Oblivion Character Database.

Post » Fri Jan 14, 2011 3:16 am

Name: Rachj
Specific Race: Ork
Usual Specialization: Combat
Usual Birthsign: Steed
My Source: Don't know?

Class: Krazy
Attributes (2): Strength Endurance
Major Skills:
1. Blade/Blunt
2. Block
3. Heavy Armor
4. Armorer
5. Athletics
6. Marksman
7. Restoration
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JESSE
 
Posts: 3404
Joined: Mon Jul 16, 2007 4:55 am

Post » Thu Jan 13, 2011 9:17 pm

Class: Druid
Best Race: Breton
Best Birthsign: The Lord
Specialization: magic/combat (it depends on your play style)
Attributes (2): Willpower and strength
Major Skills:
1.Marksmen
2.Alteration
3.Destruction
4.Blade
5.Restoration
6.Hand-to-Hand
7.Atheletics

Description: Druids have the ability to control the elements, and alter the natural order.

Combat Purposes:Druids are augmented with various combat abilities, though they are skilled in many forms of cloise-quaters-combat they focus mostly on using the bow to puncture their enemies from a distance.

Magic Purposes:The Druid controls nature in order to utilize the schools of Destruction, Restoration, and Alteration. All three of these skills are intended primarily for the bettering of mankind. Though he utilizes the powerful and dangerous elements of Fire, Frost, and Shock to desroy their foes.

Stealth Purposes:Druids aren't inherently stealth characters, but when they must they will hide among the trees and grasses for long periods of time never moving.

Other Skills:Druids are naturally gifted at traversing terrain, thus thay make good athletes

Usefull Factions:Mages Guild, Fighters Guild, Arena. They could join any of these gulds, but not all of them.

Roleplay Restrictions: They spend alot of time in the wilderness hunting and gahtering natures bounty for selling or eating, or collecting.

Ideal Mod(s):VANILLA OBLIVION IS THE OBLIVION FOR ME!
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sarah simon-rogaume
 
Posts: 3383
Joined: Thu Mar 15, 2007 4:41 am

Post » Fri Jan 14, 2011 8:44 am

Name: Jonas
Class: Assassin
Best Race: Any class really, i chose Redguard
Best Birthsign: The shadow, really useful
Specialization: Stealth
Attributes (2): Strength, agility
Major Skills:
Blade
Alchemy
Sneak
Security
Light Armor
Marksman
Illusion

Description: Jonas was once a proud member of the blades. But after accidently killing an innocent in battle, things changed. Jaufre didnt see it as an accident and Jonas was promptly kicked out of the blades. He now hates every nobleman in Cyrodill as well as any blades member. Leaving the blades so suddenly made Jonas numb, he chooses to forget anything about his past life, while still going out to ruin every blades life. Noone knows of his plots though. He specialises in alchemy and makes a living through selling potions. He's made so much money he now owns Rosethorn Hall in Skingrad. This gives everyone the impression that he's still loyal to the blades, while at the same time, he hates everyone of them. He's the leader of the Dark Brotherhood as well as the thieves guild, and owns the house on the imperial waterfront where he opperates most of the time from. This keeps him undercover to the citizens of cyrodill, they know nothing of his killing spree's of the blades. Wiping them out one by one, silently.

Combat Purposes: Since Jonas specialises in Marksman its worth doing most attacks at range, where he can pick people off. When up close he specialises with shortswords and blades as well as using destruction spells and illusion.

Magic Purposes: Like mentioned above is preferable you take people out from a distance and then go loot their bodys. When in close combat though, use destruction spells. I know its no mentioned in the skills category above as the other 7 skills are important but he does also have an arsenal of destruction spells. Dont be afraid to use the paralyze spell in the illusion school aswell. Use it once and then chop them to bits with a shortsword or blade.

Stealth Purposes: Distance is Jonas's main weapon. He can pick people off from above, below, behind and infront without them knowing about it. Otherwise, the stealth purposes are mainly use for robbing houses etc.. Expanding his wide book collection in his Skingrad Manor aswell as taking weapons etc..

