The Culinary Specialist

The Culinary Specialist is a first-level sample character for Spheres of Might, suitable for use as a PC or as an NPC. Information on its build rules, and how to adjust for different rules, is included below. This character was created by the community.

The Culinary Specialist
Halfling blacksmith (iron chef) 1
CG Small humanoid (halfling)
Init +2; Perception +6


AC 16, touch 16, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 13 (1d10+3)
Fort +6, Ref +3, Will +3 (+2 saves vs Fear)
Defensive Abilities improvised shield (+1, +2, or +4 shield bonus to AC)


Speed 20 ft.
Melee small-sized improvised weapon +3 (1d8+3/19-20) or tiny-sized improvised weapon +3 (1d6+2/19-20) or diminutive-sized improvised weapon +3 (1d4+2/19-20)
Ranged sling +3 (1d3+2)
Space 5 ft.; Reach 5 ft.
Special Attacks thunderous blows +1d6


Tradition Chemist (Alchemy sphere (formulae) package: Salve; Barroom sphere: Barroom Expert; Equipment sphere: Fast Draw); PAM Con
Alchemy sphere - DC 13, Packages formulae, Talents Salve
- formulae (salve)
Barroom sphere - DC 13, Talents Barroom Expert, Improvised Shield
- barroom expert (free action, grant an improvised weapon one of the following: blocking, brace, deadly, disarm, distracting, double, grapple, nonlethal, performance, reach, sunder, or trip)
- brutal breaker (don't suffer penalties w/ improvised weapons)
- hard drinker (move action, retrieve and drink an elixir, potion, or beverage; if alcoholic gain drunk status for 3 rounds)
- improvised shield (may decrease damage die by 2 steps to count as a shield based on size)
Equipment sphere - DC 13, Talents Fast Draw, Toolkit Training, Unarmored Training
- discipline (proficient w/ battle ladder, battle stein, battle wrench, climbing pick, fishing tackle, garrote, grappling hook, iron brush, machete, net, ten foot pole, torch, and whip)
- fast draw (draw a weapon as part of the action used to attack with it)
- unarmored training (gain +3 armor bonus to AC while unarmored)


Str 14, Dex 14, Con 16, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 14
Feats Extra Combat Talent; Associated Feats Improved Weapon Mastery, Quick Draw
Skills Acrobatics +5, Climb +8, Perception +6, Profession (cook) +4; Associated Skills Craft (alchemy) +4; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages common, halfling
Gear skillet (tiny-sized), spatula (diminutive-sized), sling (w/ 20 bullets), portable alchemist lab

Special Abilities

Alchemy Sphere Training in the Alchemy combat sphere teaches you how to quickly and efficiently combine volatile chemicals for new or enhanced effects.

When you gain the Alchemy sphere, you gain 5 ranks in the Craft (alchemy) skill, plus 5 ranks per additional talent spent in the Alchemy sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Craft (alchemy) skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

In addition, choose one of the following packages: Formulae or Poison. (Chosen: Formulae)

Alchemy: Formulae Package Some Alchemy talents have the (formulae) descriptor; these are improved or original versions of alchemical items you can only create once you’ve learned the talent. All formulae have a base crafting DC as noted in their descriptor, and their saving throw DCs, if any, are determined using the normal formula for combat sphere talents, using the practitioner’s ranks in Craft (alchemy) in place of their base attack bonus. The necessary ingredients for creating formulae are gathered over the course of a given day; there is no monetary cost to creating a formulae. You may craft any item whose formulae you know in 30 minutes, or 15 minutes if you have access to an alchemist’s lab or alchemist’s crafting kit, but due to the volatile nature of the enhanced formulae you cannot prepare more formulae at one time than a number equal to 1/2 your ranks in Craft (alchemy) (minimum 1) + the number of formulae talents you possess. For every 4 ranks in Craft (alchemy) you possess, you may craft 1 additional formulae as part of the same 30/15 minute time period.

Any creature affected by splash damage from an improved formulae is entitled to a Reflex save to reduce the damage by half.

Because formulae are more unstable than standard alchemical items, they expire and no longer work after 24 hours; it is relatively easy (DC 10 Appraise) to recognize the unstable and impermanent nature of these items so typically they have no monetary value; a potential buyer who fails their Appraise check assumes they are a standard item of their type (if applicable), or as a mundane item worth no more than 10 gp. In addition, the overly refined and unstable nature of formulae means that they cannot be further refined or enhanced by items such as focusing flasks or hybridization funnels. You cannot fail to craft an alchemical item you know the formulae for; failure to meet the DC instead means you create the item but at its minimum potency, without additional effects or benefits for having additional Craft (alchemy) ranks or having increased the crafting DC. When you first gain this package, you may learn any one (formulae) talent you qualify for.

Alchemy: Salve (formulae) Craft DC: 15

You create a poultice that can be used as a standard action to heal yourself or a target within your natural reach for 1d8 points of damage per 2 ranks in Craft (alchemy) you possess (minimum 1d8) plus your practitioner modifier. You can only attempt to heal a particular creature with this ability a number of times per day equal to 1/2 the number of ranks you possess in the Craft (alchemy) skill (minimum 1) plus your practitioner modifier.

You can increase the Craft DC for this item in increments of 10; each time you do so you increase the healing granted by the salve by 5.

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 abilities: Brutal Breaker and Hard Drinker.

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

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: Hard Drinker Whenever you imbibe an alcoholic drink (normally a standard action), you gain the drunk status for a number of rounds equal to your Constitution modifier (creatures without a Constitution score cannot gain this status). As a move action, you may retrieve an alcoholic drink, elixir, or potion (but not extract) from your person or grab one within your natural reach and drink it, all without provoking an attack of opportunity. For every 4 points of base attack bonus you possess, the drunk status last for one additional round.

