HURWAET (Spelljammer)
"We don't tolerate your kind here slaver." The Hurwaeti are also known somewhat condescendingly as Wiggles, and are said to be related to both the Lizardmen and the Sahuagin (which all things considered should be impossible given their appearance and abilities). They are humanoid in shape with long froglike limbs, webbed hands and feet, and scales so small that their olive green skin appears to be unbroken and shiny. Heavy clothing is shunned in favor of loin cloths, and the occasional pack or belt for moving supplies. Their faces are somewhat Gnome like, but exaggerated with a pointed chin and nose. Unlike other reptiles (fish?) they have hair on their heads, and the older among them have full fledged beards.
HURWAET RACIAL TRAITS · +2 Int, +2 Wis
· Size Class: Medium
· Type: Humanoid with the Reptilian, Aquatic and Amphibious Subtypes
· Base land speed 20 ft.
· Base swim speed 30 ft.
· +5 Natural AC Bonus
· Fog Cloud (Sp): Hurwaeti can cast Fog Cloud as a Spell-Like Ability 1/day as a 9th Level Sorcerer.
· Leaper (Ex): You do not take an increased DC to Jump Checks for not moving.
· A Hurwaeti has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +2 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Jump, Swim and Survival. It also gets 2 Feats.
· Hurwaeti have a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check. They may use the Run Action while swimming as long as they swim in a straight line. They also have a +8 Racial Bonus to Jump Checks.
· Automatic Languages: Hurwaeti, Lizardfolk and Common. Bonus Languages: Any nearby race.
· Level Adjustment: +1
· Favored Class: Scout
STARTING AGE Adulthood: 10
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6
AGING EFFECTS Middle Age: 50
Old: 75
Venerable: 100
Maximum Age: +5d20 Years
HEIGHT AND WEIGHT Base Height: 6'
Height Modifier: +2d6"
Base Weight: 185 lbs.
Weight Modifier: x (2d6) lbs.
HURWAET CHARACTERS Salt and Swamp Wiggles make excellent Barbarians or other melee combatants. Spacefaring Wiggles stats are well suited towards casters but they have Racial HD, so perhaps it's better to make them more skills oriented.
Adventuring Race: Spacefaring Hurwaeti are professional mercenaries and ship crews, they pretty much spend all their time adventuring in order to support their clan. Swamp Wiggles are incredibly xenophobic, so they generally only adventure to prove themselves or because they have become outcasts. Salt Wiggles are sometimes available for hire as cheap muscle or shock troops.
Character Development: Wiggles make great backstabbers if you get their racial Feats enhancing their fog ability, and allowing them to see through mists.
Character Names: Most other races cannot speak Hurwaeti, so they choose a name in the language of whatever species ship they are serving on.
ROLEPLAYING A HURWAETI The world is a tough place. You have many racial enemies, and plenty of others are willing to take advantage of your reputation for being good employees. Your more primitive relatives certainly don't help your reputation. Your race has fallen far, and you are determined to change that.
Personality: The Hurwaeti tend to be dour, nose to the grind sort of folk. The more civilized ones are dedicated to their clans survival, and earning money to once again get their species back on track in the universe. The Swamp Wiggles are recluses who rarely deal with outsiders, and the Salt Wiggles are little better than flesh eating Ogres.
Behaviors: With the exception of the Salt Wiggles, Hurwaeti of all sorts are dedicated workers, often referred to as the perfect employees. Unless they meet members of the opposite sex, in which case they desert their positions to take advantage of the rare opportunity.
Language: The Hurwaeti speak their own language, and that of the Lizardmen which is fairly similar in some ways.
HURWAETI SOCIETY The Hurwaeti were once a massive spacefaring civilization spreading their culture and beliefs. Alas, they had the misfortune of simultaneously declaring war on the Neogi, Beholders, and Illithids. The mistake cost them dearly, and shattered their empire. But for a few remaining colonies, the majority have descended into a far more barren existence. These 'Swamp Wiggles' live lives as little more than primitive hunters (or in some cases raiders). Something has gone wrong with them as 2% of their children are born monstrous. These children are almost universally tainted by Evil, and if not slain immediately they make for salt water to join their fellow outcasts. The cause of this malady is unknown. Much of the spacefaring Hurwaeti have been reduced to salvage or piracy, especially towards the territories of their old enemies.