Other Skills: Hes very talented at alchemy, thus restoration isn't really needed because of potions. He also sells his potions to make a living aswell as selling all the stuff that he pinches.

Usefull Factions: Dark Brotherhood, thieves guild

Roleplay Restrictions: Be in skingrad three days a week then the imperial city the rest. Have some kind-of routine, have a social life, go in a pub and chat to people. Find someone that you want to kill, and find out about their routine, find out about the best time to kill them etc..
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Ashley Tamen
 
Posts: 3477
Joined: Sun Apr 08, 2007 6:17 am

Post » Fri Jan 14, 2011 7:54 am

Class: Drow Warrior
Best Race: Dark Elf
Best Birthsign: Assassin/ Shadow
Specialization: Stealth
Attributes (2): Luck, Agility
Major Skills:
1. Sneak
2. Blade
3. Conjuration
4. Destruction
5. Marksman
6. Athletics
7. Alchemy

Description: The Drow Warriors from the dreaded Underdark are some of the most feared killers in the world. Raised in a huge, lightless cavern, they learn at a young age the one rule of Drow society: Kill or be Killed. Drow warriors often work in unison with wizards to achieve their twisted goals. They are experts with blades, crossbows, and any other weapon they lay their ebony hands on. All dark elves has innate magical abilities of their own, such as summoning a globe of absolute blackness, levitation, or conjuring harmless faerie fire to easily spot a target.

Combat Purposes: Drow warriors are used to sneaking, spying, and backstabbing. The perfect job for a ruthless Dark Elf would be a hired killer. Brought up in caves where the slightest sound could spell certain death, they are experts of stealth, agility, and acrobatics. Though the only way to kill for money in Oblivion is by joining the Dark Brotherhood, it is quite enjoyable playing the merciless killer climbing on rooftops and hiding in dark alleys.

Magic Purposes: Many Drow warriors are a little apprehensive about wizards, and they only received a few months of training in of magic in the academy in Menzoberranzan, their homeland. Magic is, however, a daily part of life in the Underdark, and so it is necessary that they have some rudimentary knowledge. Alchemy is widely used to make poisons to dispose of targets quickly, but painfully.

Stealth Purposes: What drow live for. They make less sound than a slight breeze, and only might pass you by in the dead of night, even while you hold a torch in your hand, without you being any the wiser.

Usefull Factions: Dark Brotherhood, Thieves Guild

Roleplay Restrictions: DO NOT SOCIALIZE!!! Remember, people hate you and you hate people. Stay out of the sunlight.

Ideal Mod(s): None are necessary, but there are some very good ones out there in the ether.
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Baby K(:
 
Posts: 3395
Joined: Thu Nov 09, 2006 9:07 pm

Post » Fri Jan 14, 2011 6:46 am

Class: Emperor
Best Race: Imperial
Best Birthsign: The Lady
Specialization: Magic
Attributes: Personality, Willpower
Major Skills:
1. Blade
2. Heavy Armor
3. Destruction
4. Restoration
5. Speechcraft
6. Mercantile
7. Illusion

Description: The Emperor rarely fights, but when he does, he is more than capable of defending himself. He can easily persuade others, is well-liked by the people, and is very generous to his people.

Combat Purposes: Use magic to strike from afar, but if needed, then a longsword will be quite useful. However, try to avoid fights with the residents of Cyrodiil, including bandits.

Magic Purposes: Restoration will be very useful in healing yourself. Destruction will be used as a main form of fighting. Illusion will be used to charm, calm, command, rally, and demoralize people/creatures.

Stealth Purposes: Very little stealth is used -- It's hard to miss the Emperor!

Other Skills: Mercantile and Speechcraft are used for persuasion, investing in stores, etc.

Useful Factions: Up to you. You can become the leader of every guild, or have nothing to do with them. But do NOT join the Dark Brotherhood or Thieves Guild.

