Oblivion Character Database.

Post » Fri Jan 14, 2011 6:55 am

Class: Blade
Best Race: Redguard
Best Birthsign: The Warrior
Specialization: Combat
Attributes (2): Strength & Endurance
Major Skills:
1. Acrobatics
2. Blade
3. Blunt (Or replace with armorer)
4. Speechcraft
5. Mercantile (Mainly to get Jensine's Enchanted Akavari Katana)
6. Block
7. Heavy armor

Description: The Blades are the hidden Eyes and Ears of the Emperor in the provinces of Tamriel. Originally tasked with collecting far-flung fragments of Numidium, they are now a prestigious service order for citizens demonstrating the greatest loyalty to the Emperor. To be named in the Blades by the Emperor is a great honor, and publicly acknowledged members serve openly in noble courts and diplomatic posts. Privately, many Blades members act as the Empire's intelligence agency. Such agents conceal themselves with secret identities, operating in disguise as couriers, observers, spies and bodyguards throughout the Empire.

Combat Purposes: The Blades are more of a planned out hack and slash class. The Blades think before acting and try to bring an ally in to battle. They use Akavari Katanas so try to get one as fast as possible.

Magic Purposes:N/A

Stealth Purposes:N/A

Other Skills:N/A

Useful Factions: The Arena, Fighters Guild, and The Blades (Typically

Roleplay Restrictions:No Murdering Innocents (unless you decide to be a traitor), No thievery, Help anyone except
Theives or Murderers, Now you may steal if it means you join the thieves guild and when you meet the Gray Fox you murder him,

Ideal Mod(s):N/A
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Greg Cavaliere
 
Posts: 3514
Joined: Thu Nov 01, 2007 6:31 am

Post » Fri Jan 14, 2011 8:47 am

Lady Aldreda Spellgloom
Class:Noble Witch
Race: Breton(female)
Birthsign:The Apprentice
Specialization:Magic
Attributes (2):Endurance, luck
Major Skills:
1.destruction
2.restoration
3.alteration
4.conjuration
5.mysticism
6.alchemy
7.illusion

character description: as a member of the spellgloom family aldreda learned all her magic skills from her mother brelenda spellgloom after her mother died at the hands of an dark mage called Nerastarel that lived in skingrad after she killed him she was arrested as no one knew who he really was and the guards didn't believe her she was brought to the imperial prison but after 3 weeks she found an way out...

Class Description: a member of the noble spellgloom family using knowledge passed on from generation to generation to destroy her enemies or aiding others

Combat Purposes:blasting enemies to oblivion

Other Skills:light armor

Roleplay Restrictions:
>wearing nice cloathes or robes and sometimes light armor
>collecting artifacts
>while the name says noble she has alot of other activities....
>practicing her skills alot(effecient leveling)
>live in nice houses(the best is battlehorn castle but all houses available is even better ;))
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Cassie Boyle
 
Posts: 3468
Joined: Sun Nov 05, 2006 9:33 am

Post » Thu Jan 13, 2011 7:15 pm

Class: Swamp Witch
Best Race: Argonian (Female)
Best Birthsign: Apprentice or Mage
Specialization: Magic
Attributes (2): Intelligence and Agility
Major Skills:
1. Alchemy
2. Blade
3. Light Armour
4. Mysticism
5. Illusion
6. Marksman
7. Alteration

Description: A Swamp Witch is an Argonian wise-(lizard)woman, hedge-wizard and medicine-woman, specializing in herbs, brews and charms. She is at home in any wilderness, particularly a wet one, and knows how to defend herself from wildlife; she is also a good hunter using poisoned arrows to catch her prey and fend off her foes.

Combat Purposes: Your strength lies in your ability to brew poisons and use illusions to baffle your foes, as well as you being a fast, mobile combatant. Your light armor offers you some protection while not unduly encumbering you; your dagger strikes fast and so do your arrows. Don't stand in one place - use your speed and your herbal and magical tricks to your advantage.

Magic Purposes: Alchemy is your main magic skill. Your potions and poisons are your prime tools. Your secondary tools are your enchantments and illusions; Alteration and Mysticism give you an assortment of problem-solving tools. The key to playing this character is that of trickery and wise play rather than brute magical or physical force.

Stealth Purposes: Potions and illusions are your main ways of stealth. While you should first strike your prey and your enemies from hiding, herbal and magical stealth should provide for better hiding.

Usefull Factions: Mages' Guild

Roleplay Restrictions:
1) You are a herbalist first, enchantress second and mage third. Don't use spells to do things you can use alchemical potions for; use illusions and charms for fun and profit where your brews can't help; and use your other skills and abilities only for things your potions and charms can't do.
2) You are, among other things, a huntress. Go out into the wilderness; use your poisoned arrows to hunt for fun, profit and nutrition.
3) Again you are a herbalist; collect any reagents you encounter.

Ideal Mod(s):
1) http://tesnexus.com/downloads/file.php?id=24359 - makes your Argonian look better.
2) http://tesnexus.com/downloads/file.php?id=6611 - makes your Argonian look better.
3) http://tesnexus.com/downloads/file.php?id=15620 - an ideal home for this character: situated in the wilderness and with a lot of water to swim in.
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Jesus Duran
 
Posts: 3444
Joined: Wed Aug 15, 2007 12:16 am

Post » Thu Jan 13, 2011 6:58 pm

name:leoth'bane
Race: high elf
birth sign: the atronach
class: custom class
Attributes: intelligence, speed
major skills:
1.blade
2.alteration
3.conjuration
4.destruction
5.illusion
6.myisticism
7.restoration

Apperance usually robed with flames, frost or lightning around him

weapons are usualy a short sword and mages staff

rides a chesnut horse which he protects with spells

lives in bruma untill level 25 then buys rosethorn hall

is a mage typ character that also practices necromancy

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Laura Cartwright
 
Posts: 3483
Joined: Mon Sep 25, 2006 6:12 pm

Post » Thu Jan 13, 2011 6:55 pm

Class: Archmage
Race: High Elf
Specialty: Magic
Favored Attributes: Intelligence and Willpower
Birthsign: The Apprentice

1. Alchemy

2. Restoration

3. Alteration

4. Conjuring

5. Mysticism

6. Illusion

7. Mercantile

Description: Sheer arcane power is the name of the game. With unreal magicka and casting capabilities, the Archmage can dish out 700 damage in one spell. By building up supporting magic schools like alteration and mysticism, he is immune to every type of attack under the sun, having spells like Mirror (100% spell reflection for 1 minute) and Armor Plating (100% shield for 1 min). The Archmage laughs at the foolish warriors, thieves, assassins, and other dabblers in the arcane, so unfocused and paltry in their bids for power, and blasts all aside at a whim or fancy.

Alignment: Neutral; the petty squabbling between agents of good and evil have no purchase on the archmage. His studies and his art consume all his efforts.

Alternatives: There is no alternative to seeking mystic power for an archmage. The arcane is all that matters.

Things you do not see with this class: Blunt weapons and heavy armor are not much use to the Archmage, nor are the Marksman and Security skills.

Combat Purposes:

High-powered custom made spells that do way too much damage

Magic Purposes:

With maxed out arcane skills, the archmage can make himself nigh invulnerable with alteration and mysticism spells. He can also phone a friend and summon a Lich to distract his opponent while he recharges mana

Stealth Purposes:

100% Chameleon and Unlock Very Hard Lock make the archmage invisible and unstoppable

Other Skills:

Alchemy is useful to supplement magic and to create restore magicka potions, while mercantile earns the archmage the money he needs to fund his research.

