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Refractor, Noble

by Jamie Baty

HWR2 20
Diminutive Monstrous Humanoid
Hit Dice: 4d8+4 (22 hp)
Initiative: +5 (+5 Dex)
Speed: 40 ft. (8 squares)
Armour Class: 21 (+4 size, +5 Dex, +2 natural), touch 19, flat-footed 16
Base Attack/Grapple: +4/-11
Attack: Bite +5 melee (1d4 -3)
Full Attack: Bite +5 melee (1d4 -3) or by weapon
Space/Reach: 1 ft./0 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft., Spells
Saves: Fort +2, Ref +9, Will +7
Abilities: Str 5, Dex 20, Con 13, Int 16, Wis 16, Cha 10
Skills: Concentration +5, Diplomacy +3, Hide +17, Knowledge (arcana) +8, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (religion) +6, Listen +5, Sense Motive +5, Spot +5, Survival +5
Feats: Endurance, Eschew Materials
Environment: Warm deserts
Organisation: Solitary, Pair, or Company (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Usually lawful neutral
Advancement: by character class
Level Adjustment: -

Controlling the colony in the name of the Pharaoh, the noble caste is very important to the function of the colony. These insects are recognised by their enlarged thoracic shells. In addition, the carapaces are etched and marked in patterns amazingly similar to the jewellery of the Nithian nobles. Noble refractors control the daily running of the colony. Specialised nobles enchant millions of tiny crystals that make the giant solar lenses that light their cities as well as the smaller lenses that power the refractor's miniature siege engines. In addition, other nobles apparently know spells such as create water.

Since the Pharaoh of the colony must be a female, the vast majority of nobles are female as well. The few male nobles are often the consorts of the Pharaoh or the military leaders of the colony.

Combat
Refractor nobles usually attack with spells (a noble can cast either arcane or divine spells, but not both) or ranged attacks. They are proficient with simple weapons, and also may bite. They usually have a small guard of soldiers nearby, and will flee if seriously threatened. The exception to this is if the colony is directly threatened, in which case they will fight to the bitter end.

Spells (Sp): Refractor nobles can cast spells as either a 4th level cleric or 4th level wizard (but they receive no other benefits of those classes). These levels stack with any cleric or wizard character levels the noble possesses for the purpose of determining caster level and number of spells cast per day.

Advancement
Noble refractors often take levels in cleric or wizard, as this is complements their natural abilities. More importantly, the greater there abilities, the greater chance they have at ascending to Pharaoh of the colony. Refractor nobles who take cleric levels may choose two of the following domains: Community, Fire, Knowledge, Law, Magic, and Protection.