Name: haze
Type: monstrous humanoid
Base speed: 20ft
Size: small
Starting languages:
Auran. Those with high intelligence may choose from Undercommon, Aklo, elven, Dwarven, Sylvan or Common.

Racial modifiers:
CON-4, DEX+2
Haze are naturally nimble but lack substance and vitality

Other traits:
Dispersion

The haze may use gaseous form as an at will spell like ability, and when they do so it is an extraordinary effect, rather than magical. Any items you are carrying do not transform or travel with you. Activating and deactivating this ability is a swift action. The CL of the spell is equal to your character level. In all ways the haze’s natural form is considered when this ability is active

Weightless
For size dependent effects a haze always counts as fine sized. They also have a fly speed of 20ft (average) when in areas of moderate wind or stronger. In addition they may use feather fall as an at will spell like ability as a free action that counts as an extraordinary, rather than supernatural ability. The CL of the spell is equal of your character level. Additionally haze do not have any weight.

Elemental nature
Haze do not require sleep, food or drink and are immune to altitude sickness

Racial feats:
Improved dispersion

Presquites: 3HD, DEX 13+
When you disperse you are much less solid than others of your kind.
When using dispersion, you are entirely immune to damage and other forms of harm that are based upon a physical medium, such as weapons, most poisons and diseases, and magic that appears in a form such as water ice or fire, but not for sources such as pure force (e.g. magic missile or wall of force) or other non-physical effects (e.g. ray of sickening and reprobation). This does not work against ghost touch weapons, attacks that are gas-based or depended on you being a gas, such as being trapped in an airtight bottle, and sonic/sound effects.

Equipment transmutation
Presquites
: Haze
You can transform your equipped items into gas with yourself.
When you use dispersion any equipped or stowed items you are carrying may travel with you.

Cloud artisan
Presquites
: Haze
You can shape the clouds your people build their cities from.
As a standard action you may use stone shape as an at will spell like ability, with the alterations that the spell effects clouds instead of stone and the effects are permanent. Every use of this effects, affects up to a 10x10x10 cube of cloud.
Objects made from these clouds are only able to be manipulated by gaseous creatures, to anything else it is just normal cloud. Upon use of this ability you may decide to leave the clouds able to be passed through by gaseous creatures or to be treated as solid by them, and also choose whether they are able to be seen through or not. When you use this ability, you may also move the cloud up to 10ft in any direction.
Haze may interact with solid cloud when using dispersion. For solid individuals, cloud items can be interacted with through enchanting a pair of gloves with the ghost touch enchantment. (standing on them also requires similarly enchanted boots.), and cloud items can be made solid to all with the same enchantment.
The altered clouds are permanent, and should they be attached to other clouds they remain attached unless destroyed, and remain unaffected by wind or weather apart from possibly blowing in a breeze.

Height
gender Base height Modifier
male 3 ft. 5 in +2d4 in.
female 3 ft. +2d4 in.

lifespan

Category adult Middle aged venerable Maximum age
Age 30 80 140 No maximum

Random starting age:
Type intuitive Self-taught trained
Modifier +4d6 +6d6 +10d6

Favoured class options:
class bonus
Druid Gain energy resistance 1 against electricity. Each time you selects this reward, increase the resistance by +1
Sorcerer Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level that you can cast.
Ranger Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts that naturally possess a fly speed.
Barbarian Add 1 to your base speed. In combat this has no effect unless you have selected this reward 5 times (or another increment of 5); a speed of 34 feet is effectively the same as a speed of 30 feet, for example. This bonus stacks with a class's fast movement feature and applies only under the same conditions as that ability, as well as your fly speed when using dispersion.
Oracle Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level you can cast.
rogue Add +1/2 to all stealth checks. (+1 to these checks for every two times you select this option.)
wizard Reduce the cost of enchanting weapons with the ghost touch enchantment by 100gp

Overview
The haze are an odd people, formed from living air, they have only recently turned their eyes down towards the lands below their cloud-citadels, residing among the skies.
Until recently they have only been able to watch the lands below, interaction being difficult when you are essentially fog. While it is true that any haze could form a solid body, they prefer not to, their culture finding solid form distasteful and stifling, often extending it to discrimination against those who are stuck in the form they are born in. but times have changed upon discovering how some items can be magically enchanted in such a way to be able to effect the non-solid. This discovery has allowed some of the haze to make some trade agreements and begin selling items to those below, admittedly at exorbitant price, but many will pay well for enchanted items and curios built from solid cloud.

