Craft (food)


Rules Questions


So, I've gotten into a bit of an argument over in the Homebrew forums, and I wanted to get the advice of all the rule gurus. The actual argument can be found here

The argument is whether craft (food) is a valid skill.

For ease, here are the RAW for Craft:

d20pfsrd.com wrote:

You are skilled in the creation of a specific group of items, such as armor or weapons.

A Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill.

My view

Craft (food) is a skill for people who are more interested in creating a superior dish rather than making a living off of cooking, which is the role of Profession(cook). Because something is created in the process (the dish or meal), this can be a craft skill

Aelryinth's view

Aelryinth wrote:

Preparation of food is a profession.

Craft (food) might be a presentation skill (like a Shrimp platter), or chopping up onions really well, or perhaps carving a turnip into a lamp. All craft skills are about making enduring items out of other items. You'd know how to manipulate food items and turn them into non-food items.

So, Craft (food) you actually have to create an enduring object left behind that's materially different from what you put into it. there's a big difference between an iron bar and a sword. Between food and...food, not so much.

Any input would be appreciated


I use Red Dragon Inn's Guide to Inns and Taverns so the food crafting is an actual thing, even going as far as being able to take a feat to craft wondrous food, specifically because I'm mostly in the camp where you need something specific to make for the craft skill to be useful.


No. I would just go with profession cook.

But, in the end it's really not that important to me either way unless there is some greater end result that I am missing. Whether craft(food) is a really skill or not, whether cook should just be used, and what difference (if any) there is or why it matters.

Tell me why you would rather have a craft(food) than profession(cook)? Lets ignore what they might mean independently, and just say they mean the same thing. Is there any reason you would want craft instead of profession? Because that would be why it matters.

If there is no reason other than, "because I think craft means you make a better dish" and profession is "I know how to make food professionally" then I would just hand wave it and say don't worry about it.


The only other argument I can add, is the craft(food) is possibly too broad, and would be introducing a redundant skill as profession cook is clearly listed as existing. While you are creating a new craft skill.

To me this is unnecessary. Unless there is a mechanical reason to differentiate between them, it just seems very unnecessary.


Thanks for helping clear up some of my Must Win Argument fever, but that still doesn't answer the question of whether Craft (food) is a valid skill.

There's a lot of redundancy between profession and craft, and this isn't really creating a new skill, as the list in the RAW is only the most common, not all. A lot of times, it comes down to flavor and whether the character thinks of themselves as a businessperson or an artist/craftsman.


The only skills that are "clearly valid" are the ones that are listed in the skill descriptions. Certainly others can be available, but that is something that is really left up to the GM to decide.

Craft doesn't mention food. Profession does specifically mention cook.

I agree there is already redundancy, but that doesn't mean you should introduce more redundancy. In fact, it should be avoided when there is something that could already fill the role.

Why are you so adamant that craft(food) be an option as opposed to profession(cook)? If it's only flavor, you're really making too much of this I think. To me the words on your sheet aren't flavor. But as long as your GM lets you cook a good meal for the the adventuring party before you bed down at night does it really matter if you're rolling craft or profession?


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I don't think breaking an egg into a pan of frying oil counts as "crafting" a fried egg. Crafting implies using component pieces and imparting utility and/or function upon them based on their construction. You craft a sword because you take raw materials and forge them; the construction of the sword allows it to function in a way that the raw materials themselves can't. But arranging and cooking ingredients is something entirely different. You can still eat the raw ingredients. It may not be as palatable, but you're not constructing non-food into food; you're cooking a lesser kind of food into a superior kind of food. To boil it down, you wouldn't say that you "craft" a mug and some beer into a mug of beer, would you? That's quite obviously Profession(Bartender). You don't "craft" some cereal, raisins, and milk into a bowl of cereal. Less obviously, but along the same lines of logic, you don't "craft" flour, milk, sugar, and an egg into a cake unless you're doing it on a 3x3 grid.

The Exchange

Malwing wrote:
I use Red Dragon Inn's Guide to Inns and Taverns so the food crafting is an actual thing, even going as far as being able to take a feat to craft wondrous food, specifically because I'm mostly in the camp where you need something specific to make for the craft skill to be useful.

crafting wondrous food?

That's kinda awesome.
I have a kitsune bartender that would be awesome for.
Also anyone who has been to ichiban can make a case for cooking to be a perform skill (which given that he is a 3rd level bard, is how we use it in our game)


I'd go with Craft (Food) because profession checks can't be made untrained.

