Hospitalities

#### **Allergen Expert**

While provisioners generally are able to cater to everyone’s taste some more unscrupulous ones have a keen eye for common allergens and are experts at sneaking them into foods as a ‘mistake’. If the provisioner identifies a creature with knowledge they identify a single allergen which they can add to a meal at any point while doing the final preparation. If an allergic creature eats the food it must make a Fortitude save or become Nauseated for 1d6 minutes, receiving an additional save every minute or round they are attacked. If a creature rolls a natural 1 on their save they are also knocked prone.

#### **Poison Use**

Provisioners with this hospitality are often subtle assassins or savvy warriors who compensate their lacking skillset with poisons. They gain the Poison Use class feature.

#### **Poisoned Meal**

You may poison a cold or hot meal using a single dose of poison to affect either every portion of the meal or a single portion. The poison must be an ingested poison and once consumed it uses your hospitality DC instead. Requires Allergen Expert and Poison Use

#### **Performer**

While not as equipped as bards, provisioners are no strangers to performing in many forms. You choose one perform skill and gain a bonus equal to half your level. You may perform while eating a hot meal to grant all participants a morale bonus equal to your level to one skill for the shortest duration effect of the meal.

#### **Bed Maker**

Most find tents and bedrolls tolerable at best, but you are able to turn them into luxury nests with minimal work. With 10 minutes of work you can modify a bed or sleeping area for a number of creatures up to your Wisdom modifier to a more comfortable state. Creatures recover twice the normal amount of HP while sleeping and gain a +2 morale bonus on saves to cure any disease when they wake.

#### **Bar Brawler**

Many provisioners have spent time working in taverns, as such they’ve seen their fair share of fist fights break out. You gain Improved Unarmed Strike and may use bottles, cups, and plates as if they were cookware (Dealing damage as a pan with the fragile quality)

#### **Reheat**

If a hot meal is interrupted you may take only 10 minutes to re-prepare it, requiring the remaining time left before the interruption to be completely eaten.

#### **Hospitality**

Food served with a smile and care for guests’ taste can go a long way. You gain a bonus equal to your level to diplomacy checks on creatures who have eaten one of your hot meals within the last 24 hours. You also gain a bonus equal to your Wisdom modifier towards creatures who have eaten one of your cold meals within 1 hour.

#### **Friend Maker**

Anyone who’s sat down to a meal with you can’t help but find you agreeable. Whenever a creature eats one of your hot meals they treat you as one stage friendlier, up to Friendly, for 12 hours. You can still make diplomacy checks as normal to improve their attitude. Requires Hospitality

#### **Unsuspecting Assassin**

Seemingly harmless, you use a cover of kindness to deliver lethal toxins through your meals.  When using Poisoned Meal you add +4 to the DC of the poisons in your food. Additionally if you poison every portion of the meal you gain a +4 bonus on the save against the poison. Requires Poisoned Meal.

#### **Calling**

Be it a dinner bell or a call to a friend, you can get someone to move. Once per day if a creature has eaten one of your hot or cold meals within the week you can call out to them as a standard action, provided they are within earshot. They may immediately move up to their fastest movement speed towards you without provoking attacks of opportunity. This relies on auditory components.

#### **Come Home Safe**

Provisioners are all masters of comfort, but your care to allies can keep them safe in the worst situations. Creatures who have eaten a meal with you and benefitted from a hospitality at least once a day for one week gain a 25% chance to ignore a critical hit or negate a harmful spell effect 1/day. If a creature goes a day without meeting the criteria they may hold the 1/day ability indefinitely until used, after which they must partake for the full week again. Requires Hospitality, Calling, and Bed Maker. This critical negation/spell negation stacks with all other sources, up to 100%.

#### **Dinner Tactics**

Nice chat always fits a meal, but sometimes serious talks need to be had. Whenever you serve a hot meal you may grant all creatures who partake one temporary teamwork feat you possess. You may also allow them to ignore one prerequisite of the feat (Such as BAB, other feat requirements, skill ranks, etc) that you meet but they must otherwise meet the requirements.

