Bringing An RP Character To Life

Post » Sat Oct 09, 2010 9:33 am

Hi everyone. Recently, I've been reading fan-fic journals such as the amazing works done by Subrosa and Acadian. It's inspired me to create a new character to roleplay since my dead-is-dead Nightblade was killed by a Vampire last night, that I shall watch over and journey with, all the while writing a his or her journal.

Of course, this character will be extensively roleplayed, and as such needs to be in interesting concept.

My attempt at a Healer didn't go so well, as she kept getting owned whenever she left towns. I gave her 5 goes as dead-is-dead and none worked. I'd love to play her, it's just I struggle a lot. If anyone has any hints on a way of getting round these problems, I'd gladly give them many, many cookies :)

Or, failing that. Suggestions for interesting lawful good or chaotic good characters would be majorly appreciated.
User avatar
Jade Muggeridge
 
Posts: 3439
Joined: Mon Nov 20, 2006 6:51 pm

Post » Sat Oct 09, 2010 5:40 am

Well, having a good character who has a dark side to them could provide an unique experience.
But for ideas of a Character, I am unable to help there.
User avatar
Danielle Brown
 
Posts: 3380
Joined: Wed Sep 27, 2006 6:03 am

Post » Sat Oct 09, 2010 2:14 pm

Well, having a good character who has a dark side to them could provide an unique experience.
But for ideas of a Character, I am unable to help there.


I see your point, and that thought had crossed my mind. It's just that most of the characters I play tend to lean towards evil, so I'd like to roleplay a good character as a change.
Thanks for the suggestion though :)
User avatar
Sam Parker
 
Posts: 3358
Joined: Sat May 12, 2007 3:10 am

Post » Sat Oct 09, 2010 9:44 am

A good character with a dark side is pretty fun to play. Fighters Guild by day, Dark Brotherhood by night haha. Thats usually how I play but I do the same character every time.
User avatar
maddison
 
Posts: 3498
Joined: Sat Mar 10, 2007 9:22 pm

Post » Sat Oct 09, 2010 8:21 am

First off, let me say I am honored by the tip of the hat to my writing.

If the problem with the healer is just that she is getting her clock cleaned by bad guys, how about investing in summoning? Most enemies always ignore you and go after your summons. Once you get your conjuration skill up, you can really start whipping up some powerful critters too. Let your minions keep them busy, and clean up with touch drain health or absorb health spells.

Or another option is the illusion route: invisibility spells to hide, command to make bad guys work for you, and paralyze.

If it is just the forest animals giving you a problem, try http://www.tesnexus.com/downloads/file.php?id=33463. That is assuming you are playing on a PC. It makes you the same faction as the regular animals of the forest, so they do not attack you. It also adds an extra +20 magicka.

Also if you are on PC, you might try a companion mod to add a good solid brick to defend your healer. I did that once with a skeleton and it was tons of fun. A good background for the companion is that your healer may have saved them from death with her magic. Perhaps they were infected with poryhpic homophobia and she cured s/he before s/he could become a vampire?
User avatar
Sanctum
 
Posts: 3524
Joined: Sun Aug 20, 2006 8:29 am

Post » Sat Oct 09, 2010 5:53 pm

You can get some forest animals help with a healer from an OOO quest, but its ridiculously long and very difficult haha but worth it in the end.
User avatar
Schel[Anne]FTL
 
Posts: 3384
Joined: Thu Nov 16, 2006 6:53 pm

Post » Sat Oct 09, 2010 4:27 am

Like my friend, SubRosa, I thank you for the kind words. :wub: I also endorse her recommendations.

Perhaps you could expand your healer to be a 'no direct damage' character. A restoration/illusion/conjuration speciallist.

Illusion mind control spells while you go invisible is a very effective way of whittling a crowd down to one wounded survivor. A summoned creature while you disappear is a great way to take down that last survivor. As a healer, I would make one exception to the no direct damage rule: Embrace absorb health. It is, after all from the school of restoration and can be very helpful if cornered or when fighting underwater. To survive with this package of tactics is extremely viable.

As far as the RP background for such a character, there are loads of possibilities. I don't worry about optimizing stuff. Heck, I think charcters are a lot more fun when they have plenty of gimps to work against. For the above character I would take a Nord atronach. I would start her background as a shamen under training with her clan in Skyrim. For whatever reason, she leaves or is forced to leave, but finds herself in Cyrodiil. Naturally for such a character to flourish, she would probably consider the guild of mages, but I would leave that up to the ice vixen herself. I would play up the Skyrim/Nord stuff. In fact, if you wanted to expand her capabilties, I would consider allowing her to develop the weapons of her land - ice. Frost spells and a pet atronach named snowflake. Woohoo! :P
User avatar
Liii BLATES
 
Posts: 3423
Joined: Tue Aug 22, 2006 10:41 am

Post » Sat Oct 09, 2010 9:14 am

I have a ronin. The actual class name is The Honorable Ronin.