Usefull Factions:

The archmage can dominate any faction due to his versatility and power

My Character


Health: 400
Mana: 740
Fatigue: 350
Level 49
Class: Archmage (described above)

All major skills 100
Blade 100
Block 100

Favorite spells: "Ouch" (100 frost for 2 sec; 100 fire for 2 sec; 100 shock for 2 sec; 100 damage health for 2 sec), "Mono" (Damage 100 fatigue for 10 sec (knocks enemy unconscious))
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natalie mccormick
 
Posts: 3415
Joined: Fri Aug 18, 2006 8:36 am

Post » Fri Jan 14, 2011 7:05 am

TYRIANNA
Class: Mercenary
Best Race: Argonian (Female)
Best Birthsign: Thief or Shadow
Specialization: Stealth
Attributes (2): Strength and Agility
Major Skills:
1. Armorer
2. Blade
3. Block
4. Light Armor
5. Marksman
6. Security
7. Sneak

Description: Tyrianna is a beautiful bluish-toned Argonian female with some green and purple tints in her body. This coloring makes her unique to the other Argonians encountered in the main game. (Minus the expansions)

Combat Purposes: Being a mercenary means that Tyrianna is a sword-for-hire. Since quests seem to lead to a reward, the title seemed perfect. Her skills of Blade, and Marksman allow her to fight up-close, or far away.

Magic Purposes: Magic is a lesser used skill in Tyrianna's line of work. The most used spell is the "Void Gazer" purchased from Mraaj-Da in the Dark Brotherhood. Just make sure your Illusion skill is 25+ or you can't use it.

Stealth Purposes: Using both Light Armor and the Sneak skills, gives Tyrianna a stealth edge. She can strike from the shadows, and get a nice "Critical Strike" before being detected, if she is detected at all that is.

Other Skills: Finally, Armorer skill allows Tyrianna to repair her gear without needing to visit an armory shop. The water breathing skill allows her to sneak up on enemies or attack from the water without fear of drowning.

Usefull Factions: Dark Brotherhood (for the Shrouded Armor, and Void Gazer powers) and Thieve's Guild (for a place to sell ALL her loot)

Roleplay Restrictions: Joining the Dark Brotherhood first gives you the Shrouded armor. I use that from the second I get it, all the way through the game. I find its enchantments to be quite valuable as a mercenary-class, even though there is stronger armor out there.

Ideal Mod(s): I have no Mods for my game, just the original 360 main game. However I'm sure they could be quite useful and add to the experience.
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Mélida Brunet
 
Posts: 3440
Joined: Thu Mar 29, 2007 2:45 am

Post » Fri Jan 14, 2011 1:45 am

Class: Shadow Mage

Best Race: Breton, Female

Best Birthsign: The Mage

Specialization: Magic

Attributes (2): Any 2 of Intelligence, Willpower, Speed, Luck

Major Skills:
1. Conjuration
2. Destruction
3. Restoration
4. Illusion
5. Sneak
6. Athletics
7. Acrobatics

Description: Magically powerful but physically weak, the Shadow Mage relies on stealth and speed in order to avoid melee combat, and do battle according to her own terms.

Combat Purposes: None. If spells are dangerous or ineffective against a foe, then Conjure something that hits hard.

Magic Purposes: Confuse, destroy, distract, fortify, heal, remain undetected.

Stealth Purposes: Infiltrate, avoid detection, unleash the element of surprise when the moment is right. Conjuration and Destruction are flashy, noisy things. The Shadow Mage has to announce her presence to the enemy at some point, but all hell should break loose upon them once she does.

Other Skills: Alchemy for useful potions.

Useful Factions: Mages Guild, of course. Thieves Guild and Dark Brotherhood fit well. Fighters Guild is pretty useless to the Shadow Mage.

Roleplay Restrictions: No armor, no weapons. You may carry a staff; a Mage's Staff of Paralysis would be ideal for dropping enemies that manage to close in on you, though you should be fast on your feet and able to jump onto rocks/ledges in order to escape melee range. No Strength or Endurance. You're neither a Gladiator nor a Pack Mule. In order to make money, you collect ingredients/make potions, and pick up baubles/trinkets with a high gold to weight ratio. Jewelry, gems, things of that nature. You may collect whatever you please as trophies.

Ideal Mod(s): Not sure.
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Justin Bywater
 
Posts: 3264
Joined: Tue Sep 11, 2007 10:44 pm

Post » Fri Jan 14, 2011 7:36 am

Class: Crazed Orc Boozer
Best Race: Orc. Duh.
Best Birthsign: Warrior.
Specialization: Combat.
Attributes (2): Strength, Endurance.

Major Skills:
1. Hand to Hand - from the countless barfights you've been in.
2. Armorer - fixing your stuff after said barfights and other drunken fumbling.
3. Athletics - must be in tough shape to hold your liquor.
4. Alchemy - from making your own booze.
5. Alteration - countless days spent plastered have weakened your touch with reality.
6. Illusion - see above.
7. Mercantile - haggling with bartenders.

Description:
As the class says, you are an orc. An orc who drinks alot, and is a little funny in the head - perhaps as a result of all the booze, perhaps vice versa. You're not really stupid per se; your consciousness just pulls funny maneuvers at times. Sometimes this results in you obsessively collecting tableware for a day, other times it makes you try befriending mudcrabs because you have a vague recollection of one speaking to you once. And then there was this one time it made you think trying to pickpocket an Imperial Watch captain was a good idea, and you ended up in jail. And guess who happened to stroll through your cell with his Blade retinue...

Combat Purposes: Run up to things and punch them repeatedly until they stop moving. Or try to sneak up on them instead of running, because you just might have been a ninja in your previous life. Or use a weapon, if you happen to feel like a knight, barbarian, gladiator, samurai or somesuch.

Magic Purposes: Concoct lots of weird potions and poisons. Alteration and Illusion help in dungeon-delving.

Stealth Purposes: You might learn to be a decent sneak, some day. Or then not.

Other Skills: Whatever you occasional deliriums might make you practice.

Usefull Factions: Arena, Fighter's Guild. Whatever you happen to stumble into in your stupor.

Roleplay Restrictions:
Choose one body part you vehemently refuse to ever ever wear anything over. The torso is a good choice, largely because it makes you look cool. Then again, going everywhere without pants has its charm as well...
Carry lots of alcohol with you at all times, preferably keeping some in a quickslot as well. Drink frequently.
Also lug around various useless and irrelevant items just because you like them. Leave them in strange places.
Generally act against your better judgement.

Ideal Mod(s): Anything that helps you generally muck about.
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Mario Alcantar
 
Posts: 3416
Joined: Sat Aug 18, 2007 8:26 am

Post » Thu Jan 13, 2011 6:55 pm

Class:Shadow Knight
Best Race: Breton
Best Birthsign: The Warrior
Specialization: Combat
Attributes (2): Strength, Luck
Major Skills:
1.Blade
2.Alchemy
3.Restoration (doesn't fit in with my character, but oh well, gives him a good dynamic.)
4.Heavy Armor
5.Light Armor
6.Conjuration (The "shadow" part)
7.Sneak

Description:My character is a shadowy knight that specializes in combat, especially with the use of a sword. His current equipment includes: Amulet of Axes, Ring of Perfection, Mundane Ring, Helmet of the Flood (Daedric Helmet), Magebane Greaves (Daedric Greaves), Daedric Cuirass, Daedric Boots, Daedric Gauntlets, Daedric Shield, Longsword of the Inferno (+25 Fire Damage from Sigil Stone, Daedric Longsword), Alternate Sword: Goldbrand. He specializes in melee combat using swords, as well as summoning the occasional monster to help turn the tide in epic battles. He is currently Level 42 with all but two attributes maxed and 6 skills at Level 100.

