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===Priest: Priest Deity===
 
===Priest: Priest Deity===
 
Priests choose a [[deity]]. The power of priest faith abilities can be modified by their [[Disposition|behavior]] and the [[reputation]]s they develop during their adventures.
 
Priests choose a [[deity]]. The power of priest faith abilities can be modified by their [[Disposition|behavior]] and the [[reputation]]s they develop during their adventures.
 
{|class="wikitable"
 
! style="width:150px;" | Deity
 
! style="min-width:250px;" | Description
 
|-
 
! [[Berath]]
 
| ''Called "Berath" in Aedyran and "Cirono" in Vailian, it is the god of cycles, of doors, and of life and death itself. People commonly place or carve the figure of Berath in doorways, windows, and other "portals" from one place to another Berath has a relatively small priesthood, in part because it does not speak often to them. However, Berath has many, many petitioners and occasional followers.''
 
|-
 
! [[Eothas]]
 
| ''Eothas is the Aedyran name for the god of light, redemption, and rebirth. While worship of Eothas is still popular in the Aedyr Empire and Readceras, the faith is outlawed in most cities of the Dyrwood due to events of the Saint's War, in which St. Waidwen, who had supposedly become a living vessel for Eothas, attempted to invade the Dyrwood before being destroyed at the gates of Halgot Citadel. Eothas has not been heard from since, and is presumed dead by most.''
 
|-
 
! [[Magran]]
 
| ''Magran is the goddess of war and fire, and hers is the most populous following in Dyrwood. Magran's faithful are rank-and-file soldiers as well as officers, tacticians, and strategists. Additionally, they create devices used in warfare, especially those made in the forge, such as weapons and armor. Her priests view battle and warfare as inevitable human activities that should be pursued with single-minded efficiency. Consequently, she is not a goddess of battle lust or celebration as much as military excellence and passionate discipline.''
 
|-
 
! [[Skaen]]
 
| ''Skaen, known also as the Quiet Slave, is the god of secret hatred, resentment, and violent rebellion. He is usually depicted as a small, bald man covered in lash scars whose ears and nose have been cut off. He appears outwardly submissive, with downcast eyes. However, his eyes glitter black with quiet hatred, and his fist is clenched. He is known to manifest in a horrific incarnation known as the Effigy to followers desperate enough to perform certain unspeakable rites. In Dyrwood, Skaen’s faithful often double as torturers and executioners, delighting in the fall of high-status prisoners.''
 
|-
 
! [[Wael]]
 
| ''Wael is the god of dreams, secrets, mysteries, and revelations. Inscrutable even to the other gods, Wael has no determinate gender or consistent appearance. Its symbol is the eye, though the look and number of the eyes often change. People pray to Wael both to protect their secrets as well as to unravel the mysteries in front of them. Followers of Wael are known for many strange and unusual practices, possibly for good reasons, possibly for no reason at all.''
 
|}
 
   
 
===Ranger: Animal Companions===
 
===Ranger: Animal Companions===

Revision as of 19:35, 28 December 2015

Character creation is the process by which a player creates a player character. Once you enter the Character Creation screen, you'll be led through a series of decisions to craft the character you will play on your adventures across Eora.

The steps are as follow:

  1. Select a sex.
  2. Select a race and subrace.
  3. Select a class.
  4. Modify attributes.
  5. Select a culture.
  6. Select a background.
  7. Customize appearance, voice and name.

While creating a character, it is best to remember that there are no good or bad characters, and different people appreciate different aspects of the game.

Sex

The first step of character creation is choosing a gender. You can play as either a male or female, both men and women are found in a wide variety of stations and professions, depending on the culture from which they hail. Apart of determining your character's look in the game and some conversation options, they do not inherently differ in stats or capability.

Image Sex Description
Male-icon Male The place of men in society varies from culture to culture. Cultures like Aedyr and the Dyrwood place them at the forefront of military, politics, and heavy labor. Among the tribes of Naasitaq, men perform many of the homesteading and organizational duties. In Eir Glanfath and Ixamitl, men and women have more fluid social roles. In all societies, there are exceptions to the rule, and men can be found in a wide variety of stations and professions.
Female-icon Female A woman's role in Eora is largely dependent on where she is from. In the Aedyr Empire, Vailian Republics, and the Dyrwood, women occupy many domestic, educational, and organizational roles. They are the primary hunters, soldiers, and leaders of the tribes of Naasitaq. In Eir Glanfath and Ixamitl, women and men have more fluid social roles. In all societies, there are exceptions to the rule, and women can be found in a wide variety of stations and professions.