Shadow Lodge

Milo v3 wrote:
I'd go with Craft (Food) because profession checks can't be made untrained.

that is a really good argument for it

Though I'm pretty sure preform checks are still fine


If only there was a "Well fed" condition to make it worthwhile.
What does wondrous food do for you?


What about Craft:Decorative Cake Frosting?


I'd go with Perform (Cake Boss)


Cake Boss

Scarab Sages

So I'd break it down as such:

Survival: Basic cooking knowledge. Can be attempted untrained. Fortitude checks may be needed for failed cooking attempts.

Craft (alchemy): Experimental cooking using foreign ingredients and/or items which merit debate on edibility. Failed cooking may be poisonous or explosive (Fortitude or Reflex).

Profession (Cooking/Chef): Formal cooking training. Use of cooking adopted from recipes or first hand training. Professional cooking. Trained only. Failed cooking wastes materials, but your training allows you to identify failed cooking before people attempt to eat it.


RAW

Craft skill description wrote:
"The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type."
Profession skill description wrote:
"While a Craft skill represents ability in creating an item, a Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge."

It's clearly Profession (cook). Craft (food) represents "a broader range of less specific knowledge"; you can cover so many things under Craft (food) and very few of them would be items, and Survival and Profession (cook) already explicitly handle most of those applications. Using Craft (food) without creating persistent items goes against the stated purpose of the Craft skill.

Narrower food-related Craft skills, like Craft (rations) or Craft (distillments), represent potential classes of portable items and could be considered when RAW.

RAI
Survival checks to hunt and forage produce the untrained skill equivalent of create food and water. The DC is relatively low (10) and you can do it untrained. You'll live off it, but you won't enjoy it. Maybe an exceptional success means you find some delicious fruit or tasty edible mushrooms to go with the gamey rabbit you caught, but you didn't make a delicious meal. You just found stuff that did.

Profession (cook) is clearly more appropriate to produce delicious food and drink that is above and beyond what's necessary to survive. You know how to season food, how not to overcook it, how to cook over a fire or coals or without heat at all, with or without tools. It requires training where Survival does not, which makes sense. It requires Wisdom, like Survival; you can be a good chef on intuition, regardless of how book-smart you are about recipes.

For Craft (food) to be unique, it has to do something else. To be parallel with other Craft skills, it should probably create something shelf-stable, be sold by the unit for a specific amount of gold, weigh something in inventory, etc.

Taking Craft (food) would mean that character, with a dead salmon and a fire, can't make a delicious grilled salmon dish like a character with Profession (cook) could. They might not even make a safe thing to eat compared to someone with more ranks in Survival.

But with the right tools (salts, presses, drying rack) and knowledge (cut size, whether to smoke, the effects of weather, how to prevent pest infestations), Craft (food) could process dried fish for the party to keep for a long time and serve as rations. It requires study and thought to know when something you made is safe to consume over long periods of time; that aligns well with Craft's Intelligence base. You can be unintuitive about flavor combinations but follow the instructions and know the science, and still make stable processed food.

Non-Gamer Sanity Check

Nearest non-gamer in response to the question wrote:

Professions are jobs. Crafts are hobbies. You could be good enough at a Craft to make money off it, but it's still a passion. You could be passionate enough about a Profession to love doing it, but you still do it for money first.

Do you make food primarily to make money? It's a Profession.

Do you make food because you love making food? It's a Craft.


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Rawhead wrote:
Thanks for helping clear up some of my Must Win Argument fever, but that still doesn't answer the question of whether Craft (food) is a valid skill.

IMHO Craft (food) is one of the clearest examples in Real Life of the difference between craft skills and profession skills. There are far too many good cooks who are failed restaurant owners, and successful restaurant owners who aren't particularly good cooks.

Did you ever see that scene in Ratatouille where Collette is yelling at Linguini about cooking professionally? "You think cooking is a cute job, eh? Like Mommy in the kitchen? Well, Mommy never had to face the dinner rush when the orders come flooding in, and every dish is different and none are simple, and all of the different cooking times, but must arrive at the customer's table at exactly the same time, hot and perfect! Every second counts, you CANNOT be MOMMY! "

Ray Kroc and the McDonalds brothers are good real-life examples of people with high Profession but low Craft skills; their food isn't very good, but they could make bad food quickly, cheaply, and profitably, with a system that could be replicated across the world.

