Gastromancer (3.5e Class)

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File:Gastromancer.jpg
Artwork by Belvane

Gastromancer[edit]

The gastromancer is a master of magical food and drink. With her Imbued Cooking ability, she prepares recipes in the form of either food or brews that can be used to empower her own abilities or weaken that of enemies respectively. Not for the faint of heart or stomach, the gastromancer typically begins combat by eating and dousing enemies in toxic brews followed immediately by melee combat when the food effects kick in.

Making a Gastromancer[edit]

The gastromancer, empowered by her imbued food, excels at melee combat. She is a tough character to take down, and her primary focus is on positioning herself between enemies and allies and serving as a protector with her threatening girth and disabling brews.

Abilities: Constitution and Intelligence are of primary importance, while Strength and Dexterity are secondary.

Races: Any race can become a gastromancer, although it is favored by the larger races with stronger constitutions who can make good use of the fortress of flab ability to protect their allies. Among the smaller races, gnomes excel at gastromancers because of their strong constitution and natural inclination for experimenting with bizarre ingredients.

Alignment: Any.

Starting Gold: 4d10, 22 average.

Starting Age: Simple.

Table: The Gastromancer

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Recipes Known
minor/moderate/major
Fort Ref Will
1st +0 +2 +0 +0 Imbued Cooking (minor, long, delayed digestion); Purify Food and Drink 2 / - / -
2nd +1 +3 +0 +0 Eat Anything 3 / - / -
3rd +2 +3 +1 +1 Great Fortitude (Bonus Feat); Create Food and Drink 4 / - / -
4th +3 +4 +1 +1 Iron Constitution 2 5 / - / -
5th +3 +4 +1 +1 Imbued Cooking (short); Bottomless Pit 5 6 / - / -
6th +4 +5 +2 +2 Imbued Cooking (catalytic digestion); Willing Deformity: Obese 6 / - / -
7th +5 +5 +2 +2 Imbued Cooking (moderate) 6 / 0 / -
8th +6/+1 +6 +2 +2 Blubber Shield +1; Iron Constitution 4 6 / 2 / -
9th +6/+1 +6 +3 +3 Thick-Skinned 6 / 3 / -
10th +7/+2 +7 +3 +3 Bottomless Pit 10 6 / 4 / -
11th +8/+3 +7 +3 +3 Adamantium Belly 5 6 / 5 / -
12th +9/+4 +8 +4 +4 Iron Constitution 6 6 / 6 / -
13th +9/+4 +8 +4 +4 Imbued Cooking (swift) 6 / 6 / -
14th +10/+5 +9 +4 +4 Imbued Cooking (major) 6 / 6 / 0
15th +11/+6/+1 +9 +5 +5 Blubber Shield +2; Bottomless Pit 15 6 / 6 / 1
16th +12/+7/+2 +10 +5 +5 Fortress of Flab; Iron Constitution 8 6 / 6 / 2
17th +12/+7/+2 +10 +5 +5 Imbued Cooking (instant digestion) 6 / 6 / 3
18th +13/+8/+3 +11 +6 +6 6 / 6 / 4
19th +14/+9/+4 +11 +6 +6 6 / 6 / 5
20th +15/+10/+5 +12 +6 +6 Gourmand's Curse; Bottomless Pit 20; Adamantium Belly 10 6 / 6 / 6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Alchemy, Drinks, Edibles, Equipment), Autohypnosis, Concentration, Craft (Alchemy), Decipher Script, Heal, Intimidate, Knowledge (Nature), Profession (Chef), Search, Survival.

Class Features[edit]

The gastromancer has quite a few class features. All of the following are class features of the gastromancer.

Weapon and Armor Proficiency: Proficient with simple and martial weapons, light and medium armor, and shields (excluding tower shield).

Purify Food and Drink (Sp): available at-will once per day. Create Food and Drink (Sp): available at-will once per day.

Imbued Cooking: allows gastromancer to spend one hour each morning (two hours if no fire available) preparing food or brew recipes from her cookbook (which contains all recipes in the gastromancer recipe list); consuming an additional recipe before the previous recipe runs out (starting when you take the first recipe, not when it activates) requires a fort save (15 for second, 30 for third, 45 for fourth, etc.) Please note: only gastromancers can consume their food (although anyone can take and throw their brews at enemies); any non-gastromancer that consumes gastromancer food will throw it up immediately and must pass a DC 20 fortitude save or be sickened for 1d8 hours.
Imbued Cooking Descriptors
minor,moderate,major - gain access to minor, moderate, or major recipes as listed.
long - takes one full-round action to consume food; short - standard action to consume food; swift - swift action to consume food.
delayed digestion - food effects activate in 1d4 rounds; catalytic digestion - food effects activate in one round; instant digestion - food effects activate instantly.
Recipe Preparation
Ability to prepare recipes depends on INT, as do bonus recipes according to this chart; DC's and effects of food and brews based on CON
Ability to Prepare: 12 INT - minor; 14 INT - moderate; 16 INT - major
Bonus Recipes: 16 INT - 1 minor; 18 INT - 1 moderate; 20 INT - 1 major