He uses a blade, no shield and a bow. He is lawful good. He has gained access to the Arcane University, but that is all he will progress there. He is a part of no other faction save the Knights of the White Stallion. Born under the Atronach. He is only allowed to use Mysticism and Restoration. He can use scrolls from other schools of magic, but no spells. He is into ancient history, and prefers to take many field trips.
User avatar
Amy Cooper
 
Posts: 3400
Joined: Thu Feb 01, 2007 2:38 am

Post » Sat Oct 09, 2010 3:01 pm


My attempt at a Healer didn't go so well, as she kept getting owned whenever she left towns. I gave her 5 goes as dead-is-dead and none worked. I'd love to play her, it's just I struggle a lot. If anyone has any hints on a way of getting round these problems, I'd gladly give them many, many cookies :)



I see you already got some advice, but I'll add my $0.02 since i stuggled with a healer character too.

Some things to think about:
  • absorb health spell
  • calm spell
  • fear spell (I found this actually works better than calm because the mob runs away from you and takes longer to find you again, and if you're lucky, won't find you again)
  • maximize your speed and don't be afraid to run away!
  • stay near bodies of water and swim away, using breathe-water or walk-on-water if necessary; this is even more effective than running away because some mobs don't swim or only swim very slowly
  • invisibility spell (if it fits your character)
  • maximize your alchemy, make useful potions, and use them
  • use as many enchanted items as you can manage to boost your stats/skills/survivability
  • consider keeping a follower to help deal with nuissance mobs
  • make use of aylied wells and wayside shrines (or whatever they're called)
  • stay close to an imperial patrolman when you travel
  • turn undead spell
  • avoid dungeons and oblivion planes (except when absolutely necessary)


Hope this helps, and be safe out there!
User avatar
Queen of Spades
 
Posts: 3383
Joined: Fri Dec 08, 2006 12:06 pm

Post » Sat Oct 09, 2010 12:58 pm

Thank you to everyone for the advice. I'm giving my Healer another go using the tips you guys have given me.

Acadian, I like your idea of a Nord, I just can't make a decent looking Nord >.< i'll take a stab at it, but if it doesn't work it's likely she'll be a Breton.

It'll still be similar to your suggestion about a shaman, but it needs more pondering if I'm to play as a Breton.
User avatar
Milad Hajipour
 
Posts: 3482
Joined: Tue May 29, 2007 3:01 am

Post » Sat Oct 09, 2010 7:12 pm

Thank you to everyone for the advice. I'm giving my Healer another go using the tips you guys have given me.

Acadian, I like your idea of a Nord, I just can't make a decent looking Nord >.< i'll take a stab at it, but if it doesn't work it's likely she'll be a Breton.

It'll still be similar to your suggestion about a shaman, but it needs more pondering if I'm to play as a Breton.


I think it would be great to try the same thing with a Breton. Because of their magic resistance, I would take the mage birthsign (not atronach). The other couple changes I would make is have her hail from a Breton village (or coven) in High Rock and unlike the ice vixen from Skyrim, I would not let her use any elemental destruction spells, except maybe for lighting torches or cooking, Lol. Good luck! :foodndrink:
User avatar
Ebony Lawson
 
Posts: 3504
Joined: Fri Feb 16, 2007 11:00 am

Post » Sat Oct 09, 2010 8:13 am

A Breton shaman? I believe the term is Witchmen of the Western Reach! From http://www.imperial-library.info/content/pocket-guide-empire-first-edition-high-rock
The Reachmen are a mongrel breed, even for Bretons. Descended originally from one of the earliest Atmoran tribes to settle Tamriel, their lineage now partakes of nearly every race imaginable. The uprising that finally "freed" the Western Reach ended in the extermination of the Aldmeri overlords, but Elven blood still flows strong in the Reachmen, and they share the secretive, haughty demeanor of that race. In later years, they traded and exchanged customs with the Orcish villages that shared their mountains, and eventually learned much of the beastfolk's magic. Reach-magic is still widely studied, although it is banned by the Mages Guild (who fear it as dangerous and wild hedge-wizardry), and the Reachmen are often referred to as the "Witchmen of High Rock."


Sounds like a great place for a shaman to hail from. If you like, I can email you a mod I created that allows you to summon animals like wolves, lions, bears, etc... It is only half-finished, which is why I never posted it. But all the summonses work. It works great for the shaman/witch type of character.
User avatar
jason worrell
 
Posts: 3345
Joined: Sat May 19, 2007 12:26 am

Post » Sat Oct 09, 2010 12:49 pm

addendum:

and, by the way, i had a hard timing keeping calm and fear spells optimized for my current level, so I found I had to go back to the spell altar every few levels and redo these spells to make sure they worked on the higher level mobs.