Roleplay Restrictions: Do not murder, steal, or go in the wilderness for long periods of time. Have a follower or two with you at all times. Only raid caves if absolutely necessary, like for quests. The Emperor should not put his life in any danger.

Ideal Mod(s): Anything that will allow you to wear the Amulet of Kings, get the Emperor's Robes, etc. Alterately, you can use a glitch that will allow you to obtain the Emperor's Robes if you are on PS3 or Xbox 360. Use Arnora's True Amulet and enchant it with the name "Amulet of Kings."
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Ray
 
Posts: 3472
Joined: Tue Aug 07, 2007 10:17 am

Post » Fri Jan 14, 2011 9:00 am

Class: Travelling Merchant
Best Race: Imperial or Breton
Best Birthsign: The Steed
Specialization: Stealth
Attributes (2): Speed, Personality
Major Skills:
1. Athletics
2. Speech craft
3. Mercantile
4. Acrobatics
5. Restoration
6. Blade
7. Block

Description:
Travels around to cities/inns to buy and sell goods.
Combat Purposes:
Just for protection as he is wandering around tamriel
Magic Purposes:
Restoration, very handy
Stealth Purposes:
athletics to make travelling easier
Other Skills:
Godd at haggling to get good prices
Usefull Factions:
Thieves guild (Maybe not for the honest merchant but it helps start the business out)
Roleplay Restrictions:
Visit all the inns and small towns
try to sell stuff for the highest possible price
Ideal Mod(s):
Living Economy (makes a real economy so as you can buy something in one city for 1 price and sell it for something completely different in another city)
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sunny lovett
 
Posts: 3388
Joined: Thu Dec 07, 2006 4:59 am

Post » Fri Jan 14, 2011 9:54 am

Name/Class: Affiate / Ampliance
Race/Gender: High Elf (Altmer) / Male
Birthsign: The Warrior
Specialization: Combat
Attributes: Strength, Endurance
Major Skills: Destruction, Alteration, Restoration, Illusion,
Acrobatics, Blade, Heavy Armor

Health/Magicka/Fatigue: 110/200/180
Max Level: 50
Encumbrance: 225

Abilities:
- Resist Disease (constant: 75 pt. Self)

Drawbacks:
- Weakness to Fire, Frost, and Shock (constant: 25 pt. Self)

Stats:
INTELLIGENCE-50: Alchemy-10, Mysticism-15, Conjuration-10
WILLPOWER-40: Destruction-35, Alteration-35, Restoration-25
PERSONALITY-40: Illusion-30, Mercantile-5, Speechcraft-5
AGILITY-40: Security-5, Sneak-5, Marksman-5
SPEED-30: Athletics-10, Acrobatics-25, Light Armor-5
STRENGTH-45: Blunt-10, Blade-30, Hand to Hand-10
ENDURANCE-55: Block-10, Armorer-10, Heavy Armor-30
LUCK-50

Background info: The Ampliance showed more talent then his other students in class. Not only was he able to use a sword and cast spells, but was also smart enough to use them both in a strategic way. It was even said that one day, he bested the crimson blade himself, in a duel to the finnest the Ampliances cunnings prevailed over the crimsons blade graceful swings of his swords.

Combat purpose: He is usually the head of the pack, an amazing fighting machine. I usually use him in 5 on 1 fights.

Magic Purpose: He uses magic to improve his weapon damage, fine tuning his weaponry damage gives him an amazing dps. (ige. I used paralyze then weakness to fire 100% spell. Then I attacked him with my fire enchanted daedric claymore.)

Stealth purposes: He can jump?

Other uses: Big group clearing.

Useful factions: Mages guild, fighters guild

Role play Restrictions: If you are the sneaky type, I do not recommend this class for you.

Mod: Amazing Armour and weapons.

EDIT: If you gave a complete warrior Nord and a Ampliance High elf a sword that does 50 damage and 50 fire damage, and the Apliance used it right the Ampliance will due more damage. The Nord at level 1 did 93 damage while the High elf did 131.6875 damage! Wait till you even the slate out! Once they each have 100 strength and Blade let's see what happens. The Nord does a whopping 1000 damage while the Ampliance High elf is used correctly get's 1380 damage! And these were without master attacks.

