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

The following are the class features of the chimney sweep.

### 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 chimney sweep 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. Tricks marked with an asterisk (\*) modify his strike from the smoke ability, and he may only benefit from one at a time.

(Chimney Sweep Caddish Tricks can be found here)

### 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 Focus\*, Weapon Specialization\*, Greater Weapon Focus\*, Greater Weapon Specialization\*, Acrobatic, Dodge, Mobility, Skill Focus (Profession [Chimneysweep]).

\*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).