Good luck with your healer . . . and if it doesn't work out, don't be afraid to roleplay her getting angry, losing her faith, and finally going over to the "dark side" and slaughtering everything she sees in a sacreligious fit of rage. :flame:
User avatar
Flash
 
Posts: 3541
Joined: Fri Oct 13, 2006 3:24 pm

Post » Sat Oct 09, 2010 7:31 am

Subrosa, sadly I'm on xbox. No mods for me until I save enough money for a desktop. Also thanks for the info on The Western Reach. I'm curious as to what deities th tribes would worship.
See, i've never played a religious character and want to give it a go. I'm guessing they probably wouldn't pray to the Nine?

The basics are falling into place. I wuv you guys!
User avatar
Amysaurusrex
 
Posts: 3432
Joined: Wed Aug 09, 2006 2:45 pm

Post » Sat Oct 09, 2010 8:24 am

Subrosa, sadly I'm on xbox. No mods for me until I save enough money for a desktop. Also thanks for the info on The Western Reach. I'm curious as to what deities th tribes would worship.
See, i've never played a religious character and want to give it a go. I'm guessing they probably wouldn't pray to the Nine?

The basics are falling into place. I wuv you guys!


You should try worshiping Tomato! That's the way to go dude!
User avatar
Alkira rose Nankivell
 
Posts: 3417
Joined: Tue Feb 27, 2007 10:56 pm

Post » Sat Oct 09, 2010 6:41 am

Well, there's always the Daedric Lords... Perhaps Hircine would fit?

If you want to be silly, however, there's always http://www.uesp.net/wiki/Lore:Ius#Ius...
User avatar
Vicki Blondie
 
Posts: 3408
Joined: Fri Jun 16, 2006 5:33 am

Post » Sat Oct 09, 2010 6:27 pm

Subrosa, sadly I'm on xbox. No mods for me until I save enough money for a desktop. Also thanks for the info on The Western Reach. I'm curious as to what deities th tribes would worship.
See, i've never played a religious character and want to give it a go. I'm guessing they probably wouldn't pray to the Nine?

The basics are falling into place. I wuv you guys!

If I was playing a Nordic shamen healer, her clan in Skyrim would worship Kyne.
If I was playing a Breton shamen healer, her tribe in High Rock would worship Mara.

Here is a helpful link to probe around in: http://www.uesp.net/wiki/Lore:Gods
As you will see, you have loads of options when it comes to religion.
User avatar
Robert Jackson
 
Posts: 3385
Joined: Tue Nov 20, 2007 12:39 am

Post » Sat Oct 09, 2010 6:14 pm

Subrosa, sadly I'm on xbox. No mods for me until I save enough money for a desktop. Also thanks for the info on The Western Reach. I'm curious as to what deities th tribes would worship.
See, i've never played a religious character and want to give it a go. I'm guessing they probably wouldn't pray to the Nine?

The basics are falling into place. I wuv you guys!



If I was playing a Nordic shamen healer, her clan in Skyrim would worship Kyne.
If I was playing a Breton shamen healer, her tribe in High Rock would worship Mara.

Here is a helpful link to probe around in: http://www.uesp.net/wiki/Lore:Gods
As you will see, you have loads of options when it comes to religion.


Given what the Imp Library says about the Western Reach, it looks like a complete free-for-all of gods. So I think anything could work. In addition to Acadian's excellent ideas above, I can add Azura. As goddess of dawn and dusk, she is a deity who holds sway over moments of transition. When the the world hangs between one state and another. This is something central to the use of magic, for all magicians and holy people walk between worlds. With one foot in the physical world, and one in the spirit world, they step back and forth between them with ease. Azura then, is a goddess of magicians, initiations, and all people going through times of transition in their life.

Or, follow the footsteps of my own Teresa, and become a worshiper of Mother Nature herself, a.k.a. the Earthbones.

"When Lorkhan persuaded the other gods to create our world, he did not tell them how much it would cost them. Many gave every last bit of their energy, and ceased to be. At least in the way they once were. Instead they literally became this world. The trees, the rocks, the mountains, everything... The wood in the chair you are sitting in, even the air you breathe, is part of those divine spirits. As are you and I."

"But that would make us all gods!" Teresa mumbled through a mouthful of cinnamon.