Combat Purposes:Pretty much the bulk of what my character does. He runs into a dungeon, hacks down any opponents who get in the way and loot the whole dungeon. Very efficient at looting dungeons. 400,000+ gold attained through dungeon looting.

Magic Purposes:This character of mine uses Conjuration, Alteration, and Illusion the most. He sometimes summons creatures to help turn the tides of battle, uses Open Hard Lock and Open Very Hard Lock (custom made) to open chests encountered in dungeons, and uses Torchlight to help light up the dungeons he loots.

Stealth Purposes:Sneak was chosen as a major skill to emphasize the fact that this character sometimes sneaks up on opponents to cut them down quicker, and to aid in the burglary of houses.

Other Skills:This character of mine does many other skills and other things. One of his favorite things to do is gather massive amounts of alchemical ingredients (several HUNDRED pounds of ingredients), and then go to town making tons of potions to add to the collection of potions in his house, Battlehorn Castle, or to sell to vendors for cash (which totals more than 1,500,000 gold so far). He also keeps collections of rare alchemical ingredients, Welkynd Stones, Varla Stones, Gems, Rings, Amulets, unique equipment, skill books, unusual non-skill book books and spell tomes.

Usefull Factions:Fighter's Guild, Mage's Guild

Roleplay Restrictions: Holy characters and campaigns/quests.

Ideal Mod(s):Vile Lair, Battlehorn Castle, Dunbarrow Cave
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Jaki Birch
 
Posts: 3379
Joined: Fri Jan 26, 2007 3:16 am

Post » Fri Jan 14, 2011 9:01 am

Class: Specter
Best Race: Dark Elf
Best Birthsign: Lord
Specialization: Stealth/Blade Combat
Attributes (2): Speed and Strength
Major Skills:
1. Blade
2. Light Armor
3. Hand to Hand
4. Sneak
5. Lockpick
6. Athletics
7. Acrobatics

Description: The silent type. Every where he goes death follows. No teammates or allies.

Combat Purposes: Born to kill, the Specter family does not need shields. Only one sword.

Magic Purposes: None

Stealth Purposes: Only when required.

Other Skills: Unnaturally fast.

Usefull Factions: None

Roleplay Restrictions: None

Ideal Mod(s): Duel sword mods.
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Naomi Lastname
 
Posts: 3390
Joined: Mon Sep 25, 2006 9:21 am

Post » Fri Jan 14, 2011 3:34 am

This is my main character in Oblivion. I know that there are already three Paladin Classes in this thread, but I wanted to give my own version of a Paladin so that any new player who wishes to be a Paladin would have another choice to chose from.

Class: Paladin
Best Race: Breton (for the +50 Magicka boost.) (But any race is fine for roleplaying reasons.)
Best Birthsign: The Ritual (The Mara's Gift Greater Power is a good heal spell, handy for any Paladin or Priest character. Also, the Blessed Word Lesser Power is a typical Paladin or Priest spell to turn the undead.)
Specialization: Combat (although a Paladin does use magic, the Paladin is mostly a combat character.)
Attributes: Strength (for dealing as much damage as possible in combat.) and Willpower (for the Magikca regeneration boost and your total Fatigue to be high for swinging weapons.)
Major Skills:
Blade (A Paladin would be an expert in at lest one form of melee combat, but Blunt can be taken over Blade if one wished.)
Block (Defence is important for a Paladin, therefore the expert use of a shield would be vital for the Paladin's survival in combat.)
Heavy Armour (The Paladin would use the armour which provides the best defence possible as the Paladin will be in the thick of combat.)
Restoration (The Paladin should know how to heal the wounds inflicted apon him/her and apon other.)
Alteration (The Paladin would know spells to reduce the damage taken to him/herself and others and to protect.)
Destruction (The Paladin must also know some aggressive spells as well.)
Speachcraft (The Paladin must know how to speak to people to ensure trust and offer guidance and help.)

Description:
The Paladin is a warrior who protects the weak from harm and who seeks out evil and disposes it. They are both expert fighters as well as healers and magic-users. Although most Paladins are devote follows of the Nine Divines, one does not need to be religious to become a Paladin. The Paladin will often travel the world, offering their help to any who need it without asking for any reward in return. Their duties can be anything from helping a small town with healing to protecting travellers from bandit attacks. Whatever they do, the Paladin must be true to themselves and their ideals. Honour and trust are just as important as their combat skills. They also act as intermediates, solving disputes that arise from feuds.

Combat Purposes:
When the Paladin cannot solve a problem which will bring chaos and evil though peace, then the Paladin must be an expert fighter so that they can destroy it. They train with weapons and heavy armour so that they will be able to fight and survive in combat. Although the blade is the traditional weapon of choice, any weapon can be used if it is needed.

Magic Purposes:
The Paladins magic is mostly used to heal and protect, but the Paladin will also have some aggressive spells so that they do not have to trust their weapon alone. The Paladin will use healing magic to heal the wounds of him/herself as well as the Paladins allies and innocent people. Also, the Paladin will use magic to protect from harm and danger.

Stealth Purposes:
There are times when it is not just a simple case of finding evil and slaying it. The Paladin may need to use his/her speachcraft skills to locate evil root it out. There are times when the Paladin may even need to act differently to get within the cusp of evil, before exposing it and rooting it out for good.

Other Skills:

Usefull Factions:
The Blades
The Knights of the Nine

Roleplay Restrictions:
The Paladin is honest and has a sense of pride and honour. They act with respect and will help anyone without reward. They should also keep their word. However, the Paladin must also be ruthless in combat against evil as evil can deceive. If in combat with a general perception of evil (i.e necromancers, bandits ect.) the Paladin will fight to kill, however, the Paladin should also consider surrender. If an opponent is unarmed and poses no father threat, then is would be dishonourable to continue the fight. However, if there is the chance that the opponent may still threaten in future and the Paladin believes that this person may harm more, then the Paladin should still kill this person. However, the Paladin must use his/her better judgment for this.
Also, the Paladin should follow the law at all time, but should not be restricted by it. They must know when to bend or evern break the law if it comes to it. There are times when breaking the law to do good may be vital and the Paladin should not feel bond blindly to the law.

Stealth;
Marksman; There is no restriction. The Paladin may chose to train with a bow or not. This is purely a personal choice.
Light Armour; Light armour such as leather is always handy if the Paladin cannot wear the full protection of heavy.
Security; It may be possible for the Paladin to infiltrate an cult or organisation so that the Paladin may have a better understanding of it before bringing it down, and lock picking is vial for this to gain access to areas that he/she cannot get to. However, the Paladin would never use lock picking to rob a house.
Sneak; If the Paladin is undercover, then sneaking is vital for this. However, the Paladin would never sneak and deceive at any other time.
Alchemy; The Paladin would not use poisons as this is dishonourable. The Paladin would fight evil in combat. However, the use of potions can be helpful to boost the Paladins health and wellbeing.
Hand-to-Hand; Such combat is always handy to train with if the Paladin is even disarmed.

