diminutive-sized magical fire that burns without fuel. This fire may be 1 size category larger per 5 caster levels, and may be used to ignite flammable materials to create self-sustaining, non-magical fire. If a target is within the area of the created fire, they suffer damage as normal for that fire’s size and catch fire. A successful Reflex save halves the damage and negates catching fire.
Nature: Affect Fire (Concentration, requires fire)
You may affect a normal, non-magical fire, increasing or decreasing its size by one category, plus one per 5 caster levels. This is only a temporary change; once the effect ends, the fire returns to its normal size. The fire consumes fuel and deals damage as appropriate for its new size, according to Table: Maximum Fire Size. The minimum caster level required to affect a fire is also given in the chart. If two casters are affecting the same fire in the same direction (increasing or decreasing) only the strongest change occurs. If two casters attempt to affect fire in opposite directions (one making it bigger, one making it smaller), the second caster must succeed at a magic skill check.
Table: Maximum Fire Size
Minimum CL Fire Size Example Damage per Round Space
1st Fine Tindertwig 1 1/2 ft square
1st Diminutive Torch 1d3 1 ft square
1st Tiny Small Campfire 1d6 2.5 ft square
3rd Small Large Campfire 2d6 5 ft square
5th Medium Forge 3d6 5 ft square
8th Large Bonfire 4d6 10 ft square
11th Huge Burning Shack 5d6 15 ft square
15th Gargantuan Burning Tavern 6d6 20 ft square
20th Colossal Burning Inn 7d6 30 ft square
25th Colossal+ - 8d6 50 ft square
30th Colossal++ - 9d6 70 ft square
35th Colossal+++ - 10d6 100 ft square
Examples: 2 adjacent Colossal-sized creatures or objects generally fit within a Colossal+ fire; 4 adjacent Colossal-sized creatures or objects generally fit within a Colossal++ fire; 8 adjacent Colossal-sized creatures or objects generally fit within a Colossal+++ fire.
On a success, their ability functions normally, overlapping the first caster’s effect. The fire counts as its altered size for determining if the second caster can affect it. If a creature is on fire, treat that fire as being Tiny sized (1d6 damage) for the purpose of this effect. When you affect a fire on a creature, you also raise or lower the Reflex save DC to put the fire out by 1/2 your caster level (minimum: 0).
Nature: Dragonlung (fire) Gain a breath weapon. This breath weapon is either a 60-ft line or a 30-ft. cone as chosen at the time it is gained. The breath weapon deals 1d8 fire damage per 2 caster levels, and allows a Reflex save for half damage. The caster uses this breath weapon as a standard action, but must wait at least 1d4 rounds between uses.
Somatic Casting You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.
Weave Elements (Su) A geomancer gains the Nature sphere as a bonus sphere at 1st level, and uses his elementalist level as his caster level with that sphere. This stacks normally with caster levels gained from other sources.
This replaces Weave Energy.
Build
The Flaming Chef is built with a 20-point buy and 105 gp starting wealth. Favored Class Bonus is +1 resistance to acid, cold, electricity, fire, or sonic. If using a lower or higher point buy, try however to keep all attributes balanced. Charisma is your casting statistic, affects the save DCs of all your magic and martial talents and your spell pool, and is useful for public relations; Wisdom increases your survival and profession skills and bolsters your Will save; Strength is your combat statistic, Dexterity increases your Armor Class and Ref saves, and Constitution gives you more hit points and increases your Fort save. Lastly, Intelligence gives you a lot of useful skill points to spend in various Knowledge skills.
How to Play a Flaming Chef
You know well how does it feel to starve, so you decided to make this world a better place by nourishing the creatures in it. Close to Nature, you are a jolly fellow, not too prone to combat but able to defend yourself and your friends should need arise- even if few disagreements can’t be solved at a dinner table. In combat, you hit with the first thing you find, often a cooking implement, and tend to protect your allies and find a quick way of escape for everyone rather than attacking directly. You prefer to use your fire only to prepare hot dishes, if you can.
Future Abilities
Magic Talents Boil Water, Deep Nature, Emergency Teleport*, Firelord, Greater Range x2, Lingering Nature, Heat Metal, Melt Earth, Move Fire, Nature Barrier, Nature Sight, Smokescreen, Trail Blaze, Warp Sphere (Limited Warp), Wildfire
Feats Artificery (Profession-cook), Cantrips, Draconic Heritage (gold), Extra Combat Talent* x4 (Alchemy Sphere, Formulae package, Panacea; Bottle Rocket; Improvised Shield; Surprise), Improved Mystic Assault, Improvisational Focus*, Mystic Assault, Prepare Consumable, Psychic Sensitivity, Spellcrafting, Throw Anything