Chimney Sweep

These are the masters of polearm ambushes, the lords of smoke and soot. Derived from a tradition of cleaning the slums up as people light fires for warmth, this discipline of mystic combat is applied by gentlemen to protect the potential of the underprivileged.

Hit Dice: d10.

Role: The chimney sweep is a daring gentleman, a polite cad. He focuses on ambushing foes and making situations where he and his allies can take foes by surprise, utilizing smoke and soot in this process.

Alignment: Any non-evil

Chimney sweeps are the people who fight for the orphans in the streets and for the starving ministers, and are at odds with evil. A chimney sweep who becomes evil loses the ability to progress further in this class, but retains all of their abilities.

Starting Wealth: 4d6 × 10 gp (average 140 gp.). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The chimney sweep’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Intimidate (Cha), Knowledge (Local), Knowledge (Nobility), Perception (Wis), Profession (Wis).

Skill Ranks Per Level: 4 + Int Modifier.

Class Features

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Soot collection, strike from the smoke +1d6 (shaken), soot sight
2nd +2 +3 +3 +0 Caddish trick, reaching reich
3rd +3 +3 +3 +1 Bonus feat
4th +4 +4 +4 +1 Caddish trick, strike from the smoke +2d6
5th +5 +4 +4 +1 Concealed combatant, reaching reich (+5 feet)
6th +6/+1 +5 +5 +2 Bonus feat, caddish trick
7th +7/+2 +5 +5 +2 Strike from the smoke +3d6
8th +8/+3 +6 +6 +2 Caddish trick, concealed combatant, strike from the smoke (frightened)
9th +9/+4 +6 +6 +3 Bonus feat
10th +10/+5 +7 +7 +3 Caddish trick, reaching reich (+10 feet), strike from the smoke +4d6
11th +11/+6/+1 +7 +7 +3 Concealed combatant
12th +12/+7/+2 +8 +8 +4 Bonus feat, caddish trick
13th +13/+8/+3 +8 +8 +4 Strike from the smoke +5d6
14th +14/+9/+4 +9 +9 +4 Caddish trick, concealed combatant, wide swing
15th +15/+10/+5 +9 +9 +5 Bonus feat, reaching reich (+15 feet), strike from the smoke (panicked)
16th +16/+11/+6/+1 +10 +10 +5 Caddish trick, strike from the smoke +6d6
17th +17/+12/+7/+2 +10 +10 +5 Concealed combatant
18th +18/+13/+8/+3 +11 +11 +6 Bonus feat, caddish trick
19th +19/+14/+9/+4 +11 +11 +6 Strike from the smoke +7d6
20th +20/+15/+10/+5 +12 +12 +6 Caddish trick, concealed combatant, slum champion

Weapon and Armor Proficiency

The chimney sweep is proficient with all simple weapons, with all martial polearms, and with one exotic polearm of his choice. He is proficient with light and medium armor, but not with any kind of shield.

Soot Collection (Ex)

At 1st level, at the start of each day, the chimney sweep may make a single Profession (chimney sweep) check. This check must be rolled, and he cannot take 10 or take 20 on this check. He gains half the result of this check, rounded down, as soot points. The minimum result of this check is equal to his class level. He can have a maximum amount of soot points at a time equal to three times his class level. Soot points acquired over multiple days accumulate.

He can expend soot points as a swift action to create a cloud of soot around himself, granting himself concealment against all creatures more than 5 feet from him for 1 round per soot point expended. A moderate or stronger wind dissipates the smoke in 1 round.

At 4th level, he can expend two soot points as a swift action to gaze from the smoke at his foes’ greatest weak spots to increase his critical multiplier with reach weapons, or his critical threat range with reach weapons. The increase is by one and lasts for three rounds. The increase is to a maximum of x3 multiplier or an 18-20 critical threat range. These bonuses do not stack with any other effect that modifies a weapon’s critical threat range, such as keen or the Improved Critical feat.

At 8th level, the chimney sweep can expend two soot points as a swift action to deal an additional +1d6 damage with all reach weapon attacks for one round, half of which is fire and half of which is acid. This damage counts as damage caused by suffocation for the purposes of regeneration (see the environment chapter of the Pathfinder Core Rulebook).

At 12th level, the chimney sweep can expend three soot points as an immediate action to gain a +2 dodge bonus to AC for two rounds.