My level 50 Ampliance
Name/Class: Affiate / Ampliance
Race/Gender: High Elf (Altmer) / Male
Birthsign: The Warrior
Specialization: Combat
Attributes: Strength, Endurance
Major Skills: Destruction, Alteration, Restoration, Illusion,
Acrobatics, Blade, Heavy Armor

Health/Magicka/Fatigue: 600/500/450
Max Level: 50
Encumbrance: 485

Abilities:
- Resist Disease (constant: 75 pt. Self)

Drawbacks:
- Weakness to Fire, Frost, and Shock (constant: 25 pt. Self)

Stats:
INTELLIGENCE-110: Alchemy-40, Mysticism-100, Conjuration-25
WILLPOWER-100: Destruction-110, Alteration-100, Restoration-110
PERSONALITY-40: Illusion-100, Mercantile-57, Speechcraft-53
AGILITY-89: Security-100, Sneak-12, Marksman-7
SPEED-96: Athletics-103, Acrobatics-103, Light Armor-5
STRENGTH-115: Blunt-13, Blade-125, Hand to Hand-19
ENDURANCE-103: Block-103, Armorer-100, Heavy Armor-100
LUCK-100
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Ysabelle
 
Posts: 3413
Joined: Sat Jul 08, 2006 5:58 pm

Post » Thu Jan 13, 2011 8:26 pm

Class: Hell Hunter
Best Race: Redguard, Imperial, Orc, Dark Elf
Best Birthsign: The Atronach, The Warrior
Specialization: Combat
Attributes (2): Endurance, Intelligence
Major Skills: Blade, Block, Heavy Armor, Conjuration, Mysticism, Destruction, Alteration

Description: The Hell Hunter is a very skilled warrior tasked with the hunting down, and slaying of dark spirits and dangerous Daedra. Through their quests, they are often exposed to many "dark arts", and train in those skills to use them against their foes. Hell Hunters become manipulators of souls, summoning dark spirits to aid them in their quests, as well as trapping souls to later imbue their items with arcane gifts.

Combat Purposes: Big and beefy, go into a room and clear it out with your sword. High endurance and Heavy Armor are there to protect you from the beating as you smite your foes.

Magic Purposes: Magic is to be used sparingly to aid your combat. Mysticism is used to detect your foes, and prepare the battle before they know of your existence. Conjuration is used to help even the numbers against foes that outnumber you. Alteration is used to further your protection from the focus on you, and Destruction is used to dwindle down foes who were tougher than you anticipated.

Stealth Purposes: Not much stealth, as the Hell Hunter typically charges into the battle head first, and asks questions later.

Other Skills: Though not major skills, Alchemy can greatly aid in keeping your health and magicka full, as well as creating elixers that will cause harm to your foes.

Usefull Factions: Fighter's Guild, Mage's Guild. Dark Brotherhood is an appropriate choice.

Roleplay Restrictions: Typically a dark character who isn't afraid of morally questionable actions if it means getting the job done.

Ideal Mod(s): n.a - played on vanilla (X-Box 360), feel free to use any that you may find appropriate.
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Queen
 
Posts: 3480
Joined: Fri Dec 29, 2006 1:00 pm

Post » Thu Jan 13, 2011 9:15 pm

Class: Druid
Best Race: Wood Elf (Bosmer)
Best Birthsign: Apprentice or Mage
Specialization: Magic
Attributes (2): Willpower and Intelligence
Major Skills:
(See mods down on the end)
1. Alchemy
2. Destruction
3. Conjuration
4. Restoration
5. Illusion
6. Marksman
7. Alteration

Description: Druids are mages from forest. They live in nature. They respect animals and plants. Nature animals like bears and wolfs wont attack them.

Combat Purposes: They use staves or bow. Bows are made out of hard wood and nature resources , without any other material like steel or iron.