Anyone who can't produce food quickly, cheaply, and profitably doesn't have the profession skill -- and, in fact, a lot of what Gordon Ramsay does on Kitchen Nightmares is talk about the issues in running a restaurant that don't actually have much to do with the food quality but with things like food safety, health regulations, portion size, menu control, and so forth. If the reason you're losing money is because you have too many dishes on the menu and your inventory control system is a mess, that's a "profession" issue.

So if you want to see the difference -- Craft but no profession makes you someone Collette or Ramsay would be yelling at. Profession but no craft makes you Ray Kroc or Dick MacDonald.


Thanks everyone for the great input. I'm still standing by my opinion that profession (cook) is for consistently producing decent meals in large quantities in order to make a living, while craft (food) is geared to producing either exceptional dishes or meals that are more about artistry than sustenance; or creating new recipes for others to follow. Though, in the end, it doesn't really matter, as this was more of a thought experiment rather than something I actually plan on implementing as either a GM or player.

One question, though. I've noticed that a lot of people are suggesting that the result of a craft skill must be enduring and non-perishable. Is this expressed somewhere in the rules and I missed it, or is it just an assumption based on the common craft skills being things like weapons and armor?


Why does there need to be two different skills?


I once made a character that was a Drunken Brute Barbarian (about 5 years BEFORE Pathfinder and that Archetype existed, ironically), who had Craft (Food & Drink), Craft (Woodworking), Profession (Brewer), and Profession (Chef). He was supposed to be a cook and brewer, obviously, and make his own barrels for brewing.

The DM was GOING to have the us actually worry about buying our food & everything, but once I took that skill, he basically gave up, since after level 3 I could take 10 and create food from things we found and caught in the wild that was better than what most villagers ate during festivals, and by level 9, I was regularly making things that made regional lords jealous.

And the Craft (Woodworking) ironically enough meant that I was both the ship's cool and bosun/carpenter when we got a ship.

Anyway, I never disallow Craft (whatever) in my campaigns because of that character.


I asked my friend about this and when i explained it to him he said that survival is pretty much untrained cooking and profession (cook) is making a living off of cooking. Though seeing the red dragon inn book that im wanting to buy so much right now might end up making craft (food) a optional skill for my games when i get it lol.


I think it really comes down to taste and preference. If a player wants to spend skill points on a craft or profession, I don't see why they shouldn't be able to, with the exception of skills that don't make sense in the campaign, like craft (spaceship) or profession (hacker), presuming a standard fantasy setting.


Durngrun Stonebreaker wrote:
Why does there need to be two different skills?

There doesn't. There also doesn't need to be different proficiencies between long and short bows, different skills separating Appraise and Knowledge (religion), or differences in base attack bonus between a first level wizard and a 20th level ranger. It's perfectly possible to design an RPG where all decisions are made on a heads-you-succeed, tails-you-fail basis with a coin flip.

But if you want your probability mechanics to represent the likelihood that Ray Croc might not be as good a cook as the owner of a failing restaurant, the Craft/Profession distinction is one way to allow it.


Rawhead wrote:


One question, though. I've noticed that a lot of people are suggesting that the result of a craft skill must be enduring and non-perishable. Is this expressed somewhere in the rules and I missed it, or is it just an assumption based on the common craft skills being things like weapons and armor?

As far as I know, it's not anywhere in the rules. Of course, it opens its own can of worms, since Craft (sculpture) would allow you to make ice sculptures or butter sculptures, which are even less enduring than cookies.


Craft (food): I can make food in a week, or as little as 2 - 3 days; as per the craft section, depending on your craft check.

But from the srd:

Profession:

Earn a Living

You can earn half your Profession check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the profession's daily tasks, how to supervise helpers, and how to handle common problems. You can also answer questions about your Profession. Basic questions are DC 10, while more complex questions are DC 15 or higher.


Craft:
Practice a Trade

You can practice your trade and make a decent living, earning half your check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the craft's daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.)

Both skills allow you to make a living based on how well you rolled. Profession allows you to answer questions about your profession, craft does now.

So:

Craft (food): I make a cake, but I cannot explain anything about it. The cake is a lie.
Profession (cook): I make a cake, but I can explain anything about it. The cake is not a lie.

With the craft skill you can argue that while you know something is wrong, you cannot properly explain why it was wrong even if you show someone the correct way to do things. With the profession skill you can. My reasoning is the last part of earning a living in the profession skill. Basic question and complex question answering.

RPG Superstar 2012 Top 16

Please keep in mind that running a restaurant and being a good cook are two very different skills.