Magic;
Restoration; Only spells that heal, restore and fortify. Absorbing is considered evil as you and taking away and giving it to yourself.
Alteration; Only spells that protect and reduce damage.
Destruction; Only spells that deal direct damage and even then, mostly elemental. Fire is holy to Imperials and Bretons and could be see as Akatosh rath, for example.
Illusion; Only spells that rally allies to fight at the Paladins side. Making oneself undetecible is not the way of honourable combat.
Conjuration; Only spells that turn the undead. Summoning the undead and Daedra is a contradiction for the Paladin. They would not use the help of those they seek to destroy.
Mysticism; There is no role play restriction for the Paladin, although this School of Magic is more for the use of wizards

Ideal Mod(s): Unknown. See the Wiki.
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GPMG
 
Posts: 3507
Joined: Sat Sep 15, 2007 10:55 am

Post » Fri Jan 14, 2011 7:12 am

I would like to give my own version of a Peasant Class, the original made by Odariz. I feel that this one will offer less of a combat role for the player really wishing to play as non-combat Class, which I believe the Peasant would be.

Class: Peasant
Best Race: Any (but mine is an Imperial)
Best Birthsign: (The Thief for the Agility, Speed and Luck bonus.)
Specialization: Stealth (becsaue in my opinion, a Peasant is not a Combat Class and defiantly not a Magic Class, so Stealth wins over by default.)
Attributes: Agility and Luck (Taking the Thief Birthsign really ups these, and a Peasant would have to be fit to farm the land and the Luck represents the Peasant's versatility.)
Major Skills:
Athletics (The Peasant would need to be fit to farm the land and travel to town on market day.)
Hand-to-Hand (The Peasant would at lest know how to fight in a typical street-brawling fation.)
Alchemy (The Peasant would know who to mix the herbs and plants that they grow to feed themselves and sell at market drinks that they make.)
Acrobatics (Same notation as Athletics.)
Mercantile (The Peasant would know how to barter for the best price of the goods that they grow and make.)
Sneak (The Peasant keeps away from trouble and are often good at making themselves unseen if they wish not to get involved in something.)
Speachcraft (The Peasant would be a sly talker, as most gossip comes from these people. They also know how to get around town.)

Description:
The Peasant is for the player who wished to leave the adventures and treasure hunting to other people. They farm the land and grow crops, travelling every so often to the local town or market to sell them and return to do it all over again. They spend most of their lives at the farm or town. While many nobles may despise the Peasant Class, they are the lifeblood of the nation. Without their skill with farming, then the land would not have the food needed to support the population. They are often polite enough, and always know their way around the local land and in their small community, gossip is ripe and they are always helpful. While most Peasants love to enjoy stories of adventures and tales of heroes slaying evil villains, these things are better left to the actually the real heroes. Why get involved in politics and adventures? The Peasants place is at the farm.

Combat Purposes:
The Peasant knows how to brawl in un-armed combat, but that's about it. Like the typical common classes, they are known to be violent and time and starting drunken punch-ups. Most know how to wield a sword, but their usage of it is often limited to "hold one end and stab with the other." Common weapons that a Peasant would take would be daggers, short swords and maces, mostly made of cheap iron. However, these are often only used for protection against wolves and other beasts that can roam near farms and not against other people. A good fist is all you need for a late-night punch-up.

Magic Purposes:
The Peasant knows nothing of magic. They know it exists around them, but they don't have the schooling, or even have the desire, to learn and use magic.

Stealth Purposes:
Sneaking is handy for getting back form the tavern late as you try and avoid waking your wife up so she does not ask why you have a black eye and lost the money you made at the market to some gamblers. The Peasant will often hide from others that maybe they have a feud with or even beasts that are at their farm. Maybe even some adventure who has come into the town, ranting about treasure or some other nonsense.

Other Skills:
Farming if it was one. lol

Usefull Factions:
Peasant Guild? Oh wait...

Roleplay Restrictions:
The Peasant should only travel in and around their town and farm the land, using Alchemy to make drinks to sell at market (Living in a town with a farm which can be picked for free is an advantage as this could be seen as farming.)
No magic. Magic is for wizards and smelly adventures. Peasants have no use for it.
Talk and help travellers on the road.
Travel to market or another town once every so often and sell what you farm and make, then return.
Don't go on adventures. That's for the adventuring type and the Peasant is not that type.

Ideal Mod(s):
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Del Arte
 
Posts: 3543
Joined: Tue Aug 01, 2006 8:40 pm

Post » Fri Jan 14, 2011 6:53 am

Class: Hunter
Best Race: I almost always use Bosmer
Best Birthsign: Steed
Specialization: Stealth
Attributes (2): Endurance & Agility
Major Skills:
1. Marksman
2. Light Armor
3. Athletics
4. Hand to Hand
5. Blade
6. Sneak
7. Alchemy

Description: You grew up in a poor family, who could never afford much, but since you were young you had learned to shoot with a bow and had become quite good with it. As you grew up, you were never home much, you were mostly out in the wilderness, hunting and preparing meals out of the wilderness around you, and most of the time weren't home for weeks, one day, after a long hunt, you come home to find the imperial guard at your house along with your family, murdered. You were then sent to jail and have been there ever sense...

Combat Purposes: Use bow and arrow for combat, avoid if possible, when up close, use hand to hand.

Magic Purposes: Alchemy for preparing potions made of the plant life around you.

Stealth Purposes: Sneak a good distance from pray, shoot and recover your meal.

Usefull Factions: Fighters guild, Helm of Oreyn Bearclaw, Saviour's Hide once obtained? Fur armour.

Roleplay Restrictions: I usually use a bow and arrow to kill the prey, carry a knife to skin/clean the animal, dont use fast travel, and, most of the restrictions that general out-dorsie types of roleplaying characters use. Use this page for ideas http://www.uesp.net/wiki/Oblivion:Roleplaying/Wilderness_Dweller#Possible_Activities

Ideal Mod(s): PS3 User for the win!(not an actual mod, just saying i use vanilla oblivion cause i use PS3 :hehe: )
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john palmer
 
Posts: 3410
Joined: Fri Jun 22, 2007 8:07 pm

Post » Thu Jan 13, 2011 9:57 pm

Class: Noble
Best Race: Altmer
Best Birthsign: The Lover
Specialization: Stealth
Attributes (2): Personality & Intelligence
Major Skills:
1. Speechcraft
2. Mercantile
3. Blade
4. Light Armor
5. Illusion
6. Acrobatics
7. Athletics

Description: Born from the rich, they've had the best of everything, from fighting to athletics, to simple illusions, even though they will never use it. They have never had to fight, so they mostly stay inside city walls, they know how to coerce the guards to do what they want, so they usually don't get in trouble. They always get the best of the best, so when it comes to shopping around the city, they know how to get the best deals.

Combat Purposes: Nobles don't get in fights, and they arent the adventuring type, but they are well prepared to deal with it.

Magic Purposes: They know how to charm people and guards to get out of petty crimes, or distract them from they're real intent.

Stealth Purposes: The Noble is non-combat type, but knows his way around the city, and is able to sneak around the guard.

Roleplay Restrictions: No fighting.
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Alina loves Alexandra
 
Posts: 3456
Joined: Mon Jan 01, 2007 7:55 pm

Post » Fri Jan 14, 2011 12:42 am

Class: Planar Knight

Best Race: Argonian, but only because I never play anything else. Argonian racial bonuses are displayed near the skill selection. Probably other races are better suited so, as always, choose the one you prefer.

