Character Creation - Pillars of Eternity Guide - IGN (2024)

Character creation is an essential part of Pillars of Eternity, and you will certainly be seeing the character creation menu many times throughout your adventure.

The character creation menu can only be viewed at the start of the game or when hiring a new adventurer. There are 9 different steps to creating a character, listed below:

Sex

The first thing you do is select the sex of the character. You can choose either male or female, and outside of physical appearance, this doesn't affect the mechanical gameplay in any way.

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 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

After that, you select a race and subrace for your character. There are 6 different races to choose from, and each race gets a small bonus or penalty to certain attributes.

Race

The main 6 races of the game. Each one has different attribute bonuses and penalties, to make them different from other classes.

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.
Amaua
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 and often come with mystical powers. Aberrant head shapes are typical, and godlike are unable to wear protective headgear as it is near-impossible to find anything that fits. Because of their unusual nature and their inability to reproduce, godlike are often viewed with fear and wonder.

Subrace

Once you've picked a race, each one will show several subraces that you can choose from. Each subrace, except Human subraces, have a unique passive that is only available to that subrace. Also, Godlikes have a unique ability to change their body type to be like the other 5 races, however, it's only visual and has no affect on stats whatsoever.

Race
Subrace
Passive
Description
Human
Meadow
Fighting Spirit –- Once per encounter, 5 seconds after being reduced below 50% Endurance, 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.
Human
Ocean
Fighting Spirit –- Once per encounter, 5 seconds after being reduced below 50% Endurance, Folk temporarily gain bonuses to Accuracy and damage.
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.
Human
Savannah
Fighting Spirit - – Once per encounter, 5 seconds after being reduced below 50% Endurance, Folk temporarily gain bonuses to Accuracy and damage.
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 mercenaries, bodyguards, or soldiers.
Aumaua
Island
Armed to the Teeth -– All Island Aumaua gain an additional Weapon Set.
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.
Dwarf
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 exotic (if they have seen one at all).
Elf
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.
Orlan
Wild
Defiant Resolve -– After being subjected to a Will attack, Wild Orlans temporarily gain a bonus all 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 Orlan 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 Endurance, their damage is increased.
Death Godlike are the most distrusted of their kind. Strange growths cover their eyes - or, in some cases, entire face - 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 consider them to be harbingers of doom.
Godlike
Fire
Battle-Forged –- When reduced below 50% Endurance, 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 - 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.
Godlike
Moon
Silver Tide –- Every encounter, when reduced below 75%, 50%, and 25% Endurance, Moon Godlike generate waves of healing moonlight that restore Endurance 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.
Godlike
Nature
Wellspring of Life -– All Endurance 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.

Class

Once you've selected a race and subrace, it's time to choose the class of your character. Each class is different and will be the factor in deciding what abilities your character will learn as they level up. There are 11 classes to choose from.

Class
Starting Abilities
Skill Bonuses
Description
Barbarian
Carnage, 2 Lvl 1 Barbarian 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
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
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
Spiritshift, 10 Spells
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
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
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
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
Holy Radiance, 10 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
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
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
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.

Attributes

Once you've picked a class, you can then assign attribute points. There are 6 attributes, and each one starts at 10, along with any race/class bonuses/penalties. At 10 points, there are no bonuses are penalties to the stats an attribute gives. When you reach this stage, you will have to put 15 points into your attributes and can reduce an attribute to a minimum 3 points and increase an attribute to a maximum of 18 points. You can distribute, in total, 60 points.

Attribute
Bonuses/Penalties
Description
Might
+/-3% Damage and 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.
Constitution
+/-3% Endurance and Health, +/-2 Fortitude
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.
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.
Perception
+/-3 Interrupt, +/-1 Deflection, +/-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.
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.
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.

Culture

The fifth step is selecting a culture. Each one provides a +1 bonus to a specific attribute, and affects the starting equipment a 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 colonies 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 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.
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
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.
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.
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 that is the last one to affect gameplay is selecting the background. They all add points to various skills in the game. Some backgrounds can only be chosen by having a certain culture picked.

Background
Availability
Skill
Description
Aristocrat
All but 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, or The Living Lansd
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
Ixamitl 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
Atheltics+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

This step is purely cosmetic, and you can customize various options such as the colors of clothing, skin, and hair, along with facial hair, hair style, and type of head. You also choose a portrait, one that can fit your character in a general way.

Voice

There are 10 different voices that you can choose, each one being available for both the male and female

  • Mystic
  • Feisty
  • Noble
  • Stoic
  • Sinister

Name

The final step is to name your character.

Character Creation - Pillars of Eternity Guide - IGN (2024)
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