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Revision as of 04:51, 18 August 2014

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Character creation is a multi-step process that guides a player through the creation of a new character.

General

  1. Select a gender.
  2. Select a race and subrace.
  3. Select a class.
  4. Modify attributes.
  5. Select a culture.
  6. Select a background.
  7. Customize appearance.
  8. Select a voice.
  9. Name the character.

Gender

The first step of character creation is choosing a gender. Characters may be male or female. This has no mechanical impact.

Race

See also: Race

The second step involves selecting a race and subrace. All races get small bonuses to certain attributes and some races also have a slight penalty to another attribute.

Race Attributes Description
Human MIG +1
RES +1
Humans (commonly called "folk") are the most common race in the Dyrwood, the Aedyr Empire, Old Vailia and the Vailian Republics. Though not as large as the towering aumaua, humans are known for their strength and willpower.
Aumaua MIG +1 The mighty Aumaua are the largest of the kith races and are commonly found in or near oceans. Though not truly aquatic, they have an affinity for water and many of their civilizations, such as Rauatai, are based on naval dominance. They are known for their unparalelled strength.
Dwarf MIG +2
DEX -1
CON +1
By virtue of land covered and number of colonies settled, dwarves are the most well-traveled race in the world. They are commonly found in the Dyrwood, the Vailian Republics, and almost any colonized land. Dwarves are known for their great strength and tenacity.
Elf DEX +1
PER +1
Elves are the dominant race in Eir Glanfath and The White that Wends and are extremely common in the Dyrwood and Aedyr. Elves are known for their speed and intelligence as well as a commonly isolationist nature.
Orlan RES +1
MIG -1
PER +2
Orlans are the smallest of the kith races. though many cultures don't consider them to be civilized at all. Also notable for their large ears, two-toned skin, and hirsute bodies, orlans are commonly found in Eir Glanfath, the Ixamitl Plains, and parts of the Dyrwood. They are known for their mental intensity and quickness.
Godlike DEX +1
INT +1
The godlike are children of the kith ("civilized" races) who have been blessed with physical aspects associated with the gods (though some do not consider it a blessing). These aspects may take many forms an often come with mystical powers. Because of their unusual nature and their inability to reproduce, godlike are often viewed with fear and wonder.

After selecting a race, a list of subraces is brought up. Subrace has no effect on attributes, but each subrace (except the human subraces) provides access to a unique passive ability.

Race Subrace Passive Description
Human Meadow -- The most common humans in the Dyrwood, the Meadow Folk (or Thyrtan) have lived in that area for almost 2,000 years. Meadow Folk traditionally live at the edges of elven forests working the open plains - hence their name. Most humans in the Dyrwood are Thyrtan.
Ocean --
Savannah --
Aumaua Coastal
Island
Dwarf Boreal
Mountain
Elf Pale
Wood
Orlan Hearth
Wild
Godlike Death Death's Usher – When Death Godlike attack an enemy with 15% or less Stamina, their damage is increased. Death Godlike are the most distrusted of their kind. Strange growths cover their eyes - or, in some cases, entire faces - giving them a sinister appearance. The growths are transparent for the Godlike but opaque from the outside, hiding their features. Death Godlike are commonly killed at birth because many cultures them to be harbingers of doom.
Nature Wellspring of Life – All Stamina regeneration that occurs over time happens 25% faster for Nature Godlike. Nature Godlike appear to be a fusion of human and animal features, often covered by plants, moss, or fungi. This has led to the common stigma that they are diseased, and many are killed at birth because of it. Many druidic orders have a keen interest in Nature Godlike because of their general curiosity as to how souls occupy animals, plants, and stones.
Moon Silver Tide – Every encounter, when reduced below 75%, 50%, and 25% Stamina, moon godlike generate waves of healing moonlight that restore Stamina to them and their allies. Moon Godlike are the most tolerated of the godlike. While their skin tone and a large moon-like growth on their foreheads may be strange to some, their appearances are generally considered more palatable by the other kith. Sailors have many beliefs about Moon Godlike and their propensity to bring luck, though there is little agreement as to what kind of luck they tend to bring.
Fire Battle-Forged – When reduced below 50% Stamina, Fire Godlike glow like metal in a forge, gaining Damage Threshold and doing... The bodies of Fire Godlike often resemble hot metal, burnt wood, or stone, with harmless flames that erupt from the cracks in their skin. Fire Godlike are objects of both reverence and fear in the Deadfire Archipelago. Many locals believe they have the power to awaken volcanos[sic] - or that killing one will cause a volcano to awaken. In the Dyrwood, Fire Godlike are often seen as a sign of the blessing of Magran, goddess of war and fire.