Best Birthsign: Atronach

Specialization: Combat

Attributes (2): Intelligence, Endurance. Strength is the next most important.

Major Skills:

1. Blade +5 (or Blunt, your preference)

2. Heavy Armor

3. Block

4. Athletics +10

5. Alchemy +5

6. Conjuration

7. Mysticism +5

Description: This build gathers all but one of the skills governed by Endurance and Intelligence to create a character that I liken to a dramora or githyanki warrior; an outsider in the D&D sense of the word. This being comes to Cyrodill from a different plane of existence, perhaps through an oblivion gate even. His purposes are not aligned with those peoples, however. He (or she) is here by accident, the result of a portal spell gone wrong. This character is seeking a way to return to their own plane of existence (see Frostcrag Spire below). By joining the fighter's guild (to earn money), the wizard's guild (to gain access to research facilities) and completing the main quest (looking for any way home) this character will wind up seeing nearly all of Cyrodill before they find a way home.

Combat Purposes: Fairly versatile fighter with skills in heavy armor and block. Fight with a one or two handed weapon as you see fit. Fight with or without a shield depending on how strong you want your spells to be and how much defense you need in a given situation. With a high athletics skill your armor will not tire you as quickly in battle.

Magic Purposes: Very versatile here. Summon weapons, armor, and creatures to defend you. Craft potions to shield yourself, or poisons to sap the life from your enemy. Reflect spells back at their caster and retrieve those valuable varla stones from remote places. See enemies through walls. Know your ayleid wells! As an atronach you'll make great use of the wells and magic stones to recharge your magical energies. Craft simple potions to sustain your fatigue in long battles. To temporarily increase your spell power, switch to light armor, or wear only a few pieces of heavy armor, or unequip your shield. Potions of shield are great for compensating for less armor. Or, at higher levels, simply summon weightless, magical armor.

Stealth Purposes: Absolutely none.

Other Skills: The lack of Armorer is a limitation for this character, but a deliberate one. Don't spend all your money on trinkets because you'll always need to have some in reserve to have your magic gear repaired. If you are persistent and patient, you can build your armorer skill to 50 and then repair your own magic gear. Practice as much as you can anyway to help raise Endurance.

Usefull Factions: Main Quest, Fighter's Guild, Wizard's Guild. The stealth factions aren't really appropriate for this class.

Roleplay Restrictions: If you have Knights of the Nine installed, this character will seek to outfit Frostcrag Spire at his earliest convenience. This lair, with its magical portals and alchemy garden, is perfect for this character. As a second source of alchemical raw materials, this character may seek to outfit the vile lair in the far southeastern corner of the map. This character will not help others unless it coincides with his own needs (a significant reward, or a valuable piece of knowledge or an artifact). In other words, this character doesn't really care much about the well being of Cyrodill, he just wants to return home. Of course all quests involve a reward of some kind, but from role play perspective this character will not engage in lengthy quests at the request of others unless the reward is very great.

Ideal Mod(s): I play vanilla. Use whatever you like.
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Jonathan Braz
 
Posts: 3459
Joined: Wed Aug 22, 2007 10:29 pm

Post » Fri Jan 14, 2011 10:27 am

Class: Archer(custom class)
Preffered race: Imperial
Birthsign: The Thief
Specialisation: Stealth
Attributes:Agility, speed
Major Skills: Armourer,
Blade,
Light Armour,
Marksman,
security,
sneak,
speech craft.
Description: Outcast imperials who's talents are not always recognised by the empire who are payed to complete many varieties of contracts such as: thievery, assassination and Mercenary wars. Generally untrustworthy as they use their highly developed speech skills to talk their way out of sticky situations should the need arise however most of the time people don't even see them long enough for there to be a situation, this of course coupled with their outcast life-style makes them distrusting of others. They have small homes (leyawiin is the best suited for this class) but spend most of their time in taverns and camps due to their constant travel.
Preffered weapons:Bows, Shortswords, Daggers.
Combat style:Archers rely on stealth to break into rooms, sneak up on targets to kill them or shoot them, however Archers can also adapt to many combat situations like: Guerilla warfare, stealth kills and even, when defended by infantry, pitched battles.
Ideal mods: use as few as possible unless they aid role playing.
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Carlos Vazquez
 
Posts: 3407
Joined: Sat Aug 25, 2007 10:19 am

Post » Thu Jan 13, 2011 9:30 pm

Class: Necromancer
Best Race: Any
Best Birthsign: The Apprentice
Specialization: Magic
Attributes (2): Willpower, Intelligence
Major Skills:
1. Conjuration
2. Alteration
3. Destruction
4. Restoration
5. Blunt
6. Athletics
7. Sneak

Description: A necromancer is the ultimate root of Conjuration. Using everything else as a background focus, they easily outnumber their foes.

Combat Purposes: The necromancer wants to lay low to avoid getting into a direct confrontation with a blade. They want to run when possible and even attack on the run.

Magic Purposes: This is the essence of a necromancer. Use summonings to gain the advantage in numbers, and then attack from afar. If they bring the battle to you and you are cornered, then stand your ground and fight back.

Stealth Purposes: They use sneak to avoid conflicts in which are disadvantageous for the necromancer. However, sneaking can also be used to take out enemies in order to gain control of the esituation.

Roleplay Restrictions: No Mages Guild! (Unless you plan on using it in order to get to the necromancers.)

Ideal Mod(s): [I don't use mods, so anyone with good ideas can PM me and I will add it to here]
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Umpyre Records
 
Posts: 3436
Joined: Tue Nov 13, 2007 4:19 pm

Post » Fri Jan 14, 2011 7:11 am

Class: Lich
Best Race: Altemer
Best Birthsign: The Atronach
Specialization: magic
Attributes (2): Intelligence, and endurance
Major Skills:
1. conjuration
2. destruction
3. alchemy
4. hand-to-hand
5. restoration
6. alteration
7. athletics

Description: The final goal of all necromancers is to reach lich-dom, thus liches have most of the same skills that you would expect to see in a necromancer class, except they have hand-to-hand instead of blunt, and a few other minor difference

Combat Purposes: If all magic fails for some reason, (IE. Silence) they can still tear their enemies apart with their bare hands.

Magic Purposes: They focus most of their lives on the conjuring of the dead, thus conjuration should always be your focus, followed closley by destruction, then restoration, so that you can fall back and heal if neccasary.
Stealth Purposes: Liches consider themselves supperior to the necromancers they have assended from thus they do not sneak!

Other Skills: Athletics is there to fill a spot that didn't need anything, plus it works out well seeing as how liches have great speed and fortitude

Usefull Factions: NO MAGES GUILD! NO FIGHTERS GUILD! DARK BROTHERHOOD AND MAYBE THE THEIVES GUILD.

Roleplay Restrictions: Armor is a big no,no, probably best to get vampirism so that no one will talk to you and the gaurds will attack you and all that.