Eat Anything: Gain the eat anything ability.
Great Fortitude: Gain Great Fortitude as a bonus feat.
Iron Constitution X: Gain +X on Fortitude saves against poison or disease.
Bottomless Pit X: Gain +X on Fortitude saves to use multiple simultaneous food effects.
Willing Deformity: Obese: Gain the willing deformity: obese feat (Book of Vile Darkness).
Blubber Shield +X: Gain +X natural armor and cold resistance 10 (for +1) and 20 (for +2).
Thick Skinned: The gastromancer no longer has to roll fortitude saves for massive damage.
Adamantium Belly X: Make a DC 20 fortitude save as an immediate action once per round on being hit to reduce damage from that source by X (affects all damage types).
Fortress of Flab: standing in front of a creature one size category smaller than you provides it partial cover; two or more size categories smaller provides it full cover. If a ranged attack misses the target because of cover, there is a 50% chance it hits the gastromancer instead.
Gourmand's Curse: the gastromancer gains one size category and immunity to all poison and disease.

Gastromancer Recipe List
Food

Minor:

Empowering: +6 any one ability
Stinky: Unspeakable stench (enemies within 5 feet pass DC 15 fortitude save or become sickened)
Fortifying: Resist 15 any one energy source
Spellwarp: Spell Resistance 10
Quickdraw: Cleave
Fatty: Enlarge person self
Mindpower: Telekinesis up to 25 pounds
Lightening: Levitate self


Moderate:

Advanced Empowering: +6 to two abilities
Advanced Fortifying: Resist 20 two energy sources
Advanced Spellwarp: Spell Resistance 15
Resisting: Immune to fatigue exhaustion, paralysis, sickened, and dazzled
Quickfoot: Double move speed for 1d4 rounds
Sly: Provoke no opportunity attacks 1d4 rounds
Advanced Quickdraw: Greater cleave
Advanced Fatty: Enlarge person self plus 2d8 temp hp
Advanced Lightening: Fly 20 (poor) for 1d4 rounds


Major:

Supreme Empowering: +8 two abilities
Supreme Fortifying: Resist 20 all energy
Supreme Spellwarp: Spell Resistance 20
Advanced Quickfoot: Triple move speed for 1d4 rounds
Reflexes: Use full attacks for opportunity attacks
Supreme Quickdraw: Supreme cleave
Supreme Fatty: Enlarge person self plus 5d8 temporary hp
Supreme Lightening: Fly 40 (perfect) for 1d4 rounds
Enraging: Raise BAB by 5 for 1d4 rounds


Brews

Minor:

Weakening Brew: -2 to any ability
Spellwarp Brew: -5 spell resistance
Armoreater Brew: -5 damage reduction one source
Dizzying Brew: 50 percent chance to lose a move action for 1d4 rounds
Heavy Head Brew: Fall over prone
Revealing Brew: Remove invisibility (must hit target) 


Moderate:

Advanced Weaknening Brew: -4 to any ability
Vulnerable Brew: Weakness to any one energy for 1d4 rounds 
Vinegrip Brew: Paralyzed 1 round
Advanced Spellwarp Brew: -10 spell resistance
Any minor brew with 5-foot splash 


Major:

Supreme Weakening Brew: -6 Stat
Advanced Vulnerable Brew: Weakness to any two damage sources 1d4 rounds
Boom-Boom Brew: Stunned one round
Voodoo Brew: Apply one disease
Supreme Spellwarp Brew: Negate all spell resistance and deflection AC
Any minor brew with 15 foot splash
Any moderate brew with 5 foot splash



Unless a recipe says otherwise, the effect lasts for one minute/level.

Campaign Information[edit]

Playing a Gastromancer[edit]

Religion: Gastromancers are naturally attracted to nature deities, which supply them with powerful ingredients for their recipes.

Other Classes: Gastromancers like weaker classes that they can protect. They also get along well with warrior-types (especially barbarians) who enjoy their food and can relate to their style of melee combat. They are very wary of magic users as they believe alternative forms of magic are inherently dangerous and mostly unnatural.

Combat: The gastromancer is a melee tanking class that also debuffs enemies.

Advancement: Good multiclass options for gastromancers include any other melee classes to improve their combat and especially the Drunken Master prestige class for monk-gastromancer hybrids.

Gastromancers in the World[edit]

My food is my life, and my brews will be your death.
—Fennick Gorgewobbler, Gnome gastromancer

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

Gastromancer Lore[edit]

Characters with ranks in Knowledge(nature) can research gastromancers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge(Nature)
DC Result
5 Gastromancers are masterful chefs that imbue their food and drink with mystical powers. Only gastromancers' stomachs can handle this magical food.
10 Gastromancers gain resistance to cold because of the many layers of fat they develop.
15 It takes a while for weaker gastromancers to digest their food and gain power.
20 Legendary gastromancers are immune to all poison and disease, are resistant to all forms of damage, and can consume many different foods simultaneously to gain massive power.

Gastromancers in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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