Race

See: Race

The second step involves selecting a Race and Sub-race. There are six possible races to choose from. Each race gets a small bonus or penalty to certain attributes which differentiates it from the other races.

Subrace

After selecting a race, a list of subraces is brought up. Subrace has no effect on attributes, they differ mostly in their passive abilities. Each Subrace (except humans, who all share Fighting Spirit) provides access to a unique passive ability. Additionally, it effect the way NPCs treat your character in small degree.

See Subrace Descriptions.

At this point in character creation, Godlike also choose a body type from among the other five races. This is solely cosmetic and has no impact on their attributes.

Class

See: Class

The third step of character creation is selecting a class. Class is very important, it defines the majority of abilities a character will obtain as they increase in power. There are eleven classes to choose from, unrestricted by race or gender. Each class has its own strengths and weaknesses.

Image Class Endurance Health Deflection Accuracy Starting Abilities Skill Bonuses Description
Barbarian-icon Barbarian 48 + 16/Level
(Very High)
6 * Endurance
(Very High)
15
(Low)
25 + 3/Level
(Average)
Carnage,
2 lvl 1 Abilities
Athletics +2
Survival +1
Brutes. Madmen. Berserkers. Though city-dwelling people often use the term "barbarian" with a dose of disrespect, these rural warriors are respected by their communities for their ferocity and fearsome presence on the battlefield. Barbarians have a special, almost religious role in some cultures, but in many places, the undisciplined, fearless style of the barbarian is simply how warriors conduct themselves.
Chanter-icon Chanter 36 + 12/Level
(Very Low)
4 * Endurance
(Low)
25
(High)
25 + 3/Level
(Average)
Invocations
Phrases/Chants, 2 lvl 1 Phrases
Lore +2
Mechanics +1
In every culture across Eora, there are chanters. Many historians consider chanters to be the most ancient workers of magic, their hallowed phrases stirring the collective memory of wayward souls around them, compelling them to generate magical effects in a kind of "reenactment." In some societies, chanters form organized groups of storytellers and researchers, but in most parts of the world they are just a time-honored part of local folk traditions.
Cipher-icon Cipher 36 + 12/Level
(Very Low)
4 * Endurance
(Low)
20
(Average)
25 + 3/Level
(Average)
Powers,
2 lvl 1 Powers
Stealth +1
Lore +1
Mechanics +1
A recent discovery in the Eastern Reach, ciphers were once called "Brîshalgwin" ("mind hunters") by the Glanfathans. Ciphers have the ability to directly contact and manipulate another person's soul and psyche, using an ally's or enemy's essence as the focus for their magic. Though most ciphers are still found in the Eastern Reach, practitioners of the techniques have spread throughout the known world. They are gaining acceptance over time, but are generally distrusted, especially by the uneducated.
Druid-icon Druid 36 + 12/Level
(Very Low)
4 * Endurance
(Low)
20
(Average)
20 + 3/Level
(Very Low)
Spells
Spiritshift, 1 Spiritshift, 10 Spells (assigned automatically)
Lore +1
Survival +2
Animists at heart, druids tap into the spiritual power that flows through the simple living things of Eora: plants, animals, and sometimes even living stone. While not necessarily religious, druids do have a reverence for the natural world and a keen interest in understanding its mysteries. In most cultures, druids are understood as a sort of primal magician, but among the Glanfathans, Naasitaqi, and many rural cultures, they may have high positions of influence and authority.
Fighter-icon Fighter 42 + 14/Level
(Average)
5 * Endurance
(High)
30
(Very High)
30 + 3/Level
(Very High)
Constant Recovery, 1 lvl 1 Fighter Ability Athletics +1
Lore +1
Survival +1
Fighters form the front line of disciplined armies across the Eastern Reach. Though they are most commonly found in cultures with an organized martial structure, fighters can also be encountered as wandering mercenaries, bodyguards, and other types of sell-swords. The common element that unifies fighters is their heavy focus on endurance and melee defense.
Monk-icon Monk 42 + 14/Level
(Average)