Ideal Mod(s): i don't mod
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Sammykins
 
Posts: 3330
Joined: Fri Jun 23, 2006 10:48 am

Post » Fri Jan 14, 2011 9:48 am

Class: Dremora
Best Race: Orc
Best Birthsign: The Warrior
Specialization: Combat
Attributes (2): Endurance, Strength
Major Skills:
1. Blade
2. Block
3. Heavy Armor
4. Armorer
5. Athletics
6. Conjuration
7. Blunt

Description: "Death Before Dishonor" would probably be the best fit phrase to describe this character class. Dremora were born for combat, they live, breathe, and die by the art of war. The Daedric class was designed for the strictly combat-oriented player, and is not reccomended for anyone who wishes to dabble in the magickal arts. The combat style of the Dremora class is centered around being able to get close enough to the intended target and hacking and smashing until little is left of the opponent. The Dremora class was also gifted in the arts of conjuration, which is solely intended to act as a distraction long enough for the character to get close enough to a long-range target. Due to the sole purpose of combat, it is not recommended that you rely too heavily on your summoned creature to last for any extended period of time.

Real Dremora were designed for combat, and because of this have developed their social class based on military rank and honor won through bloody combat. Often viewed by other races as unintelligible, bloodthirsty, savage, and a barbaric race, this is not the case. Dremora are a very "down to earth" race, and has a strong grasp on reality and the workings of the mind. Dremora aren't without fear, but rather use it to highten their skills in combat. They harbor no respect for the creatures they fight alongside on the plains of Oblivion, and have little for their lesser ranks. Because of this ideology Dremora have developed a very ethnocentric social structure. The only way to gain respect of the Dremora is to prove yourself through bloody trials, unimaginable acts of courage, and feats of amazing strength.

Combat Purposes: The Dremora class is soley based on combat, focusing on the crucial skill of being able to hit the target hard, follow through on the stagger, finish the target, and move onto the next in a very small amount of time.

Magic Purposes: The Conjuration skill that the Dremora class includes is placed there for the sole purpose of distracting the enemy long enough to be able to close the gap and finish off the target.

Stealth Purposes: The Dremora class has little need for sneaking, as the bonus element of surprise is unecessary due to the sheer might of a well-timed charge.

Other Skills: Athletics was developed for the class to be able to close the gap between an enemy archer or mage as quickly as possible.

Usefull Factions: The fighter's guild would be highly recommended, along with the arena, however the mages guild and thieves guild are not. The mages guild is unsuited for the skills of this class and should be avoided. However, you should strive for the ability to be able to create your own enchantments in order to better suit your combat style.

Roleplay Restrictions: Personality was never a strong point of Dremora, their minds believe talk is useless unless it's short and to the point. Since Dremora specialize with endurance and strength, two handed weapons with heavy enchantments is everything you will need. Also, put those annoying companions to use and make them take some damage for you, after all, you're too good to take care of the lesser ranks!

Ideal Mod(s): Who needs a mod when you're Dremora?
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des lynam
 
Posts: 3444
Joined: Thu Jul 19, 2007 4:07 pm

Post » Fri Jan 14, 2011 12:40 am

Class: Master of All
Best Race: Breton, Argonion, Orc(all have very good upsides like resistances to magic, diseas or even breath under water)
Best Birthsign: The Theif(gives thre attributes up including luck), The Mage(50 extra magic with no downside)
Specialization: Whichever you want to grow fast
Attributes (2): Luck(allows you to find rare stuff more often and its the hardest to get up), Strength/Enderance
Major Skills:
Blade/Blunt(never use hand to hand)
Heavy Armor
Destruction
Restoration
Sneak
Mercentile
Another of Your Choosing(except security or alteration b/c they are unneeded. once you get to level 10 you can get skeleton key)

Description: Good all around. Weapons allow you deal good damage while the armor protects you. Destruction magic for packing more punch when fighting and restoration to heal you before your next confrontation. Plus with the Breton and The Mage you'll be able to shoot more spells off. Sneak to deal a lot of damage before you have to stand up and fight, giving you an advantage. Also once you get it to Journeyman you can start wearing boots again. Mercentile to sel all your loot and make lots of money.

Combat Purposes: Beat anything down with weapons or magic.

Magic Purposes: Destroy everyone and then heal yourself when the dust clears.

Stealth Purposes:Sneak up on them to give you an advantage.

Other Skills: Try to level your minor skills as you go and try to get your luck as high as possible just b/c it helps.

Usefull Factions: Any and all.

Roleplay Restrictions: Sneak up on enemy and hit them with weapon. Then before they can draw there weapon hit them with a destruction spell and stand up. When you stand up to fight them Toe 2 Toe they should already be over halve dead.
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El Goose
 
Posts: 3368
Joined: Sun Dec 02, 2007 12:02 am

Post » Fri Jan 14, 2011 12:06 am

There are three oriental-based classes to Oblivion, each with a specialization (Combat, Magic and Stealth):

Class: Ninja
Best Race: Argonian, Bosmer, Dunmer and Khajiit
Best Birthsign: Any that you want, but Steed, Thief, Shadow or a birthsign that increase your magicka seems to be best choices
Specialization: Stealth
Attributes: Intelligence, Speed
Major Skills:
1. Illusion
2. Blade
3. Marksman
4. Security
5. Sneak
6. Light Armor
7. Speechcraft

Description: Stealth warriors that use illusion tricks to confuse the enemy and ranged and blade attacks to kill the enemy. Also, they are honored warriors.

Combat Purposes: Since they have Blade as major skill, they will use blade weapons (daggers, short blades, long blades) to kill a enemy. They have also Marksman weapons to help them (but Marksman is a Stealth skill). To other combat purposes they do not have much use.

Magic Purposes: Ninjas have Illusion as major skill, so, a Ninja character can use a lot of spells to trick the enemy, or Paralyze spells to paralyze the enemy, and kill the enemy with a ranged weapon or a blade. This trick can be useful to train Marksman and Blade weapons. To other magic purposes they do not have much use.

Stealth Purposes: A ninja character has a lot of stealth purposes. First of all, stealth is the specialization of a ninja. Second, the Ninjas have Light Armor skill (to protect them), Security to open locks, Sneak to be not seen (combined with Chameleon spells, this can be a very useful trick). Also, the Ninjas has Speechcraft, to help them to "honestly" kill a person and raise their disposition.

Other Skills: To ninja... Other useful skills can be Athletics and Acrobatics (to help them with adventures). A ninja don't have a lot of tricks that don't involves stealth skills or Illusion spells.

Usefull Factions: Thieves Guild and Dark Brotherhood. If you have a mod that adds a stealth-based faction, this will be also very useful.

Roleplay Restrictions: Ninjas can make very stealth-based useful characters, with Illusion mage powers, and a Combat skill (blade). With tricks that can help (such as combination of Chameleon and Sneak, paralyze and attack with ranged weapons), Ninja is a very fast and agile character (perhaps more than any other type of Stealth class).

Ideal Mod(s): A mod that add a Ninja Armor (and an Asian Race, if possible), to your character resembles a ninja.


Class: Samurai
Best Race: Imperial is the best, but Nord, Orc and Redguard also make great Samurais.
Best Birthsign: The Warrior or a birthsign that increase your Magicka.
Specialization: Combat
Attributes: Strength, Personality
Major Skills:
1. Speechcraft
2. Restoration
3. Blade
4. Marksman
5. Mercantile
6. Heavy Armor
7. Armorer

Description: The samurai are honored warriors that are strong and fast, but if they lose the honor they do a ritual named "Harakiri".

Combat Purposes: The samurai has a powerful blade skill (that let the Samurai use the most powerful blades), combined with their heavy armor and armorer. Also, with Heavy Armor, the samurai has the best protection (with the best armor, in case, Daedric), best than Ninjas. With their armorer skill, the samurai can repair an armor or weapon in darkest hours.

