Hogmaw Stonegut
gimli.jpg
Hogmaw Stonegut
Race Dwarf
Heroic Class Warlord 4
Alignment Lawful Good
Patron Deity Moradin
Player Dustin Brungart
Hogmaw Stonegut

Hogmaw Stonegut is the chief tactician of The Order of the Golden Lion. He was a retired shield dwarf sergeant of the Iron Guard in Citadel Adbar, but feeling like a broken mule and consumed by his hatred for goblins, he left his family, clan, and race behind to again experience the thrill of battle and the perverse sense of pleasure he feels as his axe sunders bone. Hogmaw is loud and brash and drinks to forget, but he has an even head on his strong shoulders and inspires others to action with his forceful personality. Among his adventuring party, he is the grizzled veteran and the problem drinker. If a movie were to be made about his life, Tom Sizemore would be cast as the lead.

Though he is an able warrior1, Hogmaw's true gift lies in strategy and tactics and in his innate ability to inspire his brothers in battle. With his support, any band of adventurers stands to benefit from his unparalleled knowledge of the battlefield tactics of Faerûn's evil races and to keep fighting them long after their courage would have otherwise faltered.

Hogmaw has ruddy pink skin and wavy graying-black hair clasped into a long, wiry beard. He is seldom seen without his armor forged of strong dwarven steel and lined with thick, blood-flecked furs, and the stone gauntlet he wears on his left arm ends in a three-fingered hand. Outside of battle, Hogmaw usually has bits of food stuck in his beard and a thick layer of beer foam on his nose and mustache.

Hogmaw is perhaps most memorable for his unending hatred for goblins, kobolds, and orcs and his general distaste for elves, eladrin, and gnomes, but he instantly feels a sense of kinship with other dwarves. When he brings himself to stay in an inn (he's just as comfortable sleeping outdoors), he usually unnerves others by forgetting to tie his robe.

History

Hogmaw Stonegut was the fifth and least remarkable son of Bregan Stonegut, a peerless warrior and a champion of dwarfkind the North over. Hogmaw was so named when his father, drunk and amicable after yet another victory over the Menzoberranzyr drow, heard the squalling babe and likened his cry to that of a pig. Even as a boy, what Hogmaw lacked in martial prowess he made up for with his stalwart attitude and band of strong friends. Despite being his father's youngest son and the last to join the Iron Guard (even behind some of his sisters), Hogmaw was the first to receive a commendation, first to receive a promotion, and was soon his father's superior officer.

For a further 150 years they fought back seemingly-endless attacks from orcs, goblins, giants, and drow, always enduring each siege and breaking the horde with great prowess and glory. In this time Hogmaw suffered countless injuries from crossbow bolts and daggers, having part of an ear bitten off by an elusive goblin and even losing a testicle in single combat as he fended off an orc chieftain allowing his men to flank and overwhelm the command group. During a short, brutal campaign against a horde of hobgoblins and their minions, the fourth and fifth fingers of Hogmaw's left hand were devoured by a dire wolf, but still led his men ferociously before he collapsed on the field of victory.

Following a swift recovery, Hogmaw was no longer able to wield his massive stone shield, so he was promoted and reassigned away from the front lines. Despite dozens of citations and commendations, receiving such a "promotion" was essentially a badge of weakness. Feeling that he had shamed his ancestors and betrayed his men, Hogmaw retired from active duty.

For a while, Hogmaw was deep in depression, and he hit the bottle hard and then hit the road. With no value in dwarf society, he joined the humans on the surface, working as a mercenary for a short time. During that period, he discovered only one thing: only in battle was he truly happy. With its infinite supply of goblins just asking to be slaughtered, the Forest Kingdom known as Cormyr was the ideal destination for a man of Hogmaw's talents, and so he used the meager coin that he had earned on the surface and attached himself to a merchant caravan. After a month of boredom and confinement (dwarves do not suffer from claustrophobia, and would probably take to sailing if they were just a little more buoyant), the merchant vessel they chartered finally docked in the bustling port city of Marsember.

Powers and Class Features

These are Hogmaw's powers and class features. The theme has changed to represent Hogmaw's superior tactics against the goblinoid menace. Current inspirations are Gimli (son of Glóin), Genghis Khan, Erwin Rommel, and Dustin Brungart.