6 * Endurance
(Very High)
25
(High)
30 + 3/Level
(Very High)
Wounds,
Transcendent Suffering,1 lvl 1 Monk Ability
Stealth +1
Athletics +1
Survival +1
Monks belong to a variety of fighting orders that have sprung up in Ixamitl and the Eastern Reach over the past few centuries. While many monastic orders can trace their teachings to the Enduring Founder, Tletac, individual orders vary greatly in their focus, morality, and ethics. Common folk respect the incredible discipline of monks but see them as an odd, unpredictable bunch who may not be entirely sane. Even mercenaries and other adventurers aren't sure what to make of them.
Paladin-icon Paladin 42 + 14/Level
(Average)
5 * Endurance
(High)
20
(Average)
25 + 3/Level
(Average)
Faith and Conviction,
1 lvl 1 Paladin Ability
Athletics +2
Lore +1
Paladins are martial zealots, devoted to a god, a ruler, or even a way of life. They can be found in any culture where a fanatical group of like-minded individuals have formed a warrior society dedicated to advancing their cause. Among those aligned to their worldview, paladins are viewed with respect and admiration, if a bit of fear. Many paladins hold leadership positions in armies and mercenary companies, but in the heat of battle their fanaticism often overrules the chain of command - and common sense.
Priest-icon Priest 36 + 12/Level
(Very Low)
4 * Endurance
(Low)
15
(Low)
20 + 3/Level
(Very Low)
Holy Radiance,
10 Spells (assigned automatically)
Athletics +1
Lore +2
Priests are devotees of Eora's deities and practitioners of religious magic. While all priests dedicate themselves to specific gods, priests' power is actually derived from their personal beliefs. In contrast to most paladins, priests tend to focus on philosophy, teaching, and the relationship of religious organizations with common folk. The reception of priests in any given part of the world depends largely on how their god is revered - or reviled - by the people who live there.
Ranger-icon Ranger 36 + 12/Level
(Very Low)
5 * Endurance
(High)
20
(Average)
30 + 3/Level
(Very High)
Animal Companion,
1 lvl 1 Ranger Ability
Stealth +1
Survival +2
Rangers are warriors of the woodlands and masters of the hunt. Always partnered with soul-bonded animal companions, they can be found in wild spaces all over the world. As their lifestyles often tend toward independence and isolation, it is rare for rangers to become an integral part of a large fighting force, though they are often employed as scouts and guides.
Rogue-icon Rogue 36 + 12/Level
(Very Low)
4 * Endurance
(Low)
15
(Low)
30 + 3/Level
(Very High)
Sneak Attack,
1 lvl 1 Rogue Ability
Stealth +1
Mechanics +2
Rogues are vicious killers, feared for the brutality of their attacks. They can be found as often in dark back alleys as the heart of battlefield skirmishes. Though unpredictable and undisciplined, rogues are commonly used as shock troops or as part of a surprise assault, their withering attacks breaking enemy ranks and morale. Rogues tend to congregate in larger numbers in cities where they can be steadily employed as mercenaries or hired muscle.
Wizard-icon Wizard 36 + 12/Level
(Very Low)
4 * Endurance
(Low)
10
(Very Low)
20 + 3/Level
(Very Low)
Arcane Assault,
4 lvl 1 Spells
Lore +2
Mechanics +1
The masters of academic magic, wizards are students of arcane traditions that stretch back beyond the boundaries of recorded history. Wizards are a highly organized group, often forming academies or guilds devoted to research and development in magical studies, and tend to favor environments where inquiry, experimentation, debate, and the dissemination of knowledge are encouraged. Many accomplished wizards eventually become known for their eccentricity, their egos, and their unquenchable interest in all things arcane and occult.

After selecting a class, you need to pick starting abilities, affiliations or specializations.

Chanter: Chants and Invocations

See: Chant

You can choose two first level chant phrases.

You can choose two first level Invocations.

Cipher: Powers

See: Power

You can choose two first level powers.

Druid: Spiritshift form

Druids choose a spiritshift form. This form represents a type of animal spirit with which the druid has developed an intimate level of understanding.