Magic Purposes: The samurai don't have much magic purposes. But, with Restoration spells, the Samurai can restore their health and fatigue in the darkest hours, and restore their damaged attributes (this can be very useful if your character has a damaged strength). Also, a Samurai can cure himself from poison and diseases, and absorb the enemy's attributes, skills, health, magicka and/or fatigue.

Stealth Purposes: The samurai don't have much stealth purposes. But, the samurai has the Speechcraft skill, that can help himself, increasing the NPC disposition, and/or taunting them to kill them). And the Mercantile skill, that allow them to get best prices in armor/weapon/restoration spells, training, and investments. But these stealth purposes are more personality-like than agility and speed. The only other stealth purpose that a Samurai has is the Marksman skill what allow the samurai to use ranged weapons.

Other Skills: Other combat skills (blunt and hand to hand): If you can train them, you will get more combat options apart from Blade.

Usefull Factions: Fighters Guild.

Roleplay Restrictions: The samurai, depsite having Combat as specialization, has few Combat tricks. The only offensive Combat skill that a Samurai has is Blade. But, Restoration, Speechcraft, Marksman and Mercantile can help the Samurai so much that other Combat skill will be not necessary. Samurai can be considered a improved version from Rogue.

Ideal Mod(s): A mod that add a Samurai armor...


Class: Zen Master
Best Race: Altmer or Breton, but Breton is best. Female Argonian also can make great Zen Master.
Best Birthsign: Any that increase your magicka. The Atronach is best.
Specialization: Magic
Attributes: Willpower, Endurance
Major Skills:
1. Hand-to-Hand
2. Restoration
3. Destruction
4. Mysticism
5. Speechcraft
6. Sneak
7. Alchemy

Description: The zen master is a teacher of the art of Zen Buddhism. They have the highest willpower, and don't make any thing that their religion don't allow. Also, they are against violence.

Combat Purposes: The only combat purpose that a Zen Master has is the skill Hand-to-Hand. Whereas that "they are against violence", they don't have any combat purpose apart from defending themselves with their own hands.

Magic Purposes: The Zen Master has a lot of magic purposes. First, they have a lot of magic skills that can damage the enemy and restore their attributes and skills. Alchemy also help to create potions with benefities from all Magic skills (except Conjuration, and including the skills that Zen Master don't have as major skills, in other words, Illusion and Alteration).

Stealth Purposes: The Zen Master don't have much stealth purposes. The Speechcraft skill can help, taunting and/or admiring NPCs. And the sneak skill can help them (if you combine Chameleon that you get from a Potion with Sneak mode, you will get a Ninja trick).

Other Skills: If you can train Illusion and Alteration, you will be a "Mage" with great Sneak, Speechcraft and Hand-to-Hand skills.

Usefull Factions: Mages Guild.

Roleplay Restrictions: The Zen Master, of all oriental classes, is the more focused in its own specialization. Also, since you only have the Hand-to-Hand skill to help you if your Magicka ends, you don't need to carry a lot of things (armor and weapons). This allow you to carry a lot of artifacts that you can sell to get rich. But the disadvantage is that you will don't have a armor skill to protect you (Light and Heavy armor are stealth and combat skills, respectively, and Unarmored skill don't exists in Oblivion).


EDIT: TO add more oriental-based classes

Class: Snake Charmer
Best Race: Altmer or Breton
Best Birthsign: Any that increase your magicka
Specialization: Magic
Attributes: Intelligence, Personality
Major Skills:
1. Conjuration
2. Blunt
3. Alteration
4. Mysticism
5. Restoration
6. Mercantile
7. Light Armor

Description: The Snake Charmer is a person who uses a flute to hypnotize a creature. They have high experience in conjuration and mental control of a creature, by playing a music.

Combat Purposes: Not much. The only combat purpose that a snake charmer has is to defend himself using blunt weapons, in cases that his magicka ends.

Magic Purposes: The snake charmer don't have Destruction as a major skill. This is reimbursed by Conjuration (summon a creature to defend you, then attack the enemy with Blunt Weapon), "Absorb" restoration spells (when you absorb the foe's health you also regenerate your Health) and Blunt (use blunt weapons to hurt the enemy). The snake chamer has Mysticism as major skill, this allow you to use the "Soultrap your own summoned creature" trick, and you can enchant your Blunt weapons and light armor pieces. With Alteration, you can "burden" the enemy and "feather" yourself, open and lock doors, protect yourself and walk/breath in water.

Stealth Purposes: Apart from Mercantile effects (get best prices in armor, weapons and spells, invest), and defending yourself with light armor, you don't have much stealth purposes.

Other Skills: If you train Destruction, you can use damage spells to hurt the enemy, but this is unecessary.

Usefull Factions: Mages Guild

Roleplay Restrictions: The snake charmer is a useful character to players who love have a creature as partner. Also, with summoned creatures, while your summoned creature are fighting with your enemy, you can flee to rest, repair armor or read books.


Class: Chukonu
Best Race: Argonian, Bosmer, Dunmer or Khajiit
Best Birthsign: Any that you want
Specialization: Stealth
Attributes: Agility, Endurance
Major Skills:
1. Marksman
2. Heavy Armor
3. Hand-to-Hand
4. Destruction
5. Athletics
6. Acrobatics
7. Security

Description: The chukonu is an archer who use bows and elements to attack. They use heavy arming to defend themselves.

Combat Purposes: The chukonu don't have much combat purposes. But, they use heavy armor instead of light armor, unlike most stealth-based classes. Also, they use hand-to-hand to attack (when magicka ends and all bows end also, they must have another mean to attack).

Magic Purposes: No much. The chukonu has Destruction spells to help them: Ranged spells to help along with ranged Marksman attacks; Damage and drain spells to reduce enemy's attributes (including Strength who will reduce the enemy's Encumbrance); Weakness to elements, to help them along with Fire, Frost and Shock spells; Disintegrate spells who will break the enemy's armor to reduce their protection against Marksman and Hand-to-Hand attacks.

Stealth Purposes: The chukonu is a stealth-based character. They have a few of Stealth skills as Major skills to help them against enemy and traps (Marksman and Security respectively). Athletics and Acrobatics will help them in travels, and to flee from too-strong enemies.

Other Skills: If you can train other stealth skills, you will get a more stealth-based character.

Usefull Factions: Thieves Guild

Roleplay Restrictions: The chukonu seems to be a mix of Combat and Stealth character, with one Magic power. I chose Stealth as the specialization because in real life, chukonus are stealth warriors. The chukonu however can be a great mix of Stealth and Combat character.


Class: Daimyo
Best Race: All except Bosmer and Khajiit
Best Birthsign: Any that you want
Specialization: Combat
Attributes: Strength, Intelligence
Major Skills:
1. Blade
2. Blunt
3. Light Armor
4. Destruction
5. Restoration
6. Conjuration
7. Block

Description: The daimyo is a powerful warrior blessed with the ability to cast spells like great mages. They use light armor and heavy weapons to kill the enemy.

Combat Purposes: Daimyo has all ways of hurt the enemy (except the use of Hand-to-Hand and Marksman weapons). With Block, they can block any weapon attack that the enemy will do. Blade and Blunt will give the Daimyo the chance to use all type of weapons (except Marksman).

Magic Purposes: Daimyo has destruction, restoration and conjuration spells to help them against any type of enemy. With destruction, they can damage the enemy, with restoration, they can restore themselves, and with conjuration, they can have creatures as help with the enemies.