Some talents possess the (drunk) tag, requiring you to expend your drunk status to perform them. (Drunk) talents are a free action unless stated otherwise in their description.

Barroom: Improvised Shield As a free action, you may wield an improvised weapon as an improvised shield for a round. When wielded as an improvised shield, the weapon’s damage die is decreased by 2 sizes, and the weapon grants a shield bonus: light weapons grant +1 shield bonus, one-handed weapons grant a +2 shield bonus, and two-handed weapons grant a +4 shield bonus. Just as with all shields, you lose this shield bonus to AC if you use the improvised shield to attack, unless you possess the ability to make shield bashes without sacrificing shield bonus. An improvised shield counts as a regular shield for the Shield sphere.

Whenever you are wielding a shield with the fragile special feature and a target scores a critical hit against you, you may give your shield the broken condition to change the critical hit into a normal hit.

Combat Training A blacksmith may combine combat spheres and talents to create powerful martial techniques. Blacksmiths are considered Expert combatants and use Constitution as their practitioner modifier.

Equipment: Fast Draw You can draw a weapon as part of the action used to make an attack with it. This can be used with splash weapons, but not with other items such as potions, scrolls, or wands. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. Associated Feat: Quick Draw.

Equipment: Toolkit Training You are adept at using adventuring tools as impromptu weapons of war. You gain proficiency with the battle ladder, battle stein, battle wrench, climbing pick, fishing tackle, garrote, grappling hook, iron brush, machete, net, ten foot pole, torch, and whip.

Equipment: Unarmored Training Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess.

This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities.

This bonus depends on an intricate awareness of the practicioner’s body and balance, and as such is lost when the target is under any shapeshift other than blank form, or is polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.

Equipment Specialist The blacksmith gains one talent from the Equipment sphere as a bonus talent at 1st level.

Recipes (Ex) May spend 30 minutes combining one Entree and Flavor to create a meal granting bonuses for 1 hour.
- Entrees

  • Fish: +1 dodge AC while swimming, and +1 bonus to Swim checks.
  • Fowl: +1 Reflex saves.
  • Mycoprotein: +1 Will saves.
  • Red Meat: +1 Fortitude saves.

- Flavors

  • salty: +1 saves vs death effects, ability drain, and ability damage.
  • savory: +1 CMD vs being moved forcibly.
  • sour: creatures who bite or swallow creatures that consumed this meal must make Fort save DC 13 to be sickened for 1 round.
  • spicy: cold and fire resistance 1.
  • sweet: reduce the duration of debilitating effects by 1 round.

Thunderous Blows +1d6 (Ex) Starting at 1st level, the blacksmith becomes particularly adept at striking crafted creations in exactly the right place and manner to damage them most effectively. When the blacksmith makes an attack action or attack of opportunity, he deals an additional 1d6 damage if making a successful sunder attempt or if attacking a construct or object (including animated objects). This damage increases by 1d6 at 3rd level and every two levels thereafter. The blacksmith never provokes attacks of opportunity for attempting the sunder combat maneuver, and whenever the blacksmith chooses to destroy an item held or worn by a creature with a sunder attempt any excess damage is applied to the item’s wielder. The blacksmith counts as having the Improved Sunder feat for determining prerequisites.

At 3rd level, the blacksmith has learned how to swing his weapons in a way that shatters scales and claws as easily as manufactured armor and weapons. The blacksmith may make a special sunder attempt as an attack action, targeting a creature’s natural armor or natural weapons. If the blacksmith chooses to sunder the creature’s natural armor, on a successful check he deals damage to the creature equal to his normal weapon damage (bonus damage from thunderous blows is not applied when using sunder in this manner) and it takes a penalty to its natural armor bonus equal to the number of bonus damage dice granted by his thunderous blows class feature; a creature’s natural armor bonus cannot be reduced below 0 in this manner. Any amount of magical healing removes this penalty, as does a DC 15 Heal check, which can be made as a standard action.

If the blacksmith chooses to sunder the creature’s natural weapon, on a successful check he deals damage to the creature equal to his normal weapon damage and it takes a penalty to attack rolls with that natural weapon equal to the number of bonus damage dice granted by his thunderous blows class feature for 1 round.

Build Rules

20 Point Buy. If higher, raise Dexterity. If lower, reduce Strength.

Suggested Growth

Future combat talents should focus primarily in the Barroom sphere.


This character has no traits selected.

Similarly, besides a skillet, sling (w/ 20 bullets), spatula, and portable alchemist's lab, the character has no gear or equipment preselected. For your convenience, the size of the skillet and spatula are listed in the gear section for the purpose of damage or shield bonuses. The character has 74 gp left to purchase equipment. It is recommended that you don't focus on purchasing actual weapons or armor as you are more handy with improvised weapons and no armor.

Playing the Culinary Specialist

The culinary specialist prefers being in the thick of combat and is ready at a moment's notice. The culinary specialist should not be afraid to utilize thundering blows to sunder an enemy's equipment. To aid in such an endeavor, make sure to add the sunder ability (+2 to sunder combat maneuver checks) to your improvised weapon (via Barroom Expert). If the culinary specialist finds himself in need of higher AC, utilize the Improvised Shield talent as necessary. While not a primary healer, the culinary specialist acts as a secondary healer with the Salve formulae. Between encounters, the culinary specialist should cook meals. The default recipe that should be used is Red Meat (Sweet), which will grant a +1 bonus to Fortitude saves and reduce the duration of debilitating effects by 1 round.

This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.