Magic Purposes: They summon animals from forest. Wolves, bears, etc. They can detect life on long distances as they got evolved senses. They can also see when its night, create light , control creatures and all other types of magic.

Stealth Purposes: They are very agile. They move like a wind. Fast and silent.

Other Skills:

Usefull Factions: Mages Guild

Roleplay Restrictions: Do not kill normal animals (wolves, bears,deer,....). If you have Knights of the Nine expansion, use the boots of crusader, so natural animals wont attack you. Do not use any armour, just robes. Try to be any type of elf , mostly Wood Elf . Any other race is not good for roleplay. Do not live in cities, live somewhere in forest ( see mods , or if you cant use mods, live in some abandoned caves or abandoned houses). Try to be creative and think about druids, and use your immagination for roleplay.

Ideal Mod(s):
Druid Home - Adds huge tree to live inside. PERFECT for druid.
Path of the druid - Adds lots of nature spells, like summoning of all kinds of animals and using natural powers to destroy enemy.

And some more, just use search section on TES Nexus.
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Samantha Wood
 
Posts: 3286
Joined: Sun Oct 15, 2006 5:03 am

Post » Thu Jan 13, 2011 11:21 pm

Class: Murderer

Best Race: Dark Elf, doesn't really matter.

Specialization: Stealth

Attributes: Speed, Agility

Major Skills:

1. Sneak
2. Blade (strictly dagger)
3. Illusion
4. Security
5. Acrobatics
6. Marksman
7. Destruction
Description: Born in the Imperial city, living life as a peasant, as a child he was taught by his father the ways of stealth and secrecy. At the culmination to his manhood, the Murderers father had him kill an enemy of his. He was caught, and detained in the Imperial Prison, and his parents were murdered, ironically enough by the camona tong agenst based in the Imperial city. Planning for revenge, the Murderer is going to jointhe Dark Broherhood and strike out at the world that has shown him only pain and suffering.



Combat Purposes: Sneaks up on opponent, and slashes them to ribbons.



Magic Purposes: Practices in illusion, is sketchy at best.


Stealth Purposes: Is his strong point.


Other Skills: None.


Useful Factions: Thieves Guild, and Dark Brotherhood.


Roleplay Restictions:..
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Lady Shocka
 
Posts: 3452
Joined: Mon Aug 21, 2006 10:59 pm

Post » Thu Jan 13, 2011 10:02 pm

Class: Knight-Apothecary
Best Race: Redguard or Nord
Best Birthsign: Warrior
Specialization: Magic
Attributes (2): Endurance and Intelligence
Major Skills:
1. Heavy Armour
2. Blade or Blunt
3. Restoration
4. Alteration
5. Alchemy
6. Armourer
7. Athletics

Description:
Knight-Apothecaries fight alongside their close range allies and make sure they stay in good condition during battle using healing and protection magic. After a fight they repair armour and supply potions for the next encounter.

Combat Purposes:
Knight-Apothecaries fight alonside their allies and keep close to administer health and shielding. Heavy armour keeps them protected and two-handed weapons are ideal for maximum damage output. The ability to keep weaponry and armour intact is vital for long battles.

Magic Purposes:
Their magic keeps allies healthy and well protected. Potions prepared before battle can help if the Apothecarys magicka runs low.

Stealth Purposes:
Athletics help the Knight close in on enemies and reach allies to keep them on their feet.

Other Skills:
Illusion can be helpful sometimes. Since this class enjoys support paralysis can help alot against multiple enemies when he is alone.

Usefull Factions:
This class adapts well to all the guilds except Thieves and Brotherhood.

Roleplay Restrictions:
Try to find support whenever possible. If that support comes in the form of an ally try to keep them alive and resistant to enemy attacks. Keep large amounts of ingredients and pre-made potions at a home or safe-location. Since they are also knights they should be generally aligned with good. Dispose of poison safely and help others when possible.