Priest: Priest Deity

Priests choose a deity. The power of priest faith abilities can be modified by their behavior and the reputations they develop during their adventures.

Ranger: Animal Companions

Image Companion's Name Description
Antelope-companion Antelope Antelope companions have naturally superior defenses (Deflection, Fortitude, Reflexes, and Will). All rangers form a strong spiritual connection with a single creature, their animal companion. This connection allows rangers and their companions to coordinate attacks and efficiently take down prey. In most situations, the companion runs interference while the ranger attacks at range. Despite these advantages, there are risks to the relationship. Rangers share a literal life bond with their animal companions. When one is wounded, the other suffers equally.
Bear-companion Bear Bear companions have unusually high Damage Threshold, giving them superior protection from all forms of damage. All rangers form a strong spiritual connection with a single creature, their animal companion. This connection allows rangers and their companions to coordinate attacks and efficiently take down prey. In most situations, the companion runs interference while the ranger attacks at range. Despite these advantages, there are risks to the relationship. Rangers share a literal life bond with their animal companions. When one is wounded, the other suffers equally.
Boar-companion Boar Boar companions gain Might when they are below 50% Endurance. All rangers form a strong spiritual connection with a single creature, their animal companion. This connection allows rangers and their companions to coordinate attacks and efficiently take down prey. In most situations, the companion runs interference while the ranger attacks at range. Despite these advantages, there are risks to the relationship. Rangers share a literal life bond with their animal companions. When one is wounded, the other suffers equally.
Lion-companion Lion Lion companions have the ability to Terrify enemies with a powerful roar. All rangers form a strong spiritual connection with a single creature, their animal companion. This connection allows rangers and their companions to coordinate attacks and efficiently take down prey. In most situations, the companion runs interference while the ranger attacks at range. Despite these advantages, there are risks to the relationship. Rangers share a literal life bond with their animal companions. When one is wounded, the other suffers equally.
Stag-companion Stag Stags can activate a melee attack that does damage to all enemies in a small area around the main target. All rangers form a strong spiritual connection with a single creature, their animal companion. This connection allows rangers and their companions to coordinate attacks and efficiently take down prey. In most situations, the companion runs interference while the ranger attacks at range. Despite these advantages, there are risks to the relationship. Rangers share a literal life bond with their animal companions. When one is wounded, the other suffers equally.
Wolf-companion Wolf Wolf animal companions move exceptionally fast. All rangers form a strong spiritual connection with a single creature, their animal companion. This connection allows rangers and their companions to coordinate attacks and efficiently take down prey. In most situations, the companion runs interference while the ranger attacks at range. Despite these advantages, there are risks to the relationship. Rangers share a literal life bond with their animal companions. When one is wounded, the other suffers equally.

Paladin: Paladin Orders

Paladins choose an order. The power the paladin's conviction abilities can be modified by their behavior and the reputations they develop develop during their adventures.

Order Description
Bleak Walkers The Bleak Walkers are soldiers dedicated to conducting warfare mercilessly and with extreme brutality in order to bring a swift end to conflicts. Because they are renowned for their terrible and unyielding nature, most nobles will only call on them as a last resort. The Bleak Walkers' behavior reinforces cruelty because the quickest resolution to a battle is one in which the Bleak Walkers' arrival is announced and a surrender immediately follows. To ensure that people understand that no mercy will be given by Bleak Walkers, they never give quarter under any circumstances.
Darcozzi Paladini The oldest known paladin order in the world, the Darcozzi Paladini were founded as the guards of the Darcozzi Palace in Grand Vailia over 2000 years ago. Since the shattering of Grand Vailia, the Darcozzi Paladini have transformed into the protectors and ambassadors of the immense Darcozzi family as well as Old Vailian culture. The Darcozzi Paladini are widespread and occasionally even come into conflict with each other due to the machinations of the Darcozzi family. Paladins of the order are renowned for their wit and love of life.
Goldpact Knights The Goldpact Knights are an order of mercenary paladins who sell themselves for all sorts of defensive and offensive engagements. They emerged on the Pearl Coast a few hundred years ago and managed to survive the destruction of the dwarven nation that created them. Goldpact Knights are not especially brutal and are willing to shift direction based on the desires of their employers. As their name suggests, the Goldpact Knights believe payment forms a binding contract. They are known for being non-judgmental, professional, and impressively mirthless.
Kind Wayfarers The most widespread paladin order, the Kind Wayfarers are guides and protectors for travelers, often people of limited means traveling in dangerous areas. Kind Wayfarers lack the noble prestige of other paladin orders, but are widely respected by commoners for their generosity and compassion. Kind Wayfarers lack a centralized structure and many members operate independently in remote areas. Though the order is known for not being wealthy, in recent years they've improved their finances via cartography and working with groups like the Hand Occult to develop travel guides for little-known parts of Eora.
Shieldbearers of St. Elcga During a peace negotiation, an archer from the kingdom of Aedyr shot the noblewoman emissary of Kulkin, Elcga, in the arm, provoking battle. Elcga nevertheless made a second attempt at negotiation, accompanied by three elven knights whose only arms were shields they held in front of Elcga to protect her. Elcga succeeded, helping form the Aedyr Empire. The knights who protected her founded the Shieldbearers of St. Elcga, who continue to act as guardians and diplomats in Aedyr and beyond. They are well-known for their honesty and skill in negotiations.

