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Golem background

Once a crucial part of Orzammar's defenses, golems have all but vanished as the secret to their
manufacture was lost over a thousand years ago. What few golems remain are guarded closely by
the Shaperate, brought out when the battle with the darkspawn grows desperate enough to risk
their loss. No one now would sell a golem for any price, but in ancient times, dwarves sold many
golems to the magister lords of Tevinter.

They are devastating weapons in war, living siege engines, capable of hurling boulders like a catapult
or plowing through enemy lines like an earthquake.

Playing a Golem

If you choose to play a golem, modify your character as follows:


• Add + 1 to your Strength ability.
• Add +1 to your Dexterity ability. Golems are quite the brawlers.
• Pick one of the following ability focuses: Strength (Might) or Dexterity (Brawling)
• You can speak and read the Trade Tongue.
• Add +7 to AR. At 5th level increase the AR with +2
• Starting speed is 7 + Dexterity
• Pick the warrior class.

2d6 roll Benefit


2 + 1 Constitution
3-4 Focus: Willpower (Morale)
5 Focus: Strength (Intimidation)
6 Focus: Perception (Searching)
7-8 Focus: Cunning (Evaluation)
9 + 3 Speed
10-11 +1 Armor Rating
12 +1 Willpower

Bracelets
Bracelets give golems some type of damage and other effects.
Fire: Gives +1d6 fire damage and deals 1d3 damage to the target when hit by a natural attack every
round for 8 rounds.
Ice: Gives +1d6 frost damage and gives a -5 penalty to Speed when the target is hit by a natural
attack.
Nature: Gives +1d6 nature damage and gives a -5 penalty to the AR and Defense to the target when
hit by a natural attack.
Bracelets are usually found as treasure. It is entirely up to the GM to decide.
Natural Attack
Weapon Attack Roll Damage
Fist Golem’s Str +1 1d6 + Str (at level 5 2d6 + Str)

Abilities:
Level 5:
Hurl Rock: As a major action, a golem can hurl a stone at a target, which is at most 10 yds away. Deals
2d6 + Golem's Str damage.
Level 7:
Pulverizing Blow: Once every 10 rounds, the golem can hit a target with a pulverizing blow, dealing
3d6 + Golem's Str damage.
Level 9:
Slam: At the cost of 3 SP, the golem can hit a target with a slam, automatically dealing maximum Fist
damage.
Level 11:
Quake: At the cost of 3 SP, the golem can make the earth quake 7 yds away, stunning all enemies in
that range for 5 rounds, also dealing them 2d6 damage.
Level 13:
Killing blow: Once per 10 rounds, a golem can sacrifice half of his remaining health and add that
number as damage. If he hit's a target, maximum fist damage is dealt and the amount of sacrificed
health is added.

You see, that it is over level 5. Here is a link to the homebrew rules about higher levels:

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