character build and roleplay idea

Post » Wed Sep 22, 2010 11:47 am

My latest and last (?) character is my sixth.

Name: Wulf
Race: Nord
Majors: blunt, blade, lt armor, armorer, alteration, acrobatics, hvy armor
Sign: warrior
Primary attributes: Strength, speed

The roleplay idea, is he lives in the wilderness outside of bruma. Goes into town very rarely. He is a Viking raider and also a Nord rebel against the imperium. He is not evil, or doesn't believe he is. Once he is strong enough he will take on nobles and soldiers of the imperium. That will be his primary purpose and quest. He will probably end up with a perma-bounty so he will have to be self sufficient and not dependent on shops.

We'll see how long he stays interesting to me. It seems that every time I start a new character, they keep my interest for less and less time.
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Jennifer Rose
 
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Post » Wed Sep 22, 2010 10:29 am

maybe u r proposing somethng but actually end up doing something else or too different, hence the feeel that u r not enjoying as u should?

while the class u created is very playable (both as a viable to survive, as well as roleplay as an avdenturer), i never get why toss in both Light and heavy armour...?

Viking would be more into light armor (or no armour), and i'd switch blunt for archery. thats my 2 cs...
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Greg Swan
 
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Post » Wed Sep 22, 2010 4:08 pm

My latest and last (?) character is my sixth.

Majors: blunt, blade, lt armor, armorer, alteration, acrobatics, hvy armor
Sign: warrior
Primary attributes: Strength, speed

The roleplay idea, is he lives in the wilderness outside of bruma. Goes into town very rarely. He is a Viking raider and also a Nord rebel against the imperium. He is not evil, or doesn't believe he is. Once he is strong enough he will take on nobles and soldiers of the imperium. That will be his primary purpose and quest. He will probably end up with a perma-bounty so he will have to be self sufficient and not dependent on shops.


May I make some suggestions?
Majors
Blunt or Blade, choose one
Light Armor or Heavy Armor, choose one, or choose neither and put in your minors but still use it. Or even better, wear a mix of light and heavy, still keeping it out of your majors.
Acrobatics
Restoration
Alchemy, if used sparingly works very well. Seeing as how you're all in tune with nature...
Marksman. You are, after all, wilderness boy.
Sign of the Lady

Having Blade and blunt together as majors means too many bonuses to the strength attribute. Acrobatics and Light Armor to Speed. Heavy armor is good for endurance, as well as armorer. You will level too fast, I believe if you use all your majors. Unless you are controlling your leveling by never using two out of seven majors. I prefer to use the majors I pick.
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Queen
 
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Joined: Fri Dec 29, 2006 1:00 pm

Post » Wed Sep 22, 2010 3:45 pm

May I make some suggestions?
Majors
Blunt or Blade, choose one
Light Armor or Heavy Armor, choose one, or choose neither and put in your minors but still use it. Or even better, wear a mix of light and heavy, still keeping it out of your majors.
Acrobatics
Restoration
Alchemy, if used sparingly works very well. Seeing as how you're all in tune with nature...
Marksman. You are, after all, wilderness boy.
Sign of the Lady

Having Blade and blunt together as majors means too many bonuses to the strength attribute. Acrobatics and Light Armor to Speed. Heavy armor is good for endurance, as well as armorer. You will level too fast, I believe if you use all your majors. Unless you are controlling your leveling by never using two out of seven majors. I prefer to use the majors I pick.


Yes, I had in mind contolling my leveling a bit. The doubled armor and weapon skills was for the purpose of adding strength and endurance bonus even though he won't use hvy armor or blade in practice. On the other hand, I like your idea of alchemy and marksman. I didn't think about it that way, but, your right, alchemy kind of makes sense of a 'mountain man' sort, and probably wouldn't be over used.
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Esther Fernandez
 
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Post » Wed Sep 22, 2010 4:41 am

Yes, I had in mind contolling my leveling a bit. The doubled armor and weapon skills was for the purpose of adding strength and endurance bonus even though he won't use hvy armor or blade in practice. On the other hand, I like your idea of alchemy and marksman. I didn't think about it that way, but, your right, alchemy kind of makes sense of a 'mountain man' sort, and probably wouldn't be over used.


Perhaps make it so you can't do poisons on your bow, to even it all out. That way, even if you are strict about Alchemy, this will limit its fast leveling.
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maya papps
 
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