At 16th level, he can expend three soot points as a swift action to gain total concealment for one round.

At 20th level, he reduces all soot point costs for these abilities by 1, to a minimum of 1.

Soot Sight (Su)

At 1st level, the chimneysweep can see through fog, mist, and soot without penalty, ignoring any cover or concealment bonuses from such effects.

Strike from the Smoke (Ex)

The chimney sweep is well-trained in taking his foes off guard and using this against them. At 1st level, whenever he makes a melee attack against a foe from whom he has any degree of concealment, he deals an additional +1d6 damage. This is precision damage and is not multiplied on a critical hit. Additionally, if he rolls an even number on this bonus damage die, the target is shaken for 1 round. A Will save (DC 10 + chimney sweep level) negates the shaken effect, this is a fear effect.

At 4th level, and every three levels thereafter, he deals an additional +1d6 damage with strike from the smoke. For every even number rolled on his strike from the smoke damage dice, the target is shaken for 1 consecutive round. At 8th level, each round of shaken is instead a round where the target is frightened. At 15th level, this increases to the panicked condition.

Reaching Reich (Ex)

At 2nd level, the chimney sweep can use soot to obscure his strikes. He can expend soot points to grant himself a +1 circumstance bonus to his next attack roll with a reach weapon for every soot point expended. The maximum amount of soot points that can be spent is equal to 1 + half his class level. At 5th level, if he expends at least three soot points at once for this ability, he increases his reach by 5 feet. At 10th level, if he expends at least five soot points at once for this ability, he increases his reach by 10 feet. At 15th level, if he expends at least eight soot points at once for this ability, he increases his reach by 15 feet. When he extends his reach in this manner, he still threatens foes that he would normally threaten with said weapon.

Caddish Tricks

At 2nd level, and every even level thereafter, the chimney sweep gains a caddish trick. These caddish tricks accentuate his arsenal of reaching and soot-based assaults, and are selected from the following list. Tricks marked with an asterisk (*) modify his strike from the smoke ability, and he may only benefit from one at a time.

A Hard Enough Life (Ex)

You can use your Profession (chimney sweep) modifier in place of the normal modifier for Survival checks.

A Key for Every Door (Ex)

You can use your Profession (chimney sweep) modifier in place of the normal modifier for Disable Device checks.

Black Lungs (Ex)*

You may spend one soot point as a free action when you use your strike from the smoke ability to deal an additional +1d6 acid damage.

Bonus Feat (Ex)

You gain a bonus combat feat. You may select this trick multiple times, but no more than once per four class levels you have.

Break Their Knees (Ex)*

You may spend two soot points as a free action when you use your strike from the smoke ability to attempt a trip combat maneuver against the target.

Compound Smoke (EX)

You may benefit from two caddish tricks that modify your strike from the smoke ability by paying both of their soot point costs plus one additional soot point as a free action. You must be at least 10th level to select this trick.

Dust for Fingerprints (Ex)

You can use your Profession (chimney sweep) modifier in place of the normal modifier for Perception checks

Dry Ice (Ex)*

You may spend one soot point as a free action when you use your strike from the smoke ability to deal an additional +1d6 cold damage.

Grand Grey Magic (Ex)

You learn a number of 2nd-level spells from the witch spell list equal to your Wisdom modifier. You can cast each of these spells once per day. You must be at least 18th level and have the great grey magic trick to select this trick.

Great Grey Magic (Ex)

You learn a number of 1st-level spells from the witch spell list equal to your Wisdom modifier. You can cast each of these spells once per day. You must be at least 12th level and have the grey magic trick to select this trick.

Grey Magic (Ex)

You learn a number of cantrips from the witch spell list equal to twice your Wisdom modifier. You may cast these cantrips at-will. You must be at least 6th level to select this trick.

Pull Back (Ex)

You can contort yourself to make better use of your weapon’s length. As a swift action, you may spend one soot point to cause a reach weapon you’re wielding to threaten at its normal reach, as well the squares adjacent to you. This lasts for a number of rounds equal to your Wisdom modifier. The first attack you make against a foe closer than your weapon’s normal reach after using this ability is treated as flat-footed against this attack. You must have the reaching reich ability to take this trick.

Push Them Back (Ex)*

You may spend two soot points as a free action when you use your strike from the smoke ability to attempt a bull rush combat maneuver against the target without provoking attacks of opportunity. The maximum distance you can bull rush them is equal to your weapon’s reach.