#### **Breaking Bread**

You form a close bond with allies and can always be relied on. Whenever a creature benefits from your hot meals once a day for one week you are treated as having any teamwork feat they possess. You do not benefit from these feats but qualify as a partner and may make rolls associated with them if required (Such as cooperative crafting). This requires Hospitality and Dinner Tactics

#### **Soul Food**

With a pinch of magic to season you can make meals even creatures normally unable to eat taste your food. Any creature which is unable or normally unwilling to eat food (Such as undead, constructs, and elementals) can partake in any of your meals.

#### **Tweak Cuisine**

By changing the preparation you can alter a meal to be more specialized. During preparation you can reduce the bonus granted to one type of roll a meal grants by 1 to increase another roll granted by the same meal by +1. This may not reduce a bonus below +1, nor increase it to more than twice the normal amount.

Ex: If a food grants +2 towards saves against Poisons and Disease, you can lower the Poison effect to +1 in order to increase the bonus to Disease to +3.

#### **Delectable Sin**

You know the taste of evil, able to infuse your meals with suffering. You may tempt an evil creature to join you for a meal regardless of their current attitude towards you. This acts as Beguiling Gift, however they are unable to attack you as if under Sanctuary until they’ve eaten the meal. A creature who saves against this effect is immune to it for 24 hours. Creatures with the evil subtype have a -4 on their saves against both this effect and any effects included with the meal. You must be evil to take this hospitality.

#### **Monastery Brewing**

Your personal stock of alcohols are blessed and familiar to any good person. You may invite any good creature to a meal with a profession [Chef] check with a DC equal to 10 + their HD + their Wisdom modifier. Those creatures are obliged to eat and treat you as no worse than indifferent until the meal has passed, during which time you and a number of allies equal to your Wisdom modifier gain a +2 to any non-threatening skill checks with them. Creatures with the good subtype instead feel obliged to you and treat you as no worse than indifferent for 24 hours. You must be good to take this hospitality.

#### **Live to eat again**

People who’ve lived on your meals strive to eat another. If a creature has eaten one of your hot meals every day for one week and continue to eat one hot meal per day they may reroll any one of their d20 roll once per day. If this is a rerolled saving throw and succeeds they suffer none of the effects. This requires Come Home Safe

#### **Bedside Manner**

While it isn’t usually your job you can serve as a surprisingly good doctor. You may substitute your profession [Chef] checks in place of Heal to a creature resting in a bed made with Bed Maker. This requires Bed Maker.

#### **Savage Palate**

You have a hunger for especially fresh meat, still bleeding would be an understatement. You gain a bite attack appropriate for your size (d6 for a medium creature), or the damage die increases by one size if you already have a bite. This is a secondary natural attack.

#### **Kitchen Multitasker**

A kitchen is a frantic environment so having both hands busy is second nature to you. You gain the Two Weapon Fighting feat, however you only benefit from it while using your Cookware weapons. If you gain a feat which lists Two Weapon Fighting as a requirement you only benefit while using Cookware.

#### **Shaman Tongue**

The taste of flesh reveals all to you. Whenever you hit (But not necessarily damage) a creature with your bite attack you gain a bonus on knowledge checks to identify the creature equal to your level. This requires Savage Palate

#### **Thoughtful Preparations**

Adventures carry many hazards magic may not always be ready to solve, so it falls upon you to be ready with the right tools. Once per day you may just so happen to be carrying a mundane item costing up to 50 Gold plus 10 Gold per level, and you must pay the cost when “finding” it. The item must be something you’re able to carry or have in available storage such as a pocket, wagon, or bag of holding. You cannot find magical items nor specific items such as an owned item or key to a locked door. If you are stripped of your belongings you lose the benefits of this hospitality until you spend a day resupplying.

#### **Jury Rig**

You are able to put things back together well enough, more than enough in the heat of combat. As a full round action you may repair a broken item in reach enough to be used for a number of minutes equal to your Wisdom modifier. If an item is destroyed you may instead repair it enough to be treated as broken for the same time, allowing it to potentially be saved by other means.