Alignment : The Wiggles formerly leaned strongly towards both Good and Neutrality, but the harshness of their new existence has burned much of the Goodness out of them. Mind you they aren't Evil, but they aren't exactly angels either. Even the primitive Swamp Wiggles are mostly Neutral. The Salt Wiggles, however, are almost universally Lawful Evil for reasons no one fully understands.
Lands : The Hurwaeti are nomads, and are usually found strictly on ships as very few of them become land-bound anymore. Swamp Wiggles trend towards Temperate or Warm swamps. Salt Wiggles usually make for temperate or warm oceans, and if they can't find others of their own kind, they often live under bridges killing passers by.
Settlements : The Hurwaeti have a wide range of options if they wish to settle down, but Swamp Wiggles rarely leave their marshy homes. Salt Wiggles keep to themselves as well if they want to live.
Beliefs : Given their existence as travelers, the Hurwaeti encounter a variety of beliefs, and could worship a variety of deities. The Swamp and Salt Wiggles do not appear to have a concept of divinity.
Relations: The Hurwaeti are affable enough, and are dedicated and hard working. They despise Neogi, Beholders, and Illithids. Swamp Wiggles are xenophobes who will deal with outsiders, but only if they can be proven to be more powerful than the tribe. Salt Wiggles are little more than monsters who see all other beings weaker than themselves as food.
HURWAETI ADVENTURES · Some kind of taint, whether physical or magical, is causing all of the tribes children to be born as Salt Wiggles. This must be stopped.
· The Neogi are in town for repairs to their ship, and both you and a variety of their haters have decided it would be fun to stomp them into the dust..
· Scrags have decided to contest with you Salt Wiggles for your territory. Let the wrasslin' begin!.
SWAMP WIGGLE (Spelljammer)
"You're in our territory now." Swamp Wiggles are taller, long legged Hurwaeti who have become tribal hunters.
SWAMP WIGGLE RACIAL TRAITS · +2 Con, +2 Wis
· Size Class: Medium
· Type: Humanoid with the Reptilian, Aquatic and Amphibious Subtypes
· Base land speed 20 ft.
· Base swim speed 40 ft.
· +5 Natural AC Bonus
· Fog Cloud (Sp): Hurwaeti can cast Fog Cloud as a Spell-Like Ability 1/day as a 9th Level Sorcerer.
· Leaper (Ex): You do not take an increased DC to Jump Checks for not moving.
· A Swamp Wiggle has 4 Racial Hit Dice, giving it the following: 4d8 Hit Points, +3 Base Attack Bonus, +1 Fort Save, +4 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Jump, Swim and Survival. It also gets 2 Feats.
· Swamp Wiggles have a Primary Kick attack doing 1d6 plus Strength Bonus. They get 2 Kicks with a Full Attack.
· Swamp Wiggles have a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check. They may use the Run Action while swimming as long as they swim in a straight line. They also have a +8 Racial Bonus to Jump Checks.
· Automatic Languages: Hurwaeti, Lizardfolk and Common. Bonus Languages: Any nearby race.
· Level Adjustment: +1
· Favored Class: Barbarian
STARTING AGE Adulthood: 10
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6
AGING EFFECTS Middle Age: 50
Old: 75
Venerable: 100
Maximum Age: +5d20 Years
HEIGHT AND WEIGHT Base Height: 6'6"
Height Modifier: +2d6"
Base Weight: 195 lbs.
Weight Modifier: x (2d6) lbs.
SALT WIGGLE "Hissssssssssss!" About 2% of Swamp Wiggles eat the other eggs before parasitically devouring their incubating parent. If they manage to escape destruction they grow up to be large, fanged monsters often mistaken for Scrags.
SALT WIGGLE RACIAL TRAITS · +8 Str, +4 Con, +2 Wis, -2 Int, -4 Cha
· Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10', Reach is 10'.
· Type: Humanoid with the Reptilian, Aquatic and Amphibious Subtypes
· Base land speed 15 ft.
· Base swim speed 50 ft.
· +8 Natural AC Bonus
· Fog Cloud (Sp): Hurwaeti can cast Fog Cloud as a Spell-Like Ability 1/day as a 9th Level Sorcerer.
· Leaper (Ex): You do not take an increased DC to Jump Checks for not moving.
