Crimson "Cog" Cogward

Crimson Cogward (so called after the color his neck turns when he’s angry) is a loner, and prone to incredible rages and dark moods. He wears a blue Varisian scarf tied tight around his shaven head to hide the scar left where his ear was bitten off in a bar fight. Cog gets pleasure from little other than combat and is quick to get into fistfights, whether because of a chance remark or simple bad luck. A devout follower of Pharasma, Cog prays regularly (particularly after combat) and participates in all Pharasmin religious festivals if possible. Cog actually volunteered to join the crew of the Wormwood. He has spent his first few days aboard stealing and secreting away goods for barter.
Cog loves dark tales. A PC who makes at least a DC 10 Perform (oratory) check focusing on dark tales gains a +2 bonus on checks to influence Cog for the next 24 hours. Similarly, fighters and other warriors (as well as more aggressive characters who favor muscle over talk) who intersperse their talk with grisly details of fights gain a +2 bonus on Bluff and Diplomacy checks with him. However, a failed check is likely to elicit a violent response from the angry sailor.
Job: swab
Initial Attitude: unfriendly

Crimson Cogward CR 1
XP 400
Male human ranger 1/rogue (thug) 1 (Pathfinder RPG Advanced Player’s Guide 135)
N Medium humanoid (human)
Init +1; Senses Perception +4
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 19 (2 HD; 1d10+1d8+5)
Fort +4, Ref +5, Will –1
Speed 30 ft.
Melee cutlass** +4 (1d6+3/18–20) or
dagger +4 (1d4+3/19–20 plus poison) or
unarmed strike +4 (1d3+3)
Ranged composite shortbow +2 (1d6+3/×3)
Special Attacks favored enemy (humans +2), sneak attack +1d6
During Combat Cog fights like a cornered boar, caring little for his own safety.
Morale Cog does not fight to lose—he fights to win, or dies trying.
Str 17, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Base Atk +1; CMB +4; CMD 15
Feats Improved Unarmed Strike, Intimidating Prowess
Skills Appraise +4, Climb +7, Disable Device +4, Intimidate +9, Knowledge (local) +5, Perception +4, Profession (sailor) +4, Stealth +5, Swim +7
Languages Common
SQ frightening*, track +1, wild empathy +2
Combat Gear potion of cure moderate wounds, black adder venom (1 dose); Other Gear studded leather, cutlass**, dagger (coated in black adder venom) in a darkwood sheath, composite shortbow (+3 Str) with 31 arrows, long waxed coat with several pockets, thieves’ tools, silver ring with symbol of Pharasma worth 75 gp, silk Varisian scarf worth 15 gp; Locker (average lock, Disable Device DC 25) potion of haste, potion of neutralize poison, scroll of scorching ray, wand of magic missiles (18 charges), alchemist’s fire (2 flasks), 2 bottles of wine, 2 small silver mirrors, tanglefoot bag, 39 gp, 132 sp
* See the Advanced Player’s Guide.
** See Pirates of the Inner Sea.

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