#### **Caravan Driver**

With the right connections you obtain a free heavy wagon and two heavy horses (Or similar beast of burden, by GM discretion) to ferry your party. The horses do not partake in combat but are trained to stay on the fringes or come to your side if called as a standard action. You do not need to make driving checks of DC 15 or lower when driving your wagon. If the wagon is destroyed or horses killed you are able to find a replacement at no cost the next time you reach a civilized area.

#### **Do the Shopping**

The eyes of a provisioner are well tuned to busy markets, seeing deals most adventurers overlook. When buying items you are able to find mundane items being sold at a 20% discount.

#### **Magician’s Market**

With your eye for the esoteric you can aid spellcasters in finding cheaper reagents for their many purposes. When shopping with a caster you grant them a 5% discount on all material components, spellbooks, focuses, and materials to be used with crafting feats. You may save up to 100 x your level in gold in a given town per month in this way. This requires Do the Shopping

#### **Medicine Cabinet**

When buying restorative potions you’re able to find those of particularly high quality. Any healing potion you buy and use gains +1 CL. Additionally you may administer healing potions as a move action to adjacent allies. (This requires that you both purchase and used the potion, not all potions you either purchase or use)

#### **Careful Packing**

With the right organization and adding additional straps to bags you can greatly ease the burden of gold and gear. You add your Wisdom score to your Strength score for the purpose of carrying capacity.

### **Great Hospitalities**

#### **Taste for Flesh**

Your time chewing on the bodies of foes have given you a taste for living flesh. Your bite attack increases damage by one die, becomes a primary natural attack, and gains the Grab quality. Requires Savage Palate

#### **You are what you Eat**

Beyond just knowing what you're eating you're able to use shamanistic magics to temporarily steal their form for your own. Whenever you deal damage with your bite attack you may polymorph into the creature you've damaged as if by the following spells as appropriate for their type: Alter Self, Beast Shape III, Ooze Shape I, Tree Shape, Fey Form II, Plant Shape I, Monstrous Physique III, Undead Anatomy II, or Vermin Shape II. If the target it not of a viable size you become the closest allowed size granted by the spells, granting any abilities normally available as well. You remain transformed for a number of rounds equal to your wisdom modifier, refreshing for each bite that does damage.

#### **Not in Here**

You’re an absolute expert at firmly removing unruly parties. You gain Improved Grapple (Or Greater Grapple, if both are taken you may swap either for a different feat appropriate for that level) and take no penalties when moving with a grappled opponent. You may also throw a grappled opponent away as a full round action as an improvised weapon dealing 1d6 damage (1d4 if the person being thrown is small) and dealing 1d6 per 10ft thrown to the projectile. You may not throw a person straight upwards. This requires Bar Brawler

#### **Favor for Flavor**

After a meal with you others feel indebted to you. Creatures who have been affected by your Friend Maker hospitality will fulfill one request that doesn’t put them in immediate danger. This requires Friend Maker.

#### **Trade Master’s Guile**

When selling items you’re able to wring just a touch more from buyers than most. You sell items at 5% more than their normal selling price, increasing by +1% x Wisdom modifier. This requires Do the Shopping and Magician’s Market

#### **Grand Caravan**

Your wagon has grown to become a public name and attracts followers. You gain a number of additional heavy wagons equal to your Wisdom modifier and followers as if by the Leadership feat, using your Wisdom in place of Charisma. You do not gain a cohort, if you already had followers in some way then you add the appropriate amount to your existing amount. These followers man the wagons that follow you and provide for all your basic needs of food, water, and shelter. Additionally you may borrow any mundane item with a value of 100 x your level in Gold for up to one month, paying half the cost if the item is expected to be lost or expended during the time. If an item is lost without being paid in advanced you must pay the full price or lose the benefits of your followers for one week. Lastly your followers happily maintain you and your party’s equipment, repairing any mundane items within 8 hours of being given them. This requires Caravan Driver and Thoughtful Preparations.