Stealth Purposes: No stealth purposes apart from using Light Armor instead of Heavy Armor.

Other Skills: If you can train Armorer and Hand-to-hand, you will get more combat options.

Usefull Factions: Fighters Guild.

Roleplay Restrictions: The daimyo is a combat version of Battlemage. Battlemages are a mix of Combat and Magic classes, but they are Magic-specialized. The Daimyo is combat-specialized.

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Rinceoir
 
Posts: 3407
Joined: Thu Jun 29, 2006 1:54 am

Post » Fri Jan 14, 2011 3:24 am

Class: Nightblade
Best Race: Bosmer? Khajiit? Breton?
Best Birthsign: The Shadow, The Lover
Specialization: Magic
Attributes (2): Agility, Intelligence
Major Skills:
1. Blade
2. Sneak
3. Light Armor
4. Marksman
5. Alchemy
6. Destruction
7. Illusion

Description: "But Tamalak, Oblivion already has a Nightblade", no, no it doesn't. Whoever came up with Oblivion's version was brain damaged. It doesn't have EITHER of a Nightblade's core skills. The description of it even says "stealthy combat", yes how am I supposed to do that without Sneak or Illusion? It depicts him holding a nasty looking potion, but Oblivion's Nightblade has no Alchemy.

Combat Purposes: A merge of Mage and Thief with an emphasis on stealth and deadly methods, the Nightblade excels in getting in range of its target unseen, dispatching it with diverse methods from a distance or closeby, and then getting the heck out. The Nightblade's mixed use of stealth and magic make it potent for this purpose, but the class lacks diversity outside of quick burst damage.

Other Skills: Something this design lacks is a getaway mechanic. Mysticism was used in Morrowind, but Oblivion's Mysiticism has no teleportation spells. Athletics might be of use instead. Alteration is a strong Nightblade skill for getting past locks and providing some short term defense, perhaps take it in lieu of Light Armor or Destruction? You could drop Blade for one of these too, if you wanted to make your Nightblade a pure mix of Mage and Thief, in this case Destruction would be your skill of choice for close range fighting. Security and Acrobatics are also worthy considerations.

Usefull Factions: Dark Brotherhood, Mages Guild and to a lesser extent Thieves Guild

Roleplay Restrictions: Lack of social skills means that the income of the Nightblade will be poor and mainly restricted to assassination pay and stealing. Powerful magical weapons should be saved for important jobs, rather than generic adventuring. The hardcoe Nightblade will eschew Restoration altogether, relying on homemade potions and damage avoidance to stay alive.
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Motionsharp
 
Posts: 3437
Joined: Sun Aug 06, 2006 1:33 am

Post » Thu Jan 13, 2011 9:33 pm

Tamalak, I like your Nightblade. Personally I would not have Marksman mostly because I don't like it and would focus on the 'blade' part. I would also leave Light Armor out nowadays from any of my characters that have Illusion as a major because of the effect of armor on high level Command and Frenzy spells. Then I would have room for Athletics and Restoration or Mysticism.

My offering: The Courtesan
Specialty: Magic.
Fav Atts - Int and Pers

Acrobatics - despite it's horrible glitches just for RP- my Courtesan is a dancer and tumbler
Alchemy - silence + fire damage + damage health + damage magicka on one application- priceless.
Athletics - my Courtesan likes to swim and run to keep her body in top condition
Illusion- Command, Frenzy, Poison = death
Mercantile - trained/educated to become either a noble's wife, a noble in her own right, or run a salon, an accomplished cosmopolitan
Restoration - Cure disease, STD's, a perfect fit.
Speechcraft - Courtly charm

I ran this character, and counter to conventional wisdom she was so frightened and broke when she got of jail she went straight to the IC and gathered free potion ingredients, then proceeded to cast Light and make potions until she had about 50 in Alchemy and Illusion before she even went to Chorrol. She did the MQ straight away and once she got her spell book upgraded she was unbelievabley effective even with about 120 health at level 17. Cast Command or Frenzy then turn Invisible, then poison the last enemy around, or just go past them altogether Invisibly. She killed Mankar Cameron in about 12 secs with six stacked poisons and took one attack.
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WTW
 
Posts: 3313
Joined: Wed May 30, 2007 7:48 pm

Post » Thu Jan 13, 2011 6:33 pm

Classname: ----
Specialization: Stealth
Attributes: Agility, Speed
Major Skills:
Illusion,
Security,
Sneak,
Marksman,
Acrobatics,
Light Armor,
Blade

Class: Darkblood
Best Race: Dunmer
Best Birthsign: The Thief
Specialization: Stealth
Attributes (2): Agility, Speed
Major Skills:
1.Illusion,
2.Security,
3.Sneak,
4.Marksman,
5.Acrobatics,
6.Light Armor,
7.Blade

Description:
A Elite Assassin/Sharpshooter Much like a Commando in our times, Doing mostly Bounty hunter
Combat Purposes:
Good with Sword for Dungeons and crawling underground where there is small space, also for backstabbing and such
Magic Purposes:
Illusion for Invisibility mostly, Also for maybe some mod spells that would be fitting.
Stealth Purposes:
Mostly a stealth character and Sharpshooter so light armor for better sneak and Markmanship for Sniping and such, Security becuse i couldnt find an more fitting skill.
Other Skills:
They are skilled assassins, Some of them may use some Daedric magic but not very common.
Usefull Factions[/b]:
The Dark Brotherhood, The Blades, Actually everything that hands out Money for their jobs.
Roleplay Restrictions:
You dont need to be a Evil assassin you can work for the blades and such too... you can actually work for everything, becuse its a open mod... But not use swords, Mostly dark robes are used by Darkbloods.
[b]Ideal Mod(s)
:
Not really Any mods are needed but Deadly Reflexes would be a Good mod to have...
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cassy
 
Posts: 3368
Joined: Mon Mar 05, 2007 12:57 am

Post » Thu Jan 13, 2011 10:00 pm

Sorry for Out of Format.

Class: Shinigami (Death God in Japanese. I like it better then just "Death God")
Race: Dark Elf
Skill Package: Stealth
Attributes: Endurance, Luck
Birthsigns:(Better used with Oscuro's Oblivion Overhaul.) The Thief, The Atronach, The Shadow, The Serpent.
Major Skills
Hand to Hand<>Blade
Heavy Armor
Illusion
Sneak
Block
Alchemy
Restoration<>Destrucion

Description: A Shinigami is a god of death. Only the most skilled Illusionists can identifiy a Shinigami from a normal person, as they are only able to enter the human world by shadowing a human, possessing them and controling their every move. Prefering to work alone, he does not bother useing Conjuration to summon his own. A god of death's inhuman strength and mystifying luckiness are envied upon by normal humans. They use their "Death God" skills to bend the light around them, and sneak up on any enemy they wish, useing their overpowering magic or their battering fists. They usually do not use a blade, however sometimes it is necessary. The heavy armor that covers them are like a second skin, allowing well-protected sneaking killing machines. Creating potions and poisons, they become even more deadly.

Roleplay: NEVER speak to anyone other than merchants, to cash things in. When spoken to, respond with the rudest comment possible, or kill them after speaking. Only go exploring after 6:00 PM game time.

If I left anything out, then tell me. If I know I put something, read between the lines, because it's probably in there, I'm just a confusing writer. :toughninja:
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Star Dunkels Macmillan
 
Posts: 3421
Joined: Thu Aug 31, 2006 4:00 pm

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