Provisioner

Most adventuring parties often neglect the small details of life while traveling, expecting simple preserved rations, roast wild game, and bedrolls to serve them for the majority of their travels. While the odd stay at a tavern with proper beds and hot meals are a much revered tradition for these adventurers it doesn’t help maintain their bodies and mind. This is where Provisioners come in, acting as a morale boosting camp cook, finding better hosting, and even tending to other comforts neglected by most.

Role: The Provisioner is a support class who is more than capable of keeping themselves in a fight. While they are as well trained in combat as fighters they lack the dedication, don’t have the wrath of barbarians, but do have the backing of high energy and immense resistance. However unlike bards who may simply lift spirits in the moment Provisioners must prepare their meals and accommodations ahead of time.

Alignment: Provisioners may be of any alignment

Hit Die: d10

Starting Wealth: 3d6 x 10 gp (average 105 gp)

Class skills: Appraise, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge [Local], Knowledge [Nature], Knowledge [Nobility], Knowledge [Religion], Perception, Profession, Sense Motive, and Survival.

Skill Points: 6 + Int per level

Camp Cook
Provisioners are practiced cooks and can make the most out of a small amount of food. They gain a bonus on Profession [Chef] checks equal to their level (Or other checks involving cooking), as well as a bonus to Craft [Alchemy] equal to half their level due to the common ground between both fields.

Additionally a provisioner may cook for a number of creatures equal to his level + Wis at a time. In order to benefit from their meals they must eat at least one medium portion, however larger creatures require additional helpings depending on size (Large requires two, huge requires four, so on) in order to receive any benefit. If a creature ever requires a saving through from one of the provisioner’s meals or other abilities it has a DC of 10 + ½ level + Wis.

Cookware
Provisioners begin play with a masterwork piece of kitchen equipment which grants them a +2 bonus to dishes which use the item (Soups for a ladle, roasts for an oven, stews for a cauldron, so on within reason). As well they are treated as having the Catch Off-Guard and Throw Anything feats with this item and any other masterwork kitchen tools they acquire. Below is a list of common choices and their weapon stats. They are treated as having both listed feats for prerequisites however may only use related feats with their cookware unless taking Catch Off-Guard and Throw Anything normally.

Notes: These are not the only possible tools, other items such as specific knives, specialty items, or even larger pieces of cookware are possible.

Provisions
Provisioners always are well prepared for adventure and have learned to shrug off the weight of common items. Any items they carry related to food, cooking, comfort (Such as chairs, tables, and blankets), sleeping, and lighting are treated as only half their weight while being carried. Additionally provisioners are about to comfortably accommodate a number of extra creatures in tents or other resting structures they create (Or can influence, such as speaking with a caster creating such a space) by an amount equal to their Wisdom modifier.

Whenever a provisioner collects food or uses rations for their Hot or Cold meals they treat them as being able to sate one additional creature without increasing the cost or difficulty. At 5th level and every 5 after they are able to sate one more creature.

Hot Meals
Hot meals are meals which take a longer time to prepare but grant long lasting effects and can provide a stronger boost for a short while. Each morning the provisioner may prepare the ingredients for a hot meal provided they have a mess kit or at least three pieces of cookware available and enough food to sate the number of creatures they wish to cook for. This process takes one hour and may be done in conjunction with preparing cold meals. When they are ready to serve the hour takes one hour to be finished and eaten, being interrupted as if resting prevents the meal’s effects from activating. As they grow in level they learn additional hot meals, at level one they know the following two:

See: Hot Meals

Roasted
Roasted meals are simply cooked foods over a fire or in a hot oven, often many ingredients at once. Roasted meals are the choice of hunters and primitives, granting a +1 Competence bonus on attack rolls and damage rolls for 2 hours. This bonus increases to +2 at 8th level, increasing by +1 every six levels after. They also gain the same bonus to Intimidation checks and their DC to be intimidated.

Stewed
Stewed meals are as basic as cooking gets and notorious satisfying, requiring just a vessel to hold liquid and a heat source to boil water. Many ingredients may be thrown in at once and boiled down to make a filling stew that grants temporary HP equal to the provisioner’s level + Wis for 4 hours after eating. They also gain a +2 Fortitude save for 2 hours after eating, increasing by +1 for every five levels.

Cold Meals
Cold meals are quick to eat and less satiating than hot meals, but none the less provide the energy and nutrition to keep a person in fighting condition. Cold meals only require one piece of cookware to prepare but otherwise takes the same amount of time as a hot meal. Each cold meal serving requires effectively half a portion of food to create (Food that would sate one medium creature makes two portions of a cold meal). Cold meals are made ready to eat unlike hot meals and only take 10 minutes to eat and may be done at any time without the provisioner needing to cook, thus can be eaten while walking, preparing spells, meditating, or other low effort tasks. Or even as a side dish during a hot meal, not adding to the eating time but gaining the cold meal’s effects. At 1st level provisioners know the following cold meals:

See: Cold Meals

Bread
Breads are a staple all across the world and in most cultures, made mostly from grains or starchy tubers. A meal of bread grants a +1 morale bonus to any effect that would sicken or nauseate for one hour, increasing by +1 every odd level beyond 1st.

Jerky
Typically preserved meats and rarely more exotic things like fruit leathers or dried mushrooms. Jerky provides a +2 morale bonus to checks and saves listed under the Endurance feat for one hour, increasing by +1 for every 5 levels.

Hospitality
Hospitalities are the tricks of the trade provisioners pick up through their lifetime that aid them in one way or another. At 1st level one is gained, then at 2nd and every even level after they learn an additional hospitality. Hospitalities that require a saving throw have a DC of 10 + ½ Level + Wis. Unless otherwise stated you cannot select the same hospitality more than once.

At 10th level they may take Great Hospitalities.

At 18th level they may take Grand Hospitalities.

See: Hospitalities