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 also: Class.

The third step of character creation is selecting a class. Classes define the majority of abilities a character will obtain as they increase in power. There are eleven classes to choose from in Pillars of Eternity. All classes are available to members of any race.

Class Description
Barbarian 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
Cipher
Druid
Fighter 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
Paladin 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 held leadership positions and army and mercenary companies, but in the heat of battle their fanaticism often overrules the chain of command - and common sense.
Priest
Ranger
Rogue
Wizard

After selecting a class, some classes also require you to pick starting abilities, affiliations or specializations.

Paladin Orders

See also: Paladin Orders.
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 Paladin 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
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

Attributes

See also: Attribute.

The fourth step of creation is assigning attribute points. There are six attributes. Each attribute starts at 3, as well as any additional racial or cultural bonuses, as applicable. Players may distribute 57 attribute points as they see fit.

Attribute Bonus per Point Description
Might +2% Damage
+2% Healing
Might represents a character's physical and spiritual strength. During interactions, it can be useful for intimidating displays and acts of brute force. In combat, it contributes to both Damage and Healing.
Constitution +2% Stamina
+2% Health
Constitution is a combination of the character's overall health and stamina. 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 Stamina.
Dexterity +1 Accuracy Dexterity is an abstraction of a character's hand-eye coordination, balance, and overall grace. In interactions, it can used for sleight-of-hand and fast reactions. In combat, it contributes to a character's Accuracy with all attacks.
Perception +3% Interrupt Perception represents a character's senses as well as their insticntive 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 apperance, or to notice something happening in the background. In combat, it allows characters to catch opponents off guard, improving their chance to cause an interrupt.
Intellect +5% Duration
+5% Area of Effect
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 effect Durations and the sizes of Areas of Effect.
Resolve +3% Concentration Resolve reflects a character's internal drive, determination, and the emotional intensity they can project to others. It can be useful for mental intimidation, leadership, and convincing performances. In combat, it helps characters maintain Concentration and contributes to their Will defense.

It should be noted that Resolve is calculated with the assumption that the character is Aedyr, granting a +1 cultural bonus to Resolve.

Culture

See also: Culture.

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

Culture Attributes Description
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 colones in numerous areas of the world, Greater Aedyr is at its heart and houses the majority of its human and elven nations.
Deadfire Archipelago DEX +1 Consisting of the nation of Nassitaq, dozens of Aumaua settlements and hundreds of lawless, pirate infested island 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.
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.
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 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.
The Living Lands
The White that Wends

Background

See also: Background.

The sixth step of character creation is selecting a background. Backgrounds have no mechanical effects and are exclusively for role-playing purposes. Some backgrounds are only available to certain cultures, while others are available to all cultures.

Background Availability Description
Aristocrat Any 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
Clergyman Aedyr
Colonist Aedyr
Old Vailia
Dissident Any 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
Hunter Any 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 Any Your life has been spent on the study of your craft. You trained and honed your skills hoping to hone your skills and ply your trade.
Mercenary Any
Merchant Any
Philosopher Iximatl Plains
Scholar Iximatl Plains
Slave Aedyr
Old Vailia
You have never known freedom. Shackles and chains have bound your existence and someone has told you what told your entire life.

Appearance

Voice

Name

After creation