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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 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.
  8. Select a voice.
  9. Name the character.

Sex

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

Sex Description
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 A women'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 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 RES +1
MIG +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 +2 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 unparalleled 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 humans, who all share Fighting Spirit) provides access to a unique passive ability.

Race Subrace Passive Description
Human Meadow Fighting Spirit – Once per encounter, 5 seconds after being reduced below 50% Stamina, Folk temporarily gain bonuses to Accuracy and damage. 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 Ocean Folk (Calbandra) originated near the Equator on the other side of the globe and are currently the most widespread human group in that region, but they have also migrated to the far reaches of the world. Ocean Folk are the dominant culture in the Vailian Republics, and are also common in the Dyrwood.
Savannah Savannah Folk (Natlan) come originally from just south of the Equator and, with the exception of some groups that migrated north, have remained in the same location for over ten thousand years. The name Natlan literally means "original." While quite common in Readceras, Savannah Folk are not usually seen in the Dyrwood and the Vailian Republics.
Aumaua Coastal Towering Physique – Coastal Aumaua gain bonuses to defend against Prone and Stun effects. Viewed as a warlike race, the Coastal Aumaua live in a mainland region along the coasts of the northern hemisphere - lands they conquered by pushing Thyrtan (meadow folk), Natlan (savannah folk), and orlan communities out. Their culture is more centralized and urban than their island cousins, though both groups are involved in seafaring. Coastal Aumaua are very rare in the Dyrwood, but those that do make the journey usually do so as mecernaries, bodyguards, or soldiers.
Island Long Stride – Island Aumaua move 5% faster in combat. Island Aumaua originated in the Deadfire Archipelago a thousand miles south of the Vailian Republics. While physiologically similar to their coastal cousins, the coloration of Island Aumaua is starkly different - brown and yellow, contrasting the Coastal's blue and green. Though still uncommon in the Dyrwood and surrounding environments, Island Aumaua are more commonly encountered there than Coastal Aumaua, who are quite rare. When encountered around the Dyrwood, they are often laborers, fishermen, or sailors.
Dwarf Boreal Hunter's Instincts – Boreal Dwarves gain +15 accuracy against any creature of the Wilder or Primordial types. Most Boreal Dwarves (Enutanik) live in the remote southern island of Naasitaq, where they share the rocky tundra and snow-covered forests with migratory pale elves and the coast-hugging ships of aumaua. Like their northern cousins, Enutanik share an instinctive love of exploration. Boreal dwarves are somewhat common in the Vailian Republics but seldom encountered in the Dyrwood.
Mountain Hale and Hardy – Mountain Dwarves have a bonus to defend against Poison and Disease attacks. Mountain Dwarves (Aptapo) originated on the continent to the east of the Dyrwood and have spread through the area several times. unlike the similarly diminutive orlans, who are frequently subjugated, the Aptapo have always directly fought back threats posed by larger kith and opted to fortify their residences rather than move on. Mountain dwarves are common in the Vailian Republics but not seen as often in the Dyrwood and Readceras.
Elf Pale Elemental Endurance – The Damage Thresholds for all Pale Elves are increased by 20% for all Burn and Freeze damage. It is unclear exactly how long ago the Pale Elves (Glamfellen) came to the southern polar regions of the world, but they have lived there for at least 12,000 years based on their continuous contact with aumaua traders. They appear to be among the most stationary ethnic groups in the known world migrating within the polar region but seldom venturing far north. They are rare in all northern lands and most people consider them exotics (if they have seen one at all).
Wood Distant Advantage – Against any enemy that is more than 4m away, Wood Elves gain bonuses to Accuracy, Deflection, and Reflexes. Wood Elves (Sceltrfolc) trace their beginnings far north of present-day Aedyr and have migrated south throughout the forests of the continent, now covering it all the way south across the Equator. They are also believed to have migrated across the sea to Eir Glanfath. While physiologically identical to one another, Wood Elves from Aedyr are culturally different from those in Eir Glanfath and consider themselves wholly different groups.
Orlan Hearth Minor Threat – When attacking any target that is also being targeted by a teammate, Hearth Orlans convert some of their Hits into Crits. Hearth Orlans are often found as slaves in Readceras and the Vailian Republics. One of the treaty terms between the Dyrwood and the people of Eir Glanfath was the liberation of orlan slaves and while this has been honored, many Hearth Orlans continue to live in the Dyrwood as indentured servants.
Wild Defiant Resolve – After being subjected to a Will attack, wild orlans temporarily gain a bonus all[sic] defenses. Wild Orlans are the "original" orlans who lived in the deepest forests and jungles between the tropics. While they have only been significantly separated from Hearth Orlans for a thousand years, a few genetic differences have appeared rapidly, most notably a lack of facial hair in the Hearth Orlan branch. Wild orlans are common in the deep reaches of Eir Glanfath. Unlike their Hearth Orland brethren, they are not often seen in the Dyrwood, Readceras, or the Vailian Republics.
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.
Fire Battle-Forged – When reduced below 50% Stamina, Fire Godlike glow like metal in a forge, gaining Damage Threshold and doing a small amount of fire damage to any creature who hits them in melee. 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.
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.
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.

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 Stamina and Health Deflection Melee Accuracy Ranged Accuracy Starting Abilities Skill Bonuses Description
Barbarian 48 (+16)
(very high)
5
(very low)
20
(high)
15
(average)
Carnage
Frenzy
Wild Sprint
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 36 (+12)
(average)
20
(high)
20
(high)
15
(average)
Ancient Memory
Invocations
Phrases/Chants
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 30 (+10)
(low)
10
(low)
15
(average)
20
(high)
Powers
Psychic Backlash
Soul Whip
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 36 (+12)
(average)
10
(low)
20
(high)
15
(average)
Spells
Spiritshift
Wildstrike
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 42 (+14)
(high)
25
(very high)
25
(very high)
10
(low)
Defender
Constant Recovery
Knock Down
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 42 (+14)
(high)
15
(average)
25
(very high)
10
(low)
Wounds
Stunning Blows
Swift Strike
Transcendent Suffering
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 incredibly 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 42 (+14)
(high)
20
(high)
25
(very high)
10
(low)
Faith and Conviction
Flames of Devotion
Zealous Focus
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 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 36 (+12)
(average)
15
(average)
15
(average)
10
(low)
Holy Radiance
Interdiction
Spells
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 36 (+12)
(average)
10
(low)
10
(low)
25
(very high)
Animal Companion
Swift Aim
Wounding Shot
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 s scouts and guides.
Rogue 36 (+12)
(average)
15
(average)
20
(high)
15
(average)
Crippling Strike
Sneak Attack
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 30 (+10)
(low)
10
(low)
10
(low)
15
(average)
Arcane Veil
Blast
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, some classes also require you to pick starting abilities, affiliations or specializations.

Chanter: Phrases and Invocations

Cipher: Powers

Druid: Wildstrikes and Spiritshifts

Priest: Priest Deity

Ranger: Animal Companions

Paladin: 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 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 wiling 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 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

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

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