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The Chimney Men

The Chimney Men are a gang of young noble men and women who take to the streets, patroling the alleys and dark places of the city, looking for trouble and the thrill of a good fight. Marked by their tell-tale stovepipe hats a mark of wealth in its own right the stovepipers have earned for themselves a reputation that rivals that of even the strongest of theives' guilds.

Chimney men, also known as stovepipers, consider it an act of prowess to taunt their opponents into attacking first, readying themselves to stop the attack before it starts with a quick strike from their canesword, drawn in a flash to fast for the eye to see. Proving yourself to be a worthy opponent earns you the respect of a stovepiper, but embarassing them in front of their peers earns you an enemy for life.
Chimney Man    CR6
NE Medium human fighter 3/rogue 4
Init +4; Senses Perception +8
Defense
AC 19, touch 16, flat-footed 14 (+2 shield, +1 armor, +1 deflection, +4 Dex, +1 dodge)
hp 48 (4d8+3d10+8)
Fort +5, Ref +9, Will +2
Defensive Abilities smokeform, evasion, trap sense +1, uncanny dodge, bravery
Offense
Speed 30 ft
Melee canesword +11 (1d6+3; 18-20 x2)
Ranged dagger +11 (1d4+2; 19-20 x2)
Special Attacks sneak attack +2d6, bleeding attack, Improved Feint
Combat
Stovepipers often duel one-on-one but won't hesitate to gang up when facing heavily armored foes. Chimney men commonly taunt their opponents into "starting the fight", all the while maintaining a readied action to attack an opponent at the first sign of aggression the target of the readied action remains flat-footed against this readied attack. As soon as they are able, they activate their smokeform ability, then use hit-and-run tactics to keep out their opponent's reach.
Statistics
Str 16, Dex 18, Con 12, Int 9, Wis 12, Cha 8
Base Atk +5; CMB +8; CMD 24
Feats Combat Expertise, Improved Feint, Quick Draw, Dodge, Mobility, Spring Attack, Weapon Finesse
Skills Acrobatics +14, Bluff +9, Climb +9, Escape Artist +11, Knowledge (streetwise) +6, Perception +8, Sense Motive +8, Sleight of Hand +11, Stealth +19
Languages Common
Ecology
Environment city streets
Organization solitary or gang (3-6)
Treasure NPC gear (+1 canesword, ring of protection +1, +1 dueling cloak, masterwork dagger, potion of haste, masterwork padded armor, 1 pp)
Special Abilities
Bleeding Attack (Ex) If a stovepiper hits a living opponent with his sneak attack, the target takes 2 points of bleed damage. Bleeding can be stopped with a DC 15 Heal check or any type of magical healing.
Feint (Ex) As a move action a stovepiper can cause a target to lose their Dexterity bonus to AC against his next attack. The DC to perform a Feint is 10 + base attack + Wisdom modifier, or 10 + Sense Motive modifier, whichever is higher.
Smokeform (Su) As a standard action a stovepiper can activate his smoker's high hat, changing the lower half of his body to billowing, ash-filled smoke.
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