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Karlach is an Origin character and Companion in Baldur's Gate 3. She is a Tiefling Barbarian with the Outlander background.
Fury of Avernus | |||||||
Karlach | |||||||
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Stats | |||||||
Level 1 | |||||||
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Race | [[| ]] | ||||||
Type | Humanoid | ||||||
HP | 14 | ||||||
AC | 13 | ||||||
Movement Speed | 9m / 30ft | ||||||
Size | Medium | ||||||
Weight | 90kg / 120lbs | ||||||
Proficiency Bonus | +2 | ||||||
Initiative | +1 | ||||||
Passive features | |||||||
Resistances | |||||||
Character information | |||||||
Class | |||||||
Background | Outlander | ||||||
Location | The Risen Road | ||||||
Enemies | Zariel, Enver Gortash | ||||||
In-game | |||||||
Origin characters can be played as the main character, otherwise, they can be recruited as a companion early on.
Gameplay
Karlach's is a Barbarian.
Passive Features
Martial Prodigy
A lifetime of relentless training gave you Armour Proficiency with Light and Medium Armour, as well as Proficiency with , , and .
Proficiencies
Equipment
Saving Throws
Skills
Spells Known
Cantrips Known
- Thaumaturgy (from Zariel Tiefling)
- 1st Level Spell: Searing Smite (Level 3; Recharge: Long rest) (from Zariel Tiefling)
- 2nd Level Spell: Branding Smite (Level 5; Recharge: Long rest) (from Zariel Tiefling)
Background
Karlach was a citizen of Elturel before being taken prisoner and forced to fight in the Blood War, the eternal conflict between demons and devils. She was a prisoner and champion of Zariel, Archdevil and ruler of Avernus, the first layer of the Nine Hells. Taking a risky chance on escape, Karlach boarded a hostile Mind Flayer ship when it appeared in the sky of Avernus. Using it, she made her escape from the Hells but was infected with a Mind Flayer Tadpole in the process. Now hunted, Karlach is a fugitive on the run from Zariel's forces, who seeks to have her warrior returned to her, and punished.
Personal Quest
Karlach's Companion Quest is: Our Fiery Friend.
Personality
Karlach is a foul-mouthed and brusque warrior. She's independent, but not afraid to accept outside help when necessary.
Interactions
Approval
Spoiler warning! This section reveals details about the story of Baldur's Gate 3.
Act One
- Give Ethel's Bitter Divorce wand to Mayrina.
- Tell Gandrel that Astarion is under your protection.
- Allow Lae'zel to speak with the Gith patrol.
- Successfully deceive the ogres in the Blighted Village to get their horn.
- If you refuse to kill Rugan in the Zhentarim Hideout, available if you try to do a side deal with the missing shipment.
- If you purchase the artist Oskar Fevras in the Zhentarim Hideout.
- If you agree to pay the extra 200 gold to the artist Oskar Fevras after you free him.
- If you give an antidote to Thulla in the Myconid Colony.
- When entering the Sunlit Wetlands, pass the check to break the illusion, then BAA at the redcaps when you speak to them (max. 3 times).
- [Bard][Speak With Dead] Ask the Abducted Nobleman on the Crashed Nautiloid ship if he wants you to write his story.
- Resurrect Mayrina's husband then hand her the wand.
- Tell Raphael he's mad if he thinks you'll make a deal with a devil
- Speak to Karlach after her rampage in the Tollhouse and tell her she looks 'hot.'
- Convince Nadira to give you her Soul Coin after saving her from the bugbear.
- Use Athletics/Insight or Detect Thoughts to help Guex train (+5)
- Use Persuasion/Intimidation or Detect Thoughts to convince Arka to not shoot Sazza (+1)
- Tell Sazza that you will free her from her cage (+1)
- Persuade Kagha to fight against the Shadow Druids
- Agree with Zevlor to kill the goblin horde's leaders
- While talking/buying from Mattis, catch Silfy trying to pickpocket you, and see her tears as genuine.
- Using the Bard interaction with the bird Topaz, while using Speak with Animals.
- Tell Eight "sorry for your loss"
- Tap once on the War Drum at the front gate.
- Use Performance to play a rhytm on the War Drum at the front gate.
- Deceive the goblins, say 'you can't be serious', then fling poo at them.
- Use Persuasion to convince Skickpit you're willing to kill his slavers.