Ideal Mod(s):
Any that offer companions, beneficial magic or expanded potion creation. I suggest Ruined Tail's Tale and Cleon, Butcher of Armindale on filefront. Both have their own questlines included. Ruined Tail is an assassin type and Cleon is a warrior.
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sara OMAR
 
Posts: 3451
Joined: Wed Jul 05, 2006 11:18 pm

Post » Thu Jan 13, 2011 8:57 pm

Greigor

Class: Peacekeeper
Best Race: Nord
Best Birthsign: Steed
Specialization: Stealth
Attributes (2): Strength and Speed
Major Skills:
1. Hand to Hand
2. Athletics
3. Acrobatics
4. Speechcraft
5. Illusion
6. Light Armour
7. Alchemy

Description:
Greigor is one of the last "Peacekeepers", an Order of Fighters dedicated to doing the right thing whether they have the laws support or not. Each time they encounter an enemy they try to reason with it. If it will not stop the actions upsetting the Order then they will be seen as a threat to ultimate peace and be executed.

Combat Purposes:
Fists are the peacekeepers chosen weapons as they do not cause too much bloodshed or carnage. They train in Light Armour for when the Order is called in to deal with a major threat but do not use it often.

Magic Purposes:
Illusion magic can help resolve conflict peacefully or quickly through use of charms and paralysis. Alchemy can be beneficial in healing and to stop the spread of disease. Both of these skills are usefull in halting the spread of choas.

Stealth Purposes:
Athletics and Acrobatics allow the peacekeepers to move around quickly and keep clear of their enemies. Speechcraft can help resolve situations peacefully.
Other Skills:
Weapons may be usefull but are not often chosen by peacekeepers. If weapons were to be used they would only be allowed in dire situations.

Usefull Factions:
Peacekeepers could be further adapted in stealth, magic, or combat from this template making them usefull in any guild. A peacekeeper should not join the Brotherhood or Thieves.

Roleplay Restrictions:
No weapons or armour unless it is absolutely neccessary. Wear basic clothes.
Try to resolve situations without killing or harming anyone.
Help citizens when possible.
Stay out of the public eye. Peacekeepers do not show off or brag about their work. Try to settle in a cave or remote area.
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Bambi
 
Posts: 3380
Joined: Tue Jan 30, 2007 1:20 pm

Post » Fri Jan 14, 2011 8:03 am

Sartarius

Class: Guardian
Best Race: Imperial
Best Birthsign: Thief
Specialization: Stealth
Attributes (2): Strength and Speed
Major Skills:
1. Blade
2. Acrobatics
3. Athletics
4. Alchemy
5. Marksman
6. Light Armour
7. Sneak

Description:
It has long been believed that Cyrodiil did not have an order of sanctioned assassins like Morrowinds Morag Tong. This belief is a lie but is also a usefull tool for the Imperial Guardians. The Guardians work alongside the remanants of the Order of Wardens ( last character post ) to ensure peace. Unlike Wardens the Guardians do not attack large groups of enemies. Their job is to kill the leader of enemy groups. Cut of the head and the body dies, or atleast becomes weak enough for the Wardens to finish off.

Combat Purposes:
Blades, especially of the shortsword and dagger variety are the chosen weapons of Guardians for their light-weight and speed. The Guardians also use bows but only when closing in is not an option. Although difficult, arrows can be traced putting back to the Guardians. They are also trained in light armour but only wear it when facing creatures or when locked in combat with multiple enemies.

Magic Purposes:
Some Guardians learn illusion and mysticism for its stealth use. This is not common however. Their Alchemy skills allow them to brew poison for tough targets.

Stealth Purposes:
Sneak, Acrobatic and Atheltic skill allow the Guardian to make a quick entry and exit during executions.

Other Skills:
There are no other skills required to become a Guardian but sometimes magic is used in their ranks. Specifically illusion and destruction.

Usefull Factions:
A Guardian would not join the Brotherhood or Thieves Guild. Fighters guild is possible and mages for magic specialist Guardians.

Roleplay Restrictions:
Wear a robe when possible and never go without a hood. Talk to as few people as possible. If anyone sees you without the hood they must die. Make it look accidental.