Restaurant owners EMPLOY cooks. Learning how to run a restaurant and a kitchen takes entirely different skills then food preparation. The best cook in the world could easily go bankrupt trying to run a restaurant...they are not the same thing.

So what the Koch brothers are, are guys with high Profession ("eatery owner"), who happened into an exceptionally useful business model on the low cost end, who employ minimally skilled people (0-1 ranks in Survival or Cooking) to make DC 10 food using an assembly line process that lets them take 10 on the roll even untrained, or provides a large circumstance bonus. Perhaps the manager overseeing and directing everything is the one actually making the skill roll.

But, yeah, managing a kitchen or eatery and cooking food are vastly different things.

As for cooking as a perform skill, that would probably be covered under a feat. It's the equivalent of using perception instead of Sense Motive, or Knowledge instead of Diplomacy, which are either feats or class abilities. And cooks who can perform while cooking are a special breed...a feat is entirely appropriate.

==Aelryinth


chbgraphicarts wrote:

I once made a character that was a Drunken Brute Barbarian (about 5 years BEFORE Pathfinder and that Archetype existed, ironically), who had Craft (Food & Drink), Craft (Woodworking), Profession (Brewer), and Profession (Chef). He was supposed to be a cook and brewer, obviously, and make his own barrels for brewing.

The DM was GOING to have the us actually worry about buying our food & everything, but once I took that skill, he basically gave up, since after level 3 I could take 10 and create food from things we found and caught in the wild that was better than what most villagers ate during festivals, and by level 9, I was regularly making things that made regional lords jealous.

And the Craft (Woodworking) ironically enough meant that I was both the ship's cool and bosun/carpenter when we got a ship.

Anyway, I never disallow Craft (whatever) in my campaigns because of that character.

As someone who's wife is in the Coast Guard, I feel compelled to point out that it's spelled 'boatswain', not 'bosun'.


Kazaan wrote:
chbgraphicarts wrote:

I once made a character that was a Drunken Brute Barbarian (about 5 years BEFORE Pathfinder and that Archetype existed, ironically), who had Craft (Food & Drink), Craft (Woodworking), Profession (Brewer), and Profession (Chef). He was supposed to be a cook and brewer, obviously, and make his own barrels for brewing.

The DM was GOING to have the us actually worry about buying our food & everything, but once I took that skill, he basically gave up, since after level 3 I could take 10 and create food from things we found and caught in the wild that was better than what most villagers ate during festivals, and by level 9, I was regularly making things that made regional lords jealous.

And the Craft (Woodworking) ironically enough meant that I was both the ship's cool and bosun/carpenter when we got a ship.

Anyway, I never disallow Craft (whatever) in my campaigns because of that character.

As someone who's wife is in the Coast Guard, I feel compelled to point out that it's spelled 'boatswain', not 'bosun'.

Both are legitimate spellings. Boatswain is the American naval spelling, but in the past Bosun was also common on non-military sailing ships with large crews.

On a pirate ship, it's even Bo's'n


Shasf wrote:

Craft (food): I can make food in a week, or as little as 2 - 3 days; as per the craft section, depending on your craft check.

But from the srd:

** spoiler omitted **
** spoiler omitted **

Both skills allow you to make a living based on how well you rolled. Profession allows you to answer questions about your profession, craft does now.

So:

Craft (food): I make a cake, but I cannot explain anything about it. The cake is a lie.
Profession (cook): I make a cake, but I can explain anything about it. The cake is not a lie.

With the craft skill you can argue that while you know something is wrong, you cannot properly explain why it was wrong even if you show someone the correct way to do things. With the profession skill you can. My reasoning is the last part of earning a living in the profession skill. Basic question and complex question answering.

This is a spectacular answer!

Sovereign Court

I knew a guy who decided to roleplay a farmer, and he took craft(crops) instead of profession(farmer). Mostly because he was on a craft(x) kick I think, but a single gold piece is enough for 100 lbs of wheat and you get 1/2 your check result in gp. Since he only used it for the day job check in PFS we didn't have to figure out the DC of wheat.


Well, let me put in my two cents into this discussion. This is what I figured out pouring over the splatbooks that have been published by Pathfinder over the years. This was a mental exercise while trying to figure out how Commoners and Experts could actually make a living. I think it will allow us to meet somewhere in the middle...