Wizard: Spells

You can choose four first level wizard spells:

Wizard Spell Description
Arkemyr's Dazzling Lights Overwhelms anyone in the area of effect with a brilliant and bewildering pyrotechnic display, decreasing their Will and Stunning them.
Chill Fog Calls a blindingly white icy fog into existence, inflicting Blindness on anyone entering and Freeze damage over time to any in the area of effect.
Concelhaut's Parasitic Staff Creates a glowing quarterstaff of pure energy for the wizard to wield, granting a bonus chance to hit and giving the wizard Endurance with each successful strike.
Eldritch Aim Grants the caster otherworldly sight, resulting in preternatural Accuracy for a short period.
Fan of Flames Creates a cone of fire in front of the caster, causing Burn damage to anyone in the area of effect.
Fleet Feet Empowers the target with unnatural speed, increasing their Movement Rate.
Ghost Blades Calls a field of unearthly blades into existence, inflicting immediate Slash damage plus Slash damage over time and a Movement penalty to anyone in the area of effect.
Jolting Touch A bolt of electricity jumps from the caster's fingers to the nearest enemy, and then to the next nearest, causing decreasing amounts of Shock damage.
Kalakoth's Sunless Grasp The caster's hands become so cold as to freeze what they touch. Does Freeze damage to a target and reduces its Accuracy.
Minoletta's Minor Missiles Summons three spell missiles that batter the target, inflicting Crush damage.
Slicken Coats the ground in a slick, oil-like substance, inflicting Knockdown on anyone in the area of effect.
Spirit Shield Surrounds the caster with a shield of spirit energy, granting an increased Damage Threshold and a Concentration bonus.
Thrust of Tattered Veils A quick strike of Crushing force, dealing little damage but having a high chance to disrupt enemy spellcasters.
Wizard's Double Creates a duplicate of the caster to distract enemies, granting the caster a high Deflection bonus against a single attack.

Attributes

The fourth step of creation is assigning attribute points. Since attributes strongly affect game play, and can't be changed, considerable thought should be given to choosing them. A summary appears below, but for full details, see Attribute.

Outside dialogs with NPC's, and especially in combat, your companions' attributes contribute equally to gameplay, so the fact that you can't have all maximum attributes on your main character should not worry you.

There are six attributes. Each attribute starts at 10, as well as any additional racial or cultural bonuses, as applicable. An attribute with a score of 10 gives no bonus. For each point lower than 10 you will get a penalty and for each point higher than 10 the character will get a bonus. Players may distribute 15 attribute points as they see fit and can reduce an attribute to 3 and increase an attribute up to 18. This allows the player to distribute a total of 60 points - 7 points out of each of the default 10 for each of the 6 attributes, another 2 points coming from racial bonuses, the 15 points allowed during character creation, and finally one point coming from the player character's Culture (See next section).

Attribute Bonus per Point Description
Might ±3% Damage
±3% Healing
±2 Fortitude
Might represents a character's physical and spiritual strength, brute force as well as their ability to channel powerful magic.