- After finding Philomeen, talk to Lunkbug and mention she wants Laridda to move on.
- Stand up for the deep gnome slaves when they're threatened by Nere once he's freed.
- Convince Elder Brithvar to free the deep gnomes after the fight with Nere.
Camp/Conversation
- Agree to use a Soul Coin on her to power up in combat.
- Tell Mizora not to lay a finger on Karlach during her first appearance
- Feed the Owlbear Cub when it arrives at the Camp.
- Successfully skill check to heal the Owlbear Cub when it appears again at the Camp.
- Pet Scratch.
- At camp, promise Barcus Wroot that you will find his friend Wulbren at Moonrise Towers
- At the next long rest after the events at the Creche, encourage Lae'zel to listen to Kith'rak Voss or make her own choice when he visits the camp and speak about the Mysterious Artefact.
Act Two
- Tell Harper Lassandra that you can aid in traversing the darkness (Wizard only).
- Tell Harper Meygan, "Move. I'll take care of this."
- Free Dolly from the Moonlantern carried by Kar'niss.
- Show Jaheira the Mysterious Artefact when you first meet her.
- Give her a hug when she has her second upgrade from Dammon at the Last Light Inn, allowing her to be touched.
- Drink the wine when talking to Jaheira inside.
- Help Mol win the game against Raphael using the Sleight of Hand, Bard, or Wizard options
- Tell Raphael to stay away from Mol.
- Ask Counsellor Florrick if the Flaming Fist are just going to stand around.
- Warn Isobel that Marcus plans to kidnap her when he attacks the Last Light Inn.
- As The Dark Urge, tell Isobel that you have the urge to kill her, then deny the urge and ask her to forgive you.
- Play the Lute to wake up Art Cullagh.
- Tell Halsin "You can count on me" before he opens the portal.
- Successfully protect the portal Halsin enters.
- Agree to play hide-and-seek with Oliver.
- Make Malus Thorn have the Sisters test their skills against each other or offer himself up to them for 'practice'.
Unsorted
Disapproval
Spoiler warning! This section reveals details about the story of Baldur's Gate 3.
Act One
Unsorted
- Agree to Vlaakith's request to kill the person inside the Astral Prism.
- Disapproves of persuading/intimidating/deceiving Gimblebock and friends into leaving.
Druid Grove
- Tell the Tielfling kids trained by Asharak that they are going to die (-1)
- Make Zorru kneel before Lae'zel (-1)
- After the conversation with Zorru tell Lae'zel that she is good at interrogations (-1)
- Let Arka shoot Sazza (-1)
- Free Sazza from her cage and tell her to follow you (-1)
- Attack Findal after healing him (-1)
- Swear to Nettie you will take the Wyvern poison.
- Letting Barth hit Meli for stealing his locket.
Forest
- Choose to attack the owlbear in dialog.
- Interrupt Buthir and Grukkoh's private moment by opening the doors to the barn north of the Blighted Village.
Sunlit Wetlands
Risen Road
- Convince Flind to attack the other Gnolls.
Goblin Camp
- Yell "boo, get off the stage!" at Volo in the goblin camp.
Grymforge
- Ask Ward Magmar how to get a slave of your own.
- Convince the Deep Rothé to excavate for Skarjall via the Persuasion check "Breathe. Focus.".
- Side with Elder Brithvar when confronting Nere.
- Side with Nere against Eldar Brithvar.
Camp
- Letting Volo follow through with his attempt to remove the parasite.
Act Two
- Question her encouragement of 'scamming' towards Mattis.
- Give up all your gold to Gerringothe Thorm.
- Refuse the offer of Soul Coins from Lann Tarv in Moonrise Towers.
- Tell Shadowheart you will support her becoming a Dark Justiciar when in the Gauntlet of Shar.
- Agree to help Balthazar in the Gauntlet of Shar.
- Offer to fight Youth Varrl to the death when Sa'varsh Kethk asks for a challenger.
Romance
Trivia
- Karlach is voiced by Samantha Béart.
- Karlach was originally voiced by Shala Nyx in Early Access.
- In Multiplayer, if Karlach is chosen as an Origin by one player, Wyll cannot be chosen by any other players, and vice versa.
Gallery
External Links
Karlach on the Forgotten Realms Wiki Template:CharactersNavbox