Haze towns are built from clouds modified by a guild of trained artisans, few learn this trick so many of these individuals form a caste of ‘nobles’ amount their civilization, being the only ones able to craft items they may interact with and their strange cloud-coins (which often result in difficulties in payment towards strangers). The towns have the unusual trait of being blown upon the wind and slowly traveling around. Each haze is allocated a set of chambers linked by tunnels to that of others and to several main chambers. At the core of this arrangement is a sphere which contains the elders among their kind. Due to not dying of old age, the oldest of the haze are often bearers of great wisdom to those who will listen.
Culturally the haze tend to organise themselves into about three casts, the commoners who mainly deal with mundane matters around the towns and villages or monitoring where each is headed and checking the local area for danger or any local peoples. After this is the artisans which build everything in their society, and the priests who call upon the haze’s pantheon of Gozreh, Desna and Hshurha for aid and favourable weather, with Abadar an increasingly popular addition since the rise of mercantilism in their otherwise bare towns.
The elders of the haze form their leaders, guiding their people who deliver to them the knowledge they base their decisions upon. The elders are often those who have travelled the world and gain knowledge of outside affairs and are around their third century in age. They isolate themselves from the younger haze in a collective council over individual townships, using a favoured cleric as a mouthpiece.
Their own creation myths tell of their people originally coming from the plane of air, and to this day many of the larger towns keep a gateway to the plane somewhere in them, often their cities contain elementals or invisible stalkers in their military and acting as guards, scouts or traders, as well as extending into that plane itself.

Physical description
In their natural form haze are little more than a coloured mist in the air, entirely one colour thought their body, as an interesting biological point their colours pail in response to injury appearing nearly solid when healthy, and almost transparent when on the brink of death. When they solidify themselves they appear as a slightly transparent, stick-thin humanoid entirely coloured in the same tone as the fog form. The humanoids arms are exceptionally long for its size, and end in four fingers, with the back of the palm folding over items being held, instead of a thumb. The rest of the body holds mostly humanoid proportions apart from a somewhat long neck with a tall head that, in some, emits a faint fog that appears like hair, and in males occasionally form an odd fog-beard on the front. Instead of traditional facial features the haze have darker patches that from on the flat expanse of the head, appearing not unlike a set of drawn on eyes, nose and lips that usually, but are not required to, move in the same manner of other creatures when they would naturally do so.

Relations
The haze are often a suspicious people, their cultural bias towards creatures of air, and distaste of the solid often means the older among them hold an arrogance and air of superiority when dealing with the ‘ground dwellers’ below. Despite this making relations difficult, this is less obvious against races, such as Strix, sylph or Doppelgangers, and others who are less bound by flesh or the grounds embrace, meaning alliances and agreements are more likely to be formed. The recent mercantilism in their culture, means that the younger haze tend to work with other races more often in mutually-benefitial deals. Despite this the Haze strangely hold many old suspicions about dwarves, which they hold to be unnatural rock dwellers and attribute many strange abilities to. Thanks to who-knows how many years of cultural separation this means that dwarves are the often described variously as burly over-muscled monsters with rock talons or a petrifying touch with jagged stalagmites and gems growing from their face, with exact details varying between individual settlements.
Thankfully most haze do not to realise what a dwarf actually in order to apply these superstitions to, and whose who do quickly figure out the truth, but unfortunately the sight of an Oread can often send even a large group of Haze fleeing out of a town, usual leaving several bemused local.
As far as outsiders are concerned, opinions vary. Some distrust the creatures due to how unusual they are, sometimes taking advantage of their superstitions of the ground and their creatures, while more positive opinions take advantage of their weightless equipment and other exports.

Alignment and religion
On a whole the haze are often some type of neutral in alignment, favouring law or chaos usually on a community-wide basis, chaotic individuals are occasionally found in nomadic bands, running wild through the winds.
Of the main deities of the haze, Gozreh and Desna are most common, with their worship most fervent among those who join the priesthood, the commoners’ usually paying lip service for good weather or to avoid a bank of storm clouds. With worship, or appeasement such as it is, of Hshurha being slightly more active, but actual clerics are a rare sight.

Adventurers
Haze adventurers are uncommon, the solid nature of most of the world means that the preferred form of the haze is unsuitable to interact with it. With those who do adventure they are often popular with groups that explore ruins and ruins, likely due to being able to pass through the smallest crack or vent. however this is sometimes difficult due to the frequent claustrophobia they suffer from.

Naming:
Haze names resemble noises made in the wind, be it calm or otherwise, and are often spoken with the breathy nature similar to auran. Due to this, they have to go by approximations, descriptions, nicknames or simply what the same sounds like to human ears when dealing with most creatures that cannot produce the suitable noises, and as such few could be called gender specific
Names
Mist, fog, bank, floater, fingers, thunder