· Rend (Ex): If a Salt Wiggle hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6 plus one and a half times Str Modifier points of damage.
· A Salt Wiggle has 12 Racial Hit Dice, giving it the following: 12d8 Hit Points, +9 Base Attack Bonus, +4 Fort Save, +8 Ref Save, +4 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Climb, Jump, Swim and Survival. It also gets 5 Feats.
· Salt Wiggles have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite Attack doing 2d6 plus 1/2 Str Modifier. They get 2 Claws and a Bite with a Full Attack.
· Salt Wiggles have a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check. They may use the Run Action while swimming as long as they swim in a straight line. They also have a +8 Racial Bonus to Jump Checks.
· Automatic Languages: Hurwaeti, Lizardman and Common. Bonus Languages: Any nearby race.
· Level Adjustment: +0
· Favored Class: Barbarian
STARTING AGE Adulthood: 10
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6
AGING EFFECTS Middle Age: 50
Old: 75
Venerable: 100
Maximum Age: +5d20 Years
HEIGHT AND WEIGHT Base Height: 7'6"
Height Modifier: +2d6"
Base Weight: 2000 lbs.
Weight Modifier: x (4d6) lbs.
Hurwaeti Racial FeatsImproved Fog CloudYou can use Fog Cloud more often.
Prerequisites: Hurwaeti (or Wiggles), 9 Hit Dice
Benefits: You may now use your Fog Cloud ability at will.
Mist VisionYou can see through clouds that normally obscure vision.
Prerequisites: Hurwaeti (or Wiggles), Wis 13+
Benefits: You can see through fogs and mists normally, whether they are natural or magic (see below for a list of example spells).
FogcasterYou specialize in fog spells.
Prerequisites: Hurwaeti (or Wiggles), Caster Level 6th
Benefits: The following spells are added to your spell list, and you gain a +2 Bonus on Saves against them.
1st Obscuring Mist
2nd Fog Cloud
3rd Arctic Haze (see Frostburn), Caustic Smoke (see Complete Mage), Contagious Fog (see Spell Compendium), Nauseating Breath (see Spell Compendium), Stinking Cloud
4th Murderous Mist (see Spell Compendium), Solid Fog
5th Cloudkill
6th Acid Fog, Freezing Fog (see Spell Compendium)
8th Incendiary Cloud
9th Towering Thunderhead (see Complete Mage)
Hurwaeti FlexibilityYou'll take on any job.
Prerequisites: Hurwaeti
Benefits: Gain a +2 Bonus on any two Skills of your choice.
Hurwaeti Racial Substitution LevelsScout Level 1: When choosing your Scout's Bonus Feats, you may opt to choose a Racial Feat instead.
Fighter Level 4: Replace your 6th Level Bonus Feat with Improved Fog Cloud.
Murky Fog Cloud (Sp): When using your racial Fog Cloud ability you may instead choose to use Stinking Cloud (you are immune to it's effects).
Rogue Level 10+: You gain new options with your Rogues Special Ability.
Special Ability (Ex): You may now choose from the following additional option:
Solid Fog (Sp): You may now cast Solid Fog 1/day as a Spell-Like ability as a 10th Level Sorcerer. You are immune to it's effects.
Swamp Wiggle Racial Substitution LevelsScout Level 1: When choosing your Scout's Bonus Feats, you may opt to choose a Racial Feat instead.
Barbarian Level 1: Lose Fast Movement for Obscuring Rage
Obscuring Rage (Ex): You may now use your Racial Fog Cloud ability once per Rage.
Ranger Levels 2, 6, 11: Instead of Archery or Two Weapon Fighting for their Combat Style, Swamp Wiggle Rangers can choose Greatclub and Slinger.
Combat Style: Greatclub get Weapon Focus (Greatclub) at 2nd Level, Weapon Specialization (Greatclub) at 6th Level, and Improved Critical (Greatclub) at 11th Level. Slinger gets Point Blank Shot at 2nd Level, Precise Shot at 6th Level, and Improved Precise Shot at 11th Level.
Salt Wiggle Racial Substitution LevelsScout Level 4+: When choosing your Scout's Bonus Feats, you may opt to choose a Racial Feat instead.
Barbarian Level 1: Lose Fast Movement for Obscuring Rage Rage
Obscuring Rage (Ex): You may now use your Racial Fog Cloud ability once per Rage.
