2024-06-16

Fantasy NPC: The King of Pins

You can now support Shaper Of Worlds on Patreon.


The King Of Pins

A visibly distraught man, with disoriented gaze and hands covered with cuts, scars, and bandages. His clothing is a mess of tears, patches, and stitches.

CR 2; 600 XP
CN Medium Outsider (human, native)
Init +2Senses normalPerception +8

Defense
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 22 (3d10+6); regeneration 2 (adamantine)
Fort +5, Ref +5, Will +3
Defensive Abilities half bleed and piercing damage, mantle of pins

Offense
Speed 30 ft.
Melee unarmed strike +3 (1d3 plus 2d4 piercing)
Special Attacks hail of pins (10-ft. burst, 15-ft. cone or 30-ft. line, 3d6 piercing, DC 13 half)

Statistics
Str 10, Dex 14, Con 14, Int 11, Wis 15, Cha 7
Base Atk +3; CMB +3; CMD 15
Feats Diehard, Endurance
Skills Craft (tailoring) +6, Knowledge (local) +6, Perception +8, Profession (pin expert) +8, Sleight Of Hands +8, Stealth +8
Language Common, Sylvan, Terran

Hail Of Pins (Su) As a standard action, the King of Pins can command all the pins and needles stuck in his clothing to assault his foes, dealing 3d6 points of piercing damage in either a 10-ft. burst centered on him, 15-ft. cone, or 30-ft long line. The King Of Pins can't repeat the same area of effect on consecutive turn. A successful Reflex saving throw (DC 13) halves the damage. The needles and pins count as magic, cold iron, and silver. The saving throw DC is Dexterity based.

Human Blood (Su) The King Of Pins might be a mystical nexus for all the pins and needles nearby, but he still retains vestiges of mortality and counts as human being whenever it would be important.

Mantle Of Pins (Su) Pins, needles, and similar tools of metal or bone mysteriously find their way to their king, with or without his knowledge, lovingly sticking into his clothing and occasionally even stinging his flesh to first blood, though they do him little harm aside of drawing a few drops of blood and annoyance of pain. They are nowhere near as gentle with those who would harm him, though, dealing 2d4 points of piercing damage to anyone striking the King of Pins with an unarmed strike or a natural attack, or attempting a grapple check on him, and add those damage to the King Of Pins unarmed strike and successful grapple checks. The King Of Pins has always some pins and needles at hand if he would need them.


The King Of Pins is anything but regal. A barely coherent nervous wrack of a vagabond, deeply afraid of, and yet thoroughly obsessed with pins and needles. They find their way to him somehow, always, and everywhere, and he welcomes them—even if he hates being constantly stung and cut by his mantle—collecting them and appreciating as if they were the most important thing in the world... Apparently in his mind they are.

Communicating with the King Of Pins is difficult. He usually babbles about pins, oversharing a lot of useless details and trivia, though occasionally, he mentions things that might be of use to someone, somewhere. Getting him to focus his chatter on anything is an exercise in patience. Threats and intimidation might work for a moment or two, but their effects are unreliable and much more shorter-term than slower and gentler methods—often too short to have him reveal anything useful.


No comments:

Post a Comment