A haze is a stout, heavily muscled humanoid with a boney head
that lacks eyes and mouth. The head is tapered with a long,
sharp beak at the front with two nostrils and several small horns.
Haze do not possess visible ears, but the underside of the heads
catches sounds well and directs it up to the hearing canals. Haze
cannot see, but they possess limited telepathic projections that
allow them to scan the area in a way similar to echo location.
They are also able to talk this way and can project their thought
to an individual or to a group. Haze do not eat solid foods, but
instead absorb liquids through the tip of their beaks. Haze
are humble and noble, having good relations with most races.
The live to fight others, and will attach themselves to a powerful
individual or a group. For all of their willingness to fight and
serve, hazes despise slavery and will have nothing to do with
slave owners. If a haze finds a powerful person to serve, they
can be trusted beyond a doubt. They do not relish taking orders,
but instead seek to heighten the power and glory of their leader.
They do not care about leading others, as much as they desire to
shape their own abilities and skills.
1. A haze may use one melee weapon at ½ the required
experience points.
2. Mindsight: Hazes have 360 degree sight up to a range of 100
feet. Beyond this distance they are totally blind. Hazes do not
see the area around as much as gaining an impression of it.
Within the field of their psychic echolocation they can see in total
darkness, fog or smoke. They can “see” invisible creatures and
can sense any one making a back attack. Their echo ability
allows them to detect the movement of weapons and fight
normally in combat. Sudden intrusions into the field allow the
haze an opportunity to deflect a ranged attack by rolling 2 X MD.
They may use a weapon or shield to deflect the attack. Mind
cloaks make it difficult for a haze to detect an opponent and they
must -20% when fighting someone with mind cloak.
3. Haze are immune to gaze attacks and any illusions that depend
upon sight.
4. Haze can project their thought up to 100 feet to an individual or
group
5. Something about the undead disrupts the psychic echo of a
haze and makes it more difficult for them to combat. Haze attack
undead with -40% to strike.
Haze:
PS +4 MD +4 AG +2 MA-5 WP +5 EN +2 FT +4 PC = 12, MR +10
NA =2