Quote:

"Hello, my name is Sherman Dudley. If this message finds you then I did not survive and this is my legacy...So, what do I have to say to you? What mark do I have to leave behind? We will begin with the perfect omelette which is made with two eggs, not three. Amateurs often add milk for density; this is a mistake." - Deep Blue Sea (1999), Preacher

Profession (Cook)

You are the one to prepare food for consumption. If you work on a manor you may even be the head of the kitchen staff, if you're lucky. Traveling cooks are either attached to caravans or military units, while those who settle down run bars or diners.The cook is responsible for the preparation of daily meals and menus, as well as menus for parties and other special occasions. The cook is also responsible for the ordering of food, the maintenance of the kitchen and for keeping accounts with local merchants. Whereas with Survival you might gather herbs and manage to catch a squirrel for a meal, the Profession (cook) skill is more about turning those herbs and squirrel meat into a tasty stew. The skill in itself is a bit of an oddity. If you look at the Pallid Crystal magic item it says that only someone with Profession (cook) can use the thing to season a meal with the flavor of salt, sugar, cinnamon, ginger, or pepper and the equivalent spices for the undead palate (fear’s breath, nightfog, bloodroot, thileu bark, or hatefinger). So, that means that Profession (cook) can be used for both the living and the unliving. Talk about ingratiating yourself by making a good meal, so that you don't end up becoming the next meal. Ha-ha...

Note: A large cookbook (125 gp) seems to be considered an item and bestows a +1 circumstance bonus on Profession [cook] checks (Skull & Shackles, p.14).

Basic Calculations:

Spoiler:

The Profession skill is your other means of supplying the basic needs of life. If you aren't a crafter then you are a professional. Dropping a single skill point in this skill at maximum ability score (15) gives us a +6 modifier (+3 class skill + 2 Wis mod. + 1 rank). If we Take 10 this now gives us half the Profession check result in gold pieces per week of dedicated work. Consequently, this translates to 8 gp per week. With the Skill Focus feat you gain an additional +3 and end up with 9 gp per week. If you add the Prodigy feat to that we gain an additional +2 (ending up with 10 gp per week). If we set up a masterwork operation of our business (1.25 gp for a mobile business) we gain a +2 circumstance bonus (even to profit checks) and we end up with 11 gp per week. These masterwork workspaces grant trained (3 sp per day or 2 gp, 1 sp for a week's worth of labor) and untrained laborers (1 sp per day or 7 sp for a week's worth of labor) a +2 circumstance bonus on checks to aid another when they aid our Profession check (and we can have up to 2 laborers). Furthermore, if a trained or untrained laborer succeeds at the check to aid another by 5 or more, that laborer grants us a +3 bonus on the skill check instead of the normal +2. Not huge by any standard, but there is a point here you're missing. Craft and Perform checks can be performed untrained, but Profession REQUIRES a skill point to work. Otherwise you make a meager wage of 1 sp per day as an untrained laborer and assistant. Still, there are other aspects to specific Profession choices, which we'll get into below:

Noble Scion: Scion of Peace (Inner Sea World Guide, p.288)
Prerequisite: Cha 13, must be taken at 1st level
Benefit: Gain a +2 bonus on all Knowledge (nobility) checks and Knowledge (nobility) becomes a class skill. Whenever you Take 10 on a Wisdom-based skill, treat the result as if you had rolled a 13 instead of a 10.

Regional Trait: Diligence (Heroes of the Streets p. 5)
Requirement(s) Any City
You grew up helping with a family business or were mentored by an expert in some craft or profession, who taught you diligence. Select one specific Craft or Profession skill. You can take 20 with that skill in half the amount of time normally required to take 20.
Note: Wait a minute...We can Take 20 on Craft and Profession checks?!? We could only Take 10 before. Sounds like as if we need this trait to be able to do so, but this would be a huge boon. HELL YEAH!

Caravan stuff:

Spoiler:

If you are traveling in a caravan your position becomes helpful in that you reduce the caravan’s consumption score by 2. The minimum amount of wagons needed to form a caravan is three (Jade Regent Player's Guide, p.17). This involves a 1,100 gp investment for which we can have a Covered Wagon (500 gp; 2 Consumption) and 2 Supply Wagons (300 gp each; 1 Consumption each). This gives us a total consumption of 4, which you can reduce to 2, BUT since the minimum consumption equals to your total number of wagons (Jade Regent Player's Guide, pp.19-20) you get it only down to 3. On the bright side you get a fixed salary of 10 gp a month.