Rallying Swing (Ex)

When you attack a foe with a reach weapon, all allies within your reach treat their natural and manufactured weapons as being made of the same material as yours for the purposes of overcoming damage reduction.

Scrub the Shield Away (Ex)

Your consistent diligence enables you to scrub away at even the toughest defenses. When you attack a single foe twice in a row with the same reach weapon, you remove an amount of energy resistance of a type you choose equal to your Wisdom modifier. For each successful attack after the first you may elect to increase the amount of resistance you remove from that type by an additional 1 (For example, if you have 17 Wisdom, then you would remove 3 energy resistance of any one type when this effect begins, then 4 energy resistance of any one type on his next consecutive attack, then 5, etc. Energy resistance removed by this ability is restored one minute after you attack a different creature, put away your reach weapon, or attack with a different weapon.) You must be at least 8th level to select this trick.

Stage Hook (Ex)*

You may spend two soot points as a free action when you use your strike from the smoke ability to attempt a drag combat maneuver against the target. You do not have to move with the target if you succeed, but the maximum distance you can pull your target is equal to your weapon’s reach, minus 5 feet.

Surrounding Smoke (Ex)*

You may spend three soot points as a free action when you use your strike from the smoke ability to surround your foe with blinding smoke, causing them to be blinded for a number of rounds equal to your Wisdom modifier, a Fortitude save (DC 10+½ chimney sweep level+ your Wisdom modifier) negates this blindness. You must be at least 8th level to select this trick.

Where There's Smoke (Ex)*

You may spend one soot point as a free action when you use your strike from the smoke ability to deal an additional +1d6 fire damage for that single attack.

Bonus Feats

At 3rd level and every three levels thereafter, the chimney sweep gains a bonus feat in addition to those gained through normal advancement. These may be any feats from the following list. The chimney sweep must meet all the prerequisites for the feats. Power Attack, Cleave, Cleave Through, Toughness, Weapon Focus1, Weapon Specialization1, Greater Weapon Focus1, Greater Weapon Specialization1, Acrobatic, Dodge, Mobility, Skill Focus (Profession [Chimneysweep]).
1: These feats can only be taken in a weapon from the fighter’s polearm weapon group

Starting at 3rd level, half of his chimney sweep level counts as levels in fighter for the purposes of meeting the prerequisites of these bonus feats.

Concealed Combatant (Ex)

At 5th level, the chimney sweep is so advanced in his use of smoke that when he has concealment or total concealment, he increases the miss chance by 5%. At 8th level and every three levels thereafter, this increases by an additional 5%, to a maximum of a 50% miss chance for concealment and an 80% miss chance for total concealment a 20th level.

Wide Swing (Ex)

At 14th level, the chimney sweep gains Cleave and Great Cleave as bonus feats, even if he doesn’t meet the prerequisites. If he already has either of these feats, he may select any feat for which Cleave is a prerequisite instead of whichever feat he already has. Additionally, he may make a 5-foot step between any attacks he makes as part of a cleave, but only if making this 5-foot step would move a creature into his threatened area.

Slum Champion (Ex)

At 20th level, the chimney sweep has become an icon for the downtrodden, and will not fail in his quest to protect those whose lives are in danger. When in a town with a danger rating of more than +0, you gain a morale bonus to AC and attack rolls equal to half the amount that the danger rating is above +0 (minimum 1).


A Player’s Guide to the Chimney Sweep

The chimney sweep is a daring cad, capable of striking from concealment to obliterate his foes. The most basic and perhaps the most useful chimneysweep ability is the ability to spend soot points to grant himself concealment against his foes. When he uses this ability he gains concealment from anyone attacking him from further than 5 feet away. This means that after someone attacks you, you roll a d100 and on a result of 80 or better they don’t do any damage with that attack. Benefiting from this or any other concealment allows you to use your strike from smoke class feature to deal extra damage to your opponent. This along with your 8th level ability to increase your damage via expending soot points allows you to deal significant damage to your opponents. Furthermore several talents allow you to make good use of combat maneuvers.

Useful caddish tricks include: Black Lungs, Bonus Feat, Break Their Knees, Compound Smoke, Dry Ice, Pull Back, Push Them Back, Scrub the Shield Away, and Where There’s Smoke

Useful feats include: critical focus, any critical feat, improved trip, improved drag, greater trip, and greater drag.

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