Ideal Mod(s):
Assassins Creed mods from filefront.
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Laura Wilson
 
Posts: 3445
Joined: Thu Oct 05, 2006 3:57 pm

Post » Fri Jan 14, 2011 1:41 am

Class: Great Wizzard aka Coward

Name: Rincewind ("Luck is my middle name. My first name is Bad")

Race: Male Breton*

Birthsign: Thief

Specialization: Stealth (Edit: There's a lot to be said for choosing Magic or even Combat instead so Player's Choice)

Favored Attributes: Speed, Luck

Major Skills: Athletics, Alteration, Conjuration, Illusion, Acrobatics, Sneak, Speechcraft

Rincewind is a character from Terry Pratchett's Discworld Universe novels. He's the universe's worst wizard whose only real talents are a gift for languages (Speechcraft and Illusion) and a good turn of speed and agility when pressed (Acrobatics, Athletics). He owns The Luggage, a many legged ambulatory trunk with a bite like a giant crocodile that defends its owner fiercely and has a bottomless storage capacity (Conjuration and Alteration was as close as I could get to this). Hiding/sneaking is his second choice for self-defense, talking his way out of trouble is the third choice. He saves the world on numerous occasions but never because he willingly sets out to do that. His most prized possession is his hat, a battered red cone-shaped affair with "Wizzard" stitched on it. (Why a man with a natural gift for languages spells wizard with two z's is known only to Terry Pratchett). He prefers to wear a red robe and sandals. His highest ambition is to hang out in Discworld's version of the Arcane University (Unseen University) where he serves as Professor of Cruel and Unusual Geography and/or the Librarian's assistant and lead a boring life.

* I used the console to give him female Breton stats which makes starting STR 30 and SPD 40.
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CRuzIta LUVz grlz
 
Posts: 3388
Joined: Fri Aug 24, 2007 11:44 am

Post » Fri Jan 14, 2011 6:29 am

Class: Arcane Archer
Best Race: Elven
Best Birthsign: The Thief / The Mage
Specialization: Stealth
Attributes (2): Agility, Luck
Major Skills:
1. Marksman
2. Light Armor
3. Sneak
4. Alchemy
5. Blade / Mysticism
6. Armorer
7. Illusion

Description: Arcane Archers are known for their great abilities with the bow. They prefer to stay in the background and try to reach maximal damage with minimal effort. Therefore, they hide in the shadows to do more critical hits and they poison their arrows to let the enemy die slowly. But this is not the only way of fighting for an Arcane Archer: They like to enchant their bows and arrows and they use Illusion to confuse their opponents. When it comes to melee, they use their great illusion skills to incapacitate their enemies, or they make them turning against their allies. Or they get invisible and hide again to do another critical shot with the bow.

Combat Purposes: Arcane Archers try to avoid melee Combat. When it comes to fight, they usually use daggers or short swords, something that doesn't take to much space in their bag.

Magic Purposes: They are called Arcane Archers because they tend to use Magic more then normal Archers. They use the wide range of Illusion spells to distract their enemies and enchant their weapons. Therefore, they also use Soul Trap Spells. Some Arcane Archers use Mysticism as Major Spell for getting more powerful Soul Traps and the Life Detect Spell. But most of them use it as minor skill since a weaker Soul Trap Spell can already be used as Novice and is powerful enough for their needs.

Stealth Purposes: As they are Archers, they rely on the Bow most of the time. Arcane Archers only attack enemies when its really necessary, they prefer to just sneak around them since it would be a waste of enchantment loads, arrows and poisons. They also tend to take much more time then other classes to prepare for a fight since they want to set the ideal scene for the fight.

Other Skills: Mysticism for Soul Trap and maybe Conjuration for Daedric Summonings - Dunmer Arcane Archers rely on the Daedra and tend to call them for help in fight. Block could also be important for melee situations.