SPACEFARER "No hot dogs, only klavkalash." Spacefarers are dedicated spelljammer crews, doing whatever is needed to use and maintain the ships.
BECOMING A SPACEFARER Just get accepted on a ships crew.
ENTRY REQUIREMENTS Species: Hurwaeti (or any similar species that commmonly crew ships)
Class Abilities: Uncanny Dodge
Skills: Knowledge (Planetology, Wildspace, see spelljammer.org) 4 ranks
Feats: Heavy Weapon Proficiency (see Spelljammer.org), Hurwaeti Flexibility
Class Skills The Spacefarer's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge(dungeoneering) (Int), Knowledge(nature) (Int), Knowledge(planetology)* (Int), Knowledge (wildspace)* (Int), Listen (Wis), Move Silently (Dex), Profession (Spacehand, WIldspace Navigator)(Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex) and Wildspace Survival (Wis)*. *see Spelljammer.org)
Skills Points at Each Level : 8 + int
Hit Dice: d8
[b] BAB Fort Ref Will Abilities[/b]
1. +0 +0 +2 +0 Spelljammer Training
2. +1 +0 +3 +0 Evasion
3. +2 +1 +3 +1 Keep Your Distance
4. +3 +1 +4 +1 Spelljammer Training
5. +3 +1 +4 +1 Improved Uncanny Dodge
6. +4 +2 +5 +2 Keep Your Distance
7. +5 +2 +5 +2 Spelljammer Training
8. +6 +2 +6 +2 Improved Evasion
9. +6 +3 +6 +3 Keep Your Distance
10.+7 +3 +7 +3 Ship Defender
Weapon Proficiencies: A Spacefarer gains no new weapon or armor proficiencies.
Spelljammer Training: At Levels 1, 4 and 7 you get a free Bonus Feat you qualify for from the following list (see Spelljammer.org for Feats with a *): Acrobatic, Agile, Alertness, Combat Reflexes, Dodge, Exotic Weapon Proficiency, Far Shot, Freefall*, Improved Critical (Heavy Weapon)*, Improved Initiative, Mobility, Phlogiston Sense*, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Rapid Reload (Heavy Weapon)*, Shot on the Run, Slow Respiration*, Weapon Finesse, Weapon Focus (Heavy Weapon)*, Weapon Specialization (Heavy Weapon)*,
Evasion (Ex): A Spacefarer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Keep Your Distance (Ex): At 3rd Level, if you hit an opponent with a ranged attack, they are Checked for 1 round if they fail a Fortitude Save (Save DC is 10 + damage dealt).
At 6th Level, if you successfully Check an opponent, you do +1d6 damage with that attack. This rises to +2d6 at 9th Level.
Improved Uncanny Dodge (Ex): The Spacefarer can no longer be flanked.
This defense denies other creatures the ability to sneak attack the character by flanking her, unless the attacker has at least four more hit dice/character levels than the target does.
Improved Evasion (Ex): This ability works like evasion, except that while the Spacefarer still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Spacefarer does not gain the benefit of improved evasion.
Ship Defender (Ex): AT 10th Level you gain a +2 Bonus on attack rolls, skill checks and saving throws when on any ship on which you have served at least a week.
PLAYING A SPACEFARER If you've seen the show Lower Decks, you know what you're in for here.
Combat: With the exception of the occasional wandering space monster, or pirate attack, you don't see much action being as you're stuck on the ship..
Advancement: You develop whatever skills are most needed, trusting that it will further your career.
Resources: You have whatever you can steal, or gain access to with the captains permission).
SPACEFARERS IN THE WORLD "My crew can out drink yours any day!" You get to see more (and also less) of the universe than most people. You sail to far off, exotic destinations, only to find yourself with no shore leave half the time. And considering how dangerous the universe is, maybe that's not such a bad thing...
Daily Life: As a ship's crew, there is always work to be done.
Notables: Weetabix ( NG Female Hurwaeti/Scout 2/Spacefarer 6) tries to keep shenanigans on her ship to a minimum.
Organizations: Just about every organization in Spelljammer has use for Spacefarers..
NPC Reaction Like most 'menial' laborers, you tend to be invisible.