"Yes, we are all divine, as is the world we live in." Morcant sat back down in the chair across from Teresa. "Now you see why they call me a Witch…"

User avatar
Jerry Jr. Ortiz
 
Posts: 3457
Joined: Fri Nov 23, 2007 12:39 pm

Post » Sat Oct 09, 2010 5:32 am

I also have to thank you guys for the ideas.
I am pondering what type of magic will be dangerous and wild, something that corrupts the mind? Being able to call nature to strike down your enemies? Perhaps a extremely destructive nuke spell?
So many ideas! If you are going to be a shaman the boots of the crusader will be helpful since we both lack PCs lol.
Most of my characters worship earthbones since we read that part in Subrosas journal. Earthbones is a great shaman worship! :)
User avatar
Niisha
 
Posts: 3393
Joined: Fri Sep 15, 2006 2:54 am

Post » Sat Oct 09, 2010 4:47 am

as a healer, i'd need to have at least one strong battle character be with me all the times. u cannot handle O without resorting to combat or staying invisible forever.

very few quests have something to do with finding a cure or healing.... means u will feel tempted to abandon this class concept, coz oblivion is basically a game where u need to survive confrontations.

i dont know how u would get a companion, i know u can 'make' one using the construction set, in which case i'd recommend u a good fighter approach.

as for rp'ing a a helaer, i'd have the following skills: Restor, Mystic, Illus, Speech, Mercant, Alter, Alchemy
Magic oriented, choosing Willpower and PErsonality attributes.
Rave any (....) though i'd be more inclined to take Breton or Wood / High elf.
User avatar
Chris Guerin
 
Posts: 3395
Joined: Thu May 10, 2007 2:44 pm

Post » Sat Oct 09, 2010 3:26 pm

If you become a daedra worshipper you could summon daedra/dremora to help out in combat. Restricting yourself to atronachs is another option. Frostspire dlc would be great for a shaman.

Companions are available in vanilla. KOTN provides these, of course, as do some other quest lines. You could pick up the Jemane Bros - they're better fighters than they give themselves credit for.

Mara
User avatar
Naomi Lastname
 
Posts: 3390
Joined: Mon Sep 25, 2006 9:21 am

Post » Sat Oct 09, 2010 11:59 am

I have not, and may never start my ice vixen Nordic shamen who worships Kyne. If I did however, I'm sure she would learn how to call forth an ice golem. Of course, the ice golem would look suspiciously like a frost atronach, but I like the idea, for some characters who may embrace one of more of the elements to consisider fire golems, ice golems and, gee - what would storm atronachs be? Earth golems because of the swriling rocks or perhaps air or lightning golems?

Anyway, just a concept. I usually try to optimize what the vanilla game can do before turning to mods. Summoning an ancestral guardian spirit instead of a ghost/wraith etc.
User avatar
Jack
 
Posts: 3483
Joined: Sat Oct 20, 2007 8:08 am

Post » Sat Oct 09, 2010 10:35 am

as a healer, i'd need to have at least one strong battle character be with me all the times. u cannot handle O without resorting to combat or staying invisible forever.

Thats not necessarily true, you'd just need to keep Destruction, the default Flare spell should be able to kill most enemies quickly enough up until level 5, as long as you level well (not power levelling), you can be a very powerful player, without ever resorting to weapons, or detracting from your roleplaying very much (only using Destruction when absolutely necessary). Because, whether its via spells, enchantments or alchemy, Magic is the source of power in the game.
User avatar
john palmer
 
Posts: 3410
Joined: Fri Jun 22, 2007 8:07 pm

Post » Sat Oct 09, 2010 7:07 pm

Words cannot express how brilliant you guys have been. Thank you to everyone who posted in this thread.

My character is taking shape, I've decided on her religion, and will begin playing her either tonight or tomorrow, depending on how much time I get.
I won't post much about her as I plan to keep a journal for her which will be posted on the forums, and well, it wouldn't do to spoil the surprise :)
User avatar
Taylor Bakos
 
Posts: 3408
Joined: Mon Jan 15, 2007 12:05 am

Post » Sat Oct 09, 2010 8:12 pm

Thats not necessarily true, you'd just need to keep Destruction, the default Flare spell should be able to kill most enemies quickly enough up until level 5, as long as you level well (not power levelling), you can be a very powerful player, without ever resorting to weapons, or detracting from your roleplaying very much (only using Destruction when absolutely necessary). Because, whether its via spells, enchantments or alchemy, Magic is the source of power in the game.


oh - i guess i should have explained better: i agree, pure magic can own the game by itself.

i meant that, based on what a healer is (as per the skills i listed) the character would need someone to dish it out...

BUT then again I forgot something i've told in some other posts, about exactly the powerful restoration school, meaning transfer / absorb spells. these, by themselves, can help u detonate foes, if u know how to make spells efficiently.

anyway, i personally would use a healer to heal, casting defensive spells or curing etc... thus feeling the need for some sort of tank.
User avatar
N Only WhiTe girl
 
Posts: 3353
Joined: Mon Oct 30, 2006 2:30 pm

Next

Return to IV - Oblivion