During interactions, it can be useful for intimidating displays and acts of brute force.

In combat, it contributes to both Damage and Healing as well as the Fortitude defense.

Constitution ±5% Endurance
±5% Health
±2 Fortitude
Constitution is a combination of the character's overall health and endurance.

Although it is not used much in interactions, it is sometimes checked to withstand pain or endure a physically taxing ordeal.

In combat, it affects maximum Health and Endurance and contributes to the Fortitude defense.

Dexterity ±3% Action Speed
±2 Reflex
Dexterity is an abstraction of a character's hand-eye coordination, balance, and overall grace.

In interactions, it can be used for sleight-of-hand and fast reactions.

In combat, it affects the character's Action Speed with all attacks, spells, and abilities and contributes to the Reflex defense.

Perception ±3 Interrupt
±1 Accuracy
±2 Reflex
Perception represents a character's senses as well as their instinctive ability to pick up on details.

In interactions, it can be used to catch someone in a lie, to make an observant comment about their appearance, or to notice something happening in the background.

In combat, it contributes to the Deflection and Reflex defenses and grants a bonus to Interrupt.

Intellect ±6% Area of Effect
± 5% Duration
± 2 Will
Intellect represents a character's logic and reasoning capabilities.

In interactions, it can be useful for deduction, sudden realizations, and problem-solving.

In combat, it contributes to the Will defense and influences Durations and Areas of Effect for all Abilities and Talents.

Resolve ±3 Concentration
±1 Deflection
± 2 Will
Resolve reflects a character's internal drive, determination, fearlessness, and the emotional intensity they can project to others.

It can be useful for mental intimidation, leadership, and convincing performances and arguments to achieve desired outcomes.

In combat, it helps characters maintain Concentration and contributes to the Will and Deflection defenses.

Culture

The fifth step of character creation is selecting a culture of where you came from. Each culture gives a +1 bonus to a specific attribute and affects the starting equipment the character receives, with what equipment you will start the game, as well as what backgrounds are available.

Image Culture Attributes Description
Aedyr-icon Aedyr RES +1 The Aedyr Empire is currently the largest and most powerful force in this part of the world. It is centered around the Equator and has a tropical climate. Though the empire has colonies in numerous areas of the world, Greater Aedyr is at its heart and houses the majority of its human and elven nations.
DeadfireArchipelago-icon Deadfire Archipelago DEX +1 Consisting of the nation of Naasitaq, dozens of aumaua settlements, and hundreds of lawless, pirate-infested islands that stretch along the southern sea, Deadfire is home to Boreal Dwarves, aumaua, and a mixed variety of other races. Deadfire Archipelago is the "last stop" for anyone headed east - a multitude of monstrous sea creatures infest the ocean beyond, making travel virtually impossible.
IxamitlPlains-icon Ixamitl Plains RES +1 Located to the northeast of Eir Glanfath, the Ixamitl Plains are a large expanse of fertile savannahs that are extensively farmed by human and orlan residents. The Ixamitl culture is one of the oldest in the world, though one of the least imperialistic, having spread out little over the past several thousand years.
OldVailia-icon Old Vailia INT +1 Once the crown jewel of the southern seas, Old Vailia is now the crumbled remnants of an empire of warring merchant nations. Counting many humans and dwarves among their ranks, the Old Vailian countries are still forces to be reckoned with and are proud of their rich cultural heritage.
Rauatai-icon Rauatai CON +1 Dominated by the aumaua nation of Rauatai, the gulf itself is host to a number of nations, most of them aumaua, orlan, and dwarven. Though these countries are relatively young, they are some of the most advanced colonial settlements in the east. The gulf is a land of riches and resources for those who can take them, though the entire coast is often pummeled by violent storms.
TheLivingLands-icon The Living Lands MIG +1 The Living Lands is the mountainous region of a large northern island renowned for its diversity of plant and animal life. Its weather is unpredictable and its ecosystems vary dramatically from valley to valley. The Living Lands are home to an assortment of races in a variety of colonial and independent settlements.
TheWhitethatWends-icon The White that Wends PER +1 A large, cracked southern expanse of polar ice, the White that Wends is home to Pale Elves and small colonies of daring explorers, outcasts, and adventurers. While virtually no plant life grows in the White, it is home to many hardy species of dangerous animals that forage from the sea or prey upon each other to survive.