COMBAT LEADER
You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

SKIRMISHING PRESENCE
When an ally who can see you spends an action point to make an attack, that ally can use a free action to shift a number of squares equal to your Intelligence or Wisdom modifier before or after the attack.

Direct the Strike Warlord Attack 1
You direct an ally to attack as an enemy lowers its guard.
At-Will ✦ Martial
Standard Action Ranged 5
Target: One ally
Effect: The target makes a basic attack as a free action against an enemy of your choice that you can see and is within 10 squares of you.

Wolf Pack Tactics Warlord Attack 1
Step by step, you and your friends surround the enemy.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action.
Attack: +10 vs. AC
Hit: 1d12 + 7 damage.

Leaf on the Wind Warlord Attack 1
Like a leaf caught in the autumn wind, your foe is driven by the flow of battle. Your fierce attacks force him to give ground.
Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +10 vs. AC
Hit: 2d12 + 7 damage. You or an ally adjacent to the target swaps places with the target.

Bastion of Defense Warlord Attack 1
Honorable warriors never fall!
Daily ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +10 vs. AC
Hit: 3d12 + 7 damage. Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter.
Effect: Allies within 5 squares of you gain 5 temporary hit points.

Inspiring Fortitude Endurance Utility 2
Inspired by your resilience, your allies find the will to overcome challenges.
Daily
Standard Action Close burst 5
Target: Each ally in burst
Requirement: Your second wind must be available for you to use
Effect: You use your second wind, and each target gains 14 temporary hit points.
Prerequisite: You must be trained in Endurance.

No Gambit is Wasted Warlord Attack 3
Sensing that an ally is attempting a difficult deed, you distract your comrade’s foe and give him or her another chance to use the attack.
Encounter ✦ Martial, Weapon
Immediate Reaction Melee weapon
Trigger: An ally misses every target with an encounter or a daily attack
Target: One creature targeted by the triggering ally's attack
Attack: +10 vs. AC
Hit: 2d12 + 7 damage. The triggering ally's attack is not expended.

Inspiring Word Warlord Feature
You call out to a wounded ally and offer inspiring words of courage and determination that helps that ally heal.
Encounter (Special) ✦ Martial, Healing
Minor Action Close burst 5
Target: You or one ally in burst
Special: You can use this power twice per encounter, but only once per round.
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.

Second Wind
You can dig into your resolve and endurance to find an extra burst of vitality.
Encounter ✦ Healing
Minor Action Personal
Effect: Spend a healing surge and regain 11 hit points. You gain a +2 bonus to all defenses until the start of your next turn.

Stonecleaver, Reckless Execution Axe +1
Some fighters favor force over accuracy—this weapon is for them.
Level: 3
Price: 680 gp
Weapon: Any melee except reach weapons
Enhancement: +1 attack rolls and damage rolls
Critical: +1d8 damage
Power (Encounter): Free Action. Use this power before making a melee attack against an adjacent target. You gain a +2 power bonus to that attack's damage roll. You take a –2 penalty to AC until the end of your next turn.

Dwarven Chainmail +1
Crafted by the finest dwarf armorsmiths, this armor was once only available to dwarves, though now some armorsmiths will create a set for whoever can pay the price.
Level: 2
Price: 520 gp
Armor: Chain, Scale, Plate
Enhancement: +1 AC
Property: Gain a +1 item bonus to Endurance checks.
Power (Daily ✦ Healing): Free Action. Regain 11 hit points.

Amulet of Resolution
Whether the affliction be of mind or body, this mithral necklace gives you a second chance to ward it off.
Level: 2
Price: 520 gp
Item Slot: Neck
Enhancement: +1 Fortitude, Reflex, and Will
Property: Gain a +1 item bonus to Endurance checks.
Power (Daily): No Action. Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it’s lower.

Bracers of Mighty Striking
These enchanted armbands increase the damage you deal with a single melee attack.
Level: 2
Price: 520 gp
Item Slot: Arms
Property: When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.

Belt of Vigor
This chain metal belt improves your recuperative abilities.
Level: 2
Price: 520 gp
Item Slot: Waist
Property: You gain a +1 item bonus to your healing surge value.

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