SPACEFARERS IN THE GAME This is a good class to have if you'll be serving on a spelljammer at any point.
Adaptation: This is meant for Spelljammer, but could probably be adopted.
Encounters: Spacefarers are usually encountered on Spelljammers, or port cities.
Sample Encounter EL 12: The PC's are hired to guard a spelljammer from pirate shenanigans. No one warned them about the shenanigans of the crew...
WeetabixNG Female Hurwaeti/Scout 2/Spacefarer 6
Init +7,
Senses: Listen +, Spot +
Languages Hurwaeti, Lizardman and Common
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AC 25, touch 15, flat-footed 23 (+2 Dex, +5 Natural, +5 Armor, +3 Deflection)
hp 71 (11 HD)
Fort +6,
Ref +13,
Will +5
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Speed 20 ft. (4 squares), Swim 30 ft.
Melee +3 Handaxe +10 melee (1d6+3/x3)
Ranged +3 Light Crossbow +12 ranged (1d8+3/19-20)
Base Atk +7,
Grp +7
Atk Options Fog Cloud, Skirmish +1d6, Uncanny Dodge, Evasion, Improved Uncanny Dodge, Keep Your Distance
Combat GearSpells Prepared Supernatural Abilities -----------------------------------------------
Abilities Str 10, Dex 15, Con 14, Int 15, Wis 14, Cha 10
SQ Leaper, Trapfinding, Battle Fortitude +1
Feats Heavy Weapon Proficiency, Hurwaeti Flexibility, Improved Initiative, Weapon Finesse, Far Shot (B), Point Blank Shot (B)
Skills Balance +8, Climb +8, Disable Device +8, Hide +6, Jump +16, Knowledge (Planetology, Wildspace) +6, Listen +8, Move Silently +6, Profession (Spacehand) +8, Search +8, Sense Motive +8, Spot +8, Survival +8, Swim +16, Tumble +8, Use Rope +8, Wildspace Survival +8
Possessions Bag of Holding Type II, 3 Extended Breath Potions*, +5 Bracers of Armor, +3 Ring of Protection, +3 Light Crossbow, 20 bolts, +3 Handaxe, 1107 GP
EPIC SPACEFARER Hit Die: d8
Skills Points at Each Level : 8 + int
Bonus Feats: The Epic Spacefarer gains a Bonus Feat every 2 levels higher than 20th
Spacefarer (Rogue)
You crew for one of the various spelljammer ships, trying o stay alive while getting you're way into and out of trouble.
WEAPONS TRAINING At 3rd Level you gain Proficiency with Firearms and Heavy Weapons.
CREW TRAINING At 3rd Level choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Optionally you may instead gain Proficiency with any two tools or skills.
STOP! Starting at 9th level, when you Ready a ranged Attack Action if an opponent moves, and you successfully hit with the attack, the opponent must make a Strength Saving Throw or be unable to move for the rest of the round. Save DC is 8 + Proficiency Bonus + your Dexterity modifier).
KEEP YOUR DISTANCE! At 13th level, if you successfully use your Stop! attack, add your Sneak Attack dice to the damage.
SHIPS DEFENDER At 17th level, you have Advantage on Attack Rolls and Dexterity Saving Throws when on board a ship that you have served at least one week on.
FOG BANDIT *silent gesture* You are the hunters, defenders and warriors of your tribe. You use your fogs to attack in concealment, and leave no witnesses.
BECOMING A FOG BANDIT Most Swamp Wiggle warriors qualify easily.
ENTRY REQUIREMENTS Species: Swamp or Salt Wiggle (or any species able to produce some sort of mist)
Class Abilities: Rage 2/day
Skills: Move Silently 4 ranks, Survival 4 ranks
Feats: Extra Rage, Mist Vision
Class Skills The Fog Bandit's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level : 4 + int
Hit Dice: d10
[b] BAB Fort Ref Will Abilities[/b]
1. +1 +0 +2 +0 Enhanced Rage, Sign
2. +2 +0 +3 +0 Enhanced Fog
3. +3 +1 +3 +1 Battle Fortitude
4. +4 +1 +4 +1 Enhanced Rage
5. +5 +1 +4 +1 Enhanced Fog
6. +6 +2 +5 +2 Battle Fortitude
7. +7 +2 +5 +2 Enhanced Rage
8. +8 +2 +6 +2 Enhanced Fog
9. +9 +3 +6 +3 Battle Fortitude
10.+10 +3 +7 +3 Warrior of the Fog
Weapon Proficiencies: A Fog Bandit gains no new weapon or armor peoficiencies.