Background

The sixth step of character creation is selecting a background. Backgrounds provide a skill boost. The backgrounds you can select are dependable on your chosen culture, some backgrounds are only available to certain cultures, while others are available to all cultures.

Background Availability Skill Description
Aristocrat All except The Living Lands Lore + 2 You've lived your life amongst the nobility. Your days have been marked by lavish meals and extravagant parties, your conversations peppered with talk of pedigree and bloodlines.
Artist Old Vailia Lore + 2 You've always felt driven to express yourself creatively. The structure and rigid control of other pursuits has never satisfied in the same way.
Clergyman Aedyr Lore + 2 Piety and prayer are the cornerstones of your public life, and you encourage the same in others.
Colonist Aedyr
Old Vailia
The Living Lands
Survival + 2 You were part of a group that founded a fledgling colony in a distant land.
Dissident Aedyr
Ixamitl Plains
Old Vailia
Rauatai
Lore + 1
Stealth + 1
You've made a name for yourself as a troublemaker. Disrespect for authority and a lack of care regarding the rules are recurring themes in your life.
Drifter Any Survival + 1
Stealth + 1
You never quite fit in no matter where you go. Each new town is just a place to rest briefly before moving on to the next. You are more comfortable on the road, traveling the world.
Explorer Deadfire Archipelago
The Living Lands
The White that Wends
Lore + 1
Survival + 1
You find the siren call of the horizon irresistible. You cannot help but wonder what lies beyond the next hill or wave, and you've built your life around finding out.
Hunter All Survival + 1
Stealth + 1
You live for the thrill of the chase. Whether for glory or for sustenance, you have made your living taking the lives of wild creatures.
Laborer All Mechanics + 1
Athletics + 1
Your life has been spent in the study of your craft. You trained and prepared, hoping to hone your skills and ply your trade.
Mercenary All except The White that Wends Lore + 1
Athletics + 1
Blade and battle is your way of life. You solve your problems by pulling out your weapon and applying force.
Merchant All Lore + 1
Mechanics + 1
You've traded goods from all over the world, pairing items with buyers of all kinds.
Mystic The White that Wends Lore + 2 You've never been able to explain how the universe guides your path. Behind every task you undertake is a feeling of cosmic direction.
Philosopher Iximatl Plains Lore + 2 You are most at home inside your own head, analyzing the nature of the world and its inhabitants.
Raider Deadfire Archipelago Athletics + 1
Stealth + 1
You've spent your life on the wrong side of the law. What you want, you take, and what was theirs has a tendency to become yours.
Scholar Iximatl Plains
Rauatai
Lore + 2 For you, knowledge is a relentless pursuit. You hoard each kernel of information as though it were precious metal, and time you don't spend learning is time wasted.
Scientist The Living Lands Lore + 1
Mechanics + 1
The rules that govern the world are a set of alchemical formulae to you, waiting to be discovered and manipulated.
Slave Aedyr
Deadfire Archipelago
Old Vailia
Rauatai
Athletics + 1
Survival + 1
You have never known freedom. Shackles and chains have bound your existence, and someone has told you what to do your entire life.

Appearance Voice and Name

Last part of character creation is to choose appearance, a portrait, a voice and a name.

Appearance

While largely governed the player's choices of gender, race and culture, you can also pick some modification of character head and his skin. This includes colors: primary and secondary clothing/armor colors, skin and hair colors; and head appearance: facial hair style, head style, and hair style. The options available depend on the character's gender and race.

Portrait

There are 35 male and 31 female portraits to choose from. You can select or import your portrait. See also: Female portrait images and Male portrait images.

Voice

There are ten different voice sets to choose from, you are also able to choose none. Both female and male characters can choose a voice set belonging to the other sex. The female or male voice sets are: Mystic, Feisty, Noble, Stoic, Sinister. This has little effect ingame, as your character speaks only if he affirms that he understood your order.

Name

Give your character a name. If you intend to role-play or otherwise desire to have names consistent with lore, use Personal Names for reference.

See also

  • Attribute and skill boosts (post-character creation)