We talk about all aspects of character creation in Baldur's Gate 3: the choice of skills, backstory, and so on
After watching Baldur's Gate 3's juicy intro video, the game will ask you to create your main character. The process is similar to any other D&D games.
Character creation in Baldur's Gate 3 covers a lot of options. Ultimately, the choice you make will determine the parameters of the hero, ranging from the obvious ones like dexterity or strength, to the rarer but no less important survival and cunning (deceit). Let's explore all this diversity!
On the "Origin" tab, you will find two subcategories at once - the origin itself and the background. In the early access version of the game, there is only one origin option, which does not have much impact on the gameplay so far. The name of the character should also be entered here.
The backstory affects the gameplay. It is now a simple form, granting the character a bonus to two skills. For example, an artist will receive a bonus to acrobatics and performance (Performance).
All Baldur's Gate 3 backstories and the skills they give:
Также рекомендуем сайт наших партнёров — ТОП лучших игр.
background | Mastery (skill bonus) |
---|---|
Novice | Insight, Religion |
Charlatan | Deception, sleight of hand |
Criminal | Deception, Stealth |
Artist | Acrobatics, Performance |
folk hero | Training, Survival |
Artisan | Insight, Persuasion |
Noble | History, Persuasion |
Hermit | Medicine, Religion |
wanderer | Athletics, Survival |
Sage | Mysteries, History |
Sailor | Athleticism, Perception |
Soldier | Athleticism, Intimidation |
Tramp | Sleight of Hand, Stealth |
On the right side of the screen, under the background, bonus skills will be indicated. Choose the backstory, depending on what skills you would like to strengthen. There is no right or wrong decision here, but the choice will determine how successfully you will interact with the world, at least at the beginning of the game.
Judging by the early access version, the Sailor backstory would be a good choice. Athleticism will be useful in making jumps or throwing objects, and Perception will allow you to better notice objects in the environment.
Race and subrace are complex systems in any D&D game. The choice of race will affect a lot - from the base characteristics to the weapons that you can use, from the speed of movement to the sensitivity to everything that happens.
Race | subrasa | Race Features | Skill Bonus | Race Traits | Subrace Skill Bonus |
---|---|---|---|---|---|
drow | Lolth | Dexterity +2, Charisma +1, Saving Throw Advantage vs. Charm, Cannot be put to sleep by magic, Nightvision, Dancing Lights spell, Speed 30 ft. | Rapier, Short sword, Hand crossbow | - | - |
drow | Drow Seldarine | Dexterity +2, Charisma +1, Saving Throw Advantage vs. Charm, Cannot be put to sleep by magic, Nightvision, Dancing Lights spell, Speed 30 ft. | Rapier, Short sword, Hand crossbow | - | - |
dwarf | Gold | Constitution +2, Saving Throw Advantage vs. Poison, Resist Poison (50%), Nightvision | Battle Axe, Axe, Light Hammer, War Hammer | Wisdom +1, Max Health +1 (per level), Speed 25 ft. | - |
dwarf | shield bearer | Constitution +2, Saving Throw Advantage vs. Poison, Resist Poison (50%), Nightoh vision | Battle Axe, Axe, Light Hammer, War Hammer | Strength +2, Speed 25 feet | Light Armor, Medium Armor |
Elf | Forest Elf | Dexterity +2, Saving Throw Advantage vs. Charms, Cannot be Sleep by Magic, Night Vision | Perception, Longsword, Shortsword, Longbow, Shortbow | Wisdom +1, Speed 35 ft. | stealth |
Elf | high elf | Dexterity +2, Saving Throw Advantage vs. Charms, Cannot be Sleep by Magic, Night Vision | Perception, Longsword, Shortsword, Longbow, Shortbow | Intelligence +1, Spell "Sorcerer", Speed 30 ft. | - |
Githyanki | - | Strength +2, Intelligence +1, Speed 30 ft., Mage's Hand Spell | Light and medium armor, Short, Long and great sword | - | - |
half-elf | Higher | Charisma +2, Two-Handed Weapons +1, Saving Throw Advantage vs. Charm, Cannot be put to sleep by magic, Nightvision | - | Conjurer Spell, Speed 30 ft. | - |
half-elf | Forest | Charisma +2, Two-Handed Weapons +1, Saving Throw Advantage vs. Charm, Cannot be put to sleep by magic, Nightvision | - | Speed 35 feet | stealth |
half-elf | drow | Charisma +2, Two-Handed Weapons +1, Saving Throw Advantage vs. Charm, Cannot be put to sleep by magic, Nightvision | - | Spell "Dancing aboutrot", speed 30 feet | - |