Enhanced Rage (Ex): At 1st Level, you gain Instantaneous Rage as a Bonus Feat. At 4th Level you may enter Rage and cast Fog Cloud simultaneously as either a Swift or Immediate Action. At 7th Level you are Invisible, as per the spell, when Raging and in your Fog Cloud.
Sign: Fog Bandits use their own form of sign language, which you learn at 1st Level.
Enhanced Fog (Sp): At 2nd Level, your species Fog Cloud ability gets an upgrade. Now when someone is within the fog, creatures more than 5 feet away are effectively Invisible unless you have Mist Vision, and those who are at 5 feet have a 50% chance that attacks against them fail. At 5th Level you can choose to center on you, and it's area of effect moves with you. At 8th Level you may use Fog Cloud and enter Rage simultaneously as a Swift Action.
Battle Fortitude (Ex): At 3rd Level, a Fog Bandit gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 6th level and +3 at 9th level. A Fog Bandit loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
Warrior of the Fog: At 10th Level, your Fog Cloud ability is upgraded to Solid Fog (as per the sell), which you are unaffected by.
PLAYING A FOG BANDIT You are that rarest of creatures, a Barbarian whose tactics do not solely rely on Rage.
Combat: You tend to fog up, move in, and go to town.
Advancement: The needs of your current situation tend to dictate what you learn.
Resources: Unless you're defending the tribe, you have what you can take by force.
FOG BANDITS IN THE WORLD "Don't go into the fog!" You live deep in the swamp, and go unseen when raiding. Pretty much no one knows what you are unless you leave a witness.
Daily Life: You are a typical tribal warrior, either out hunting, or defending your territory.
Notables: Jin (CN Female Swamp Wiggle Barbarian 4/Fog Bandit 3) leads her tribe in raids on merchants who pass through her territory.
Organizations: Given your abilities, you are popular as mercs.
NPC Reaction NPC's see you as the bad guy, much like any other bandit.
FOG BANDITS IN THE GAME This assumes you have been an outlaw to some, so try not to get the party hunted down for your past 'indiscretions'.
Adaptation: This is meant for Spelljammer, though any setting with Wiggles will do.
Encounters: Fog Bandits are generally encountered when you enter their territory.
Sample Encounter EL 12: The PC's are hired as guards on a swamp expedition. They're surrounded by a fog from nowhere as they enter the swamps edge. Typical ambush.
JinCN Female Salt Wiggle Barbarian 4/Fog Bandit 3
Init +3,
Senses: Listen +10, Spot +6, Mist Vision
Languages Hurwaeti, Lizardman and Common
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AC 30, touch 13, flat-footed 28 (+2 Dex, +5 Natural, +5 Armor, +7 Shield, +1 Deflection)
hp 83 (11 HD)
Fort +10,
Ref +10,
Will +5
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Speed 30 ft. (6 squares), Swim 40 ft.
Melee 2 Kicks +13 melee (1d6+3)
Club +17/+12 melee (1d6+7)
Base Atk +10,
Grp +13
Atk Options Fog Cloud, Rage 4/day, Enhanced Rage, Enhanced Fog, Battle Fortitude +1
Combat GearSpells Prepared Supernatural Abilities -----------------------------------------------
Abilities Str 16, Dex 14, Con 16, Int 10, Wis 14, Cha 8
SQ Leaper, Illiteracy, Fast Movement, Uncanny Dodge, Trap Sense +1
Feats Cleave, Extra Rage, Mist Vision, Power Attack, Instantaneous Rage (B)
Skills Climb +7, Hide +6, Jump +15, Listen +10, Move Silently +6, Search +4, Spot +6, Swim +13, Survival +6
Possessions +5 Heavy Wooden Shield, +4 Club, +5 Bracers of Armor, +1 Ring of Protection, 4 Potions of Cure Serious Wounds, 543 GP
EPIC FOG BANDIT Hit Die: d8
Skills Points at Each Level : 8 + int
Bonus Feats: The Epic Fog Bandit gains a Bonus Feat every 2 levels higher than 20th