They're the bogeymaen, The for real ones..
To qualify to become a candle keeper, a character must fulfill all the following criteria.
Base Attack Bonus
Knowledge (Dungeoneering) 8 ranks. Use Rope 8 Ranks
Deft Hands, Quick Draw,
The candle keeper’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Listen (Wis), Profession (Wis), Search (Int), Speak Language (None), Spot (Wis), and Use Rope (Dex).
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|Animate Rope, Searing Light|
Skill Points at Each Level
: 4 + Int modifier.
Weapon and Armor Proficiency
A candle keeper is proficient with all simple weapons
At 1st level, every nonmagical candle a candle keeper lights and holds becomes a magical candle. This magical candle dimly illuminates a 10-foot radius and burns as long as the candle keeper holds it.
When a creature sees the candle and every minute thereafter, they must make a Will save vs a DC 10 + Candle Keeper Level + Charisma Modifier or announce the candle keeper's presence or name aloud in any language he can speak. Creatures without a language and candle keepers are immune to this effect.
At 1st level, every nonmagical rope a candle keeper holds becomes a magical rope for 1 hour. This magical rope has 10 hit points and can be burst with a DC 30 Strength check.
Creatures bound in this rope can't manifest powers, cast spells, or activate psionic or magic items. A character bound by this rope has effective Dexterity and Strength scores of 2. They float off the ground and follow the candle keeper holding the rope. Creatures binded by this rope cannot use their Dexterity bonus for Escape artist checks to escape a bind. Binding a character who has announced your presence or said your name within the last minute with this rope takes a move action.
Dimension Door (Sp)
At the 2nd Level, a candle keeper can produce a Dimension Door effect, as a spell. He can produce the effect as an immediate action anytime he hears someone announce his presence or name aloud. The candle keeper's destination must be within 10 feet of the last person who announces his presence or said his name aloud. The candle keeper is then compelled to bind this person with a rope unless he succeeds at a Will save versus a DC equal to 5 + the person's HD.
At 3rd level, a candle keeper begins to float. He may now fly at a speed equal to half his normal land speed, with average maneuverability. At the 5th level, he may fly at his normal speed.
Animate Rope (Sp)
At the 4th level, a candle keeper can use Animate Rope (as the spell cast at his character level) at will. A rope affected by the spell-like ability is considered held by the candle keeper.
Searing Light (Sp)
At the 4th level, a candle keeper holding a candle can use Searing Light (as the spell cast at his candle keeper level) once per 1d6 rounds.
Scream Gaze (Su)
At the 5th level, a candle keeper gains a gaze attack. The gaze causes the victim to scream for 1 round. Screaming beings cannot speak, cast spells with verbal components, make bite attacks, or succeed in Move Silently checks versus anyone who can hear them. A successful saving throw versus a Fortitude DC of 15 + the candle keeper's Int modifier negates the effect. Creature immune to fear and other candle keepers are immune to the gaze attack.
EDIT: Spelling, weaker SL, and tougher prereqs