Magical Food:

Spoiler:

The skill doesn't actually shine until a Commoner can hit Level 5. Any elf with at least 5 ranks in Profession (cook) and the Brew Potion feat soon discovers the secret of infusing food with magical energy. Still. non-elves are capable of combining cooking and potions, of course, but their meals often seem primitive by elven standards (Elves of Golarion, p.26). Well, screw those pointy-eared bastards. Nevermind the fact that we first need Master Craftsman to pull that one off, which means we don't actually get to do that until Level 7. It takes one full day to create a magical meal, and follows the standard rules for creating magic items. However, it requires enough cooking implements and ingredients to be equivalent to an alchemy lab, which costs 200 gp (50 gp to craft) but gives us a +2 circumstance bonus to the Profession (cook) check for "magical" foods. The DC of this check is equal to 20 + the highest-level spell being incorporated into the meal (+5 for every missing prerequisite spell based on Master Craftsman) to create a meal for one Medium or smaller creature. Increase the DC by 5 for each size category above Medium and double the amount of ingredients necessary. However, sharing your meal is not going to divide up the benefits. Only the first one to eat it gains the benefit. Here are some items that can be made:

Waybread (Craft: 25 gp; DC 28; Sale: 50 gp; 1 lb)
Yellowish-brown oval biscuits that slake your thirst and feed you for a day.

Ceya Dumplings (Craft: 150 gp; DC 28; Sale: 300 gp; 1 lb)
Dumplings made from Cheya root, water/milk and cheya leaves, sometimes covered with cheya berries. Provides a +2 enhancement bonus to Constitution for 1 hour, though other varieties may enhance other ability scores.

Leap Cake (Craft: 250 gp; DC 31; Sale: 500 gp; 1 lb.)
Spongy brown cake that provides a +10 bonus on Acrobatics for 10 minutes. If you deliberately jump down from a height and succeed at a DC 15 Acrobatics check, you take falling damage as if the fall were 20 feet shorter than normal (rather than 10 feet shorter).

Snowberry Fire Peppers (Craft: 300 gp; DC 26; Sale: 600 gp; 1 lb)
Crisp and creamy white berries with eye-watering spiciness. Gain fire resistance 10 for 1 hour. If 10 or more fire damage is negated attempt a Fortitude saving throw (DC 15 + fire damage taken) or be dazed for 1 round.

Buttered Sparrowfish Fillet (Craft: 450 gp; DC 20 - 35; Sale: 900 gp; 1 lb)
Salmon-colored fish prepared in butter, herbs and salt. Gain a +5 competence bonus on Acrobatics, Climb and Swim checks for 1 hour.

Sun-Dried Lantern Lemons (Craft: 450 gp; DC 28; Sale: 900 gp; 1 lb.)
Sour, chewy treats that allow you to glow like a daylight spell for 1 hour. You can cover yourself to reduce the effect to a light spell or a candle. Only complete enshrouding or magical darkness can fully block the light. Lesser versions also available.

Newlife Soup (Craft: 750 gp; DC 30 - 32; Sale: 1,500 gp; 1 lb.)
Amber broth with warm light criss-crossing it. If you die within 1 hour of eating a bowl of newlife soup, you rise on your next turn, alive as if someone had cast raise dead on you, except that you do not lose a level and you have half of your normal hit points. You are alive (not undead) for 10 minutes and can be healed normally but drop dead once those 10 minutes pass. Can only bring you back once, so your healer best be on his A-game to get you healed up quickly.

Oldies but Goodies:

Curative Steaks (Dragon Magazine 349, pp.90-91)
Sale: 50 gp or 300 gp; Craft: 25 gp or 150 gp; Weight: 0.5 lbs

Curative steaks are thin slabs of uncooked meat soaked in cure potions. They can easily be fed to animal companions on or off the battlefield, and when consumed (requiring a full-round action), they cure an amount of hit points equal to the type of cure potion that meat was soaked in (1d8+1 hit points for a cure light wounds curative steak, 2d8+3 for a cure moderate wounds steak, and so on). To create a curative steak, a character must soak a steak in the contents of a cure potion for at least 8 hours, whereupon the steak absorbs the magical liquid (destroying the potion) and is ready for consumption. The market price of a curative steak is the same as that of its equivalent potion. A curative steak remains fresh and viable for up to fourteen days after creation. After that time the steak spoils and loses its curative properties. Druids with herbivorous animal companions make similar items from millet and grasses held together with honey.

Yeah, I think I'm just going to go and fix me a sammich...

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