Halfling | Lightfoot | Agility +2, 1 second reroll on attacks, checks, or saving throws | - | Charisma +1, Speed 25 feet | stealth |
Halfling | hardhearted | Agility +2, 1 second reroll on attacks, checks, or saving throws | - | Constitution +1, Saving Throw Advantage vs. Poison, Resist Poison (50%), Speed 25 ft. | - |
Human | - | Strength +1, Dexterity +1, Constitution+1, Intelligence +1, Wisdom +1, Charisma +1, Speed 30 ft. | - | - | - |
Tiefling | Tiefling of Asmodel | Fire Resistance (50%), Night Vision | - | Charisma +2, Intelligence +1, Thaumaturgy Spell, Speed 30 ft. | - |
Tiefling | Tiefling Mephistophilus | Fire Resistance (50%), Night Vision | - | Charisma +2, Intelligence +1, Mage's Hand Spell, Speed 30 ft. | - |
Tiefling | Tiefling Zariel | Fire Resistance (50%), Night Vision | - | Charisma +2, Strength +1, Thaumaturgy Spell, Speed 30 ft. | - |
The choice of race affects how your character interacts with the outside world. The non-playable characters (NPCs) you encounter in the game may react differently to dwarves and elves. Again, there is no right or wrong decision here??Niya.
Since I'm going to ask the starting character to choose a fighter class, it would be a good decision to focus on creating a dwarf with a shield. You will receive a bonus to Constitution (health) and strength (weapon damage).
Class mainly affects how you fight. We list the main classes:
Class | Subclass | Maximum health (per level) | Class Features | Class Skill Bonuses | Subclass Features | Subclass Skill Bonuses |
---|---|---|---|---|---|---|
Priest | Domain of life | 10 | Slots for magic | Saving Throws for Wisdom, Charisma, Light and Medium Armor, Shield, Conventional Weapons | Additional healing from spells, Domain spells | Heavy armor |
Priest | Domain of light | 10 | Slots for magic | Saving Throws for Wisdom, Charisma, Light and Medium Armor, Shield, Conventional Weapons | Warding Flare (reaction), Domain spells | - |
Priest | Deception Domain | 10 | Slots for magic | Saving Throws for Wisdom, Charisma, Light and Medium Armor, Shield, Conventional weapons | domain spells | - |
Warrior | - | 12 | Restore HP once a day | Strength and Constitution saving throws, Light, medium, and heavy armor, Shield, Simple and martial weapons | - | - |
Pathfinder | - | 12 | Chosen Enemy, Nature Explorer | Strength and Dexterity saving throws, Light and medium armor, Shield, Simple and martial weapons | - | - |
Dodger | - | 10 | Sneak Attack (Melee), Sneak Attack (Ranged) | Dexterity and Intelligence saving throws, Light armor, Simple weapons, Hand crossbow, Long sword, Rapier, Short sword | - | - |
Witch | Bestia | 10 | Slots for magic | Wisdom and Charisma saving throws, Light armor, Simple weapons | Healing when you reduce an enemy to 0 hp | - |
Witch | Great Elder | 10 | Slots for magic | Wisdom and Charisma saving throws, Light armor, Simple weapons | - | - |
Wizard | - | 8 | Slots for magic, restores a slot once a day | Intelligence and Wisdom Saving Throws, Dagger, Dart, Sling, Staff, Light Crossbow | - | - |
Classes contain lists of skills, weapon and armor proficiency, which basically determine what items and weapons you can use in combat. If you select a magician, then you will be prompted to decide onstarting set of spells.
Warrior is a great choice for a starting character. Its mechanics are easier to understand, there is no complicated magic here. You will also gain proficiency in armor, shields, and weapons.
Each character has the same list of skills to choose from. These include athleticism, acrobatics, perception, history, and so on. Skills are a more specialized way of interacting with the game world. Hover over any skill to see what it's used for.
Your skills determine the modifier for the character. But if an origin, race, or class grants proficiency in a specific skill, choosing that skill will give you an additional +2 bonus.
Then you can choose two more skills. If you decide to select a Sailor, Warrior Shield Dwarf, you will see that the Athleticism and Perception stats are highlighted in orange. This means that the character is familiar with them. You can invest in insight to see the objects around you, and with intimidation you can convince people to do what you need.
You can customize different abilities, but remember that increasing one parameterra above 15 units will lead to the fact that you have to sacrifice some other. For the character we described above, you can use the recommended spread of abilities.