Usefull Factions:
+ Mages Guild for enchanting bows and gaining greater power in Illusion. Arcane Archers are interested in Magic.
+ Thieves Guild. This is the perfect chance for Arcane Archers to improve their sneak skills and use them for something "good" (in a way).
+ Dark Brotherhood. Not for everybody. Arcane Archers can be good or evil. If they're evil, the dark brotherhood fits perfectly. Arcane Archers like to assassinate single targets rather than make their way through dungeons and their poisons and sneak abilities are perfect for assassinations.
- Fighters Guild. You can definetly say that this Guild does not fit, because Arcane Archers try to avoid Combat as much as possible and they wouldn't get along with the quests of the Fighters Guild. They like to do quests with not that much enemies, with a single aim and where they can use their stealth skills.



Roleplay Restrictions:
- Do not run straightly into Dungeons, especially if you have no aim or reason to do it. Arcane Archers never do anything without a particular aim and they never go unprepaired into a fight.
- Try to be carefully, maybe slightly paranoid. People have to acquire your trust.



Ideal Mod(s):
You generally don't need any mods for this class. But Thieves Arsenal (+Mission Zero) would be a good addition, since it offers you much equipment for stealthy types like Water Arrows. That would fit to Arcane Archers since they prepare very well for fight.
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electro_fantics
 
Posts: 3448
Joined: Fri Mar 30, 2007 11:50 pm

Post » Fri Jan 14, 2011 9:26 am

]
Name: Ranger
Specific Race: Dunmer/Bosmer
Usual Specialization: Stealth
Usual Birthsign: The Steed/Thief


Class: Ranger
Attributes (2): Agility Speed/willpower/strength
Major Skills:
1. Blade
2. Block/Light Armor
3. Alchemy
4. Armorer
5. Marksman
6. Sneak
7. Restoration

This class is about sneaking up to an opponent and shooting them with some type of poisoned arrow, then running away while still shooting them and casting restoration spells when taking damage.
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Prue
 
Posts: 3425
Joined: Sun Feb 11, 2007 4:27 am

Post » Fri Jan 14, 2011 5:50 am

Class:(Custom Class) Dark Ranger
Best Race:Wood Elf (Bosmer)
Best Birthsign: The Thief
Specialization:Stealth
Attributes (2): Agility, Speed
Major Skills:
1.Marksman
2.Sneak
3.Athletics
4.Block
5.Security
6.Acrobatics
7.Light Armor

Description: Nimble, silent, and extremely accurate; this ranger is able to shoot you down from a mile away sneak past your guards, and still raid your houses precious gems. If somehow the ranger is caught it's able to block your attacks and recoil you backwards; hope that it runs for if not 3 arrows are in your heart.

Combat Purposes: Marksman, Block: Shoot down enemies from far away, and be able to defend yourself properly

Magic Purposes: None: This is a ranger; not a wizard.

Stealth Purposes: Sneak, Security: Wave in and out of houses without being seen and be able to have some nice loot at the end of the day.

Other Skills: Athletics, Acrobatics, Light armor: You need to be able to run away and climb up mountains to escape conflict; the armor is just a safety plan.

Useful Factions: The Thieves Guild, The Fighter's Guild, The Dark Brotherhood.

Role-play Restrictions: Just don't expect to be liked much, your a born thief and killer. Just a heads up!
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Dan Endacott
 
Posts: 3419
Joined: Fri Jul 06, 2007 9:12 am

Post » Thu Jan 13, 2011 11:20 pm

Shadow Archer:
Race:Dunmer
The Thief/Steed:
Specialisation: Stealt
Stats (2): Agility, Willpower
Major Skills:
1.Marksman
2.Illusion
3.Alteration
4.Sneak
5.Restoration
6.Blade
7.Light Armor/Block

The Shadow Archer is an assasain who uses mainly bows and magic, and sometimes a sword. It is good to have Alchemy as well to poison arrows. The reason I called this class a "Shadow Archer", is becuase he (or she) is untouchable, using speed, poisoned arrows and alteration to stop from taking damage, allthough he ussually kills them before they know that there being attacked. :

Combat Purposes:Shadow Archers rarely use a sword, allthough sometimes when an opponent is to fast to backtrack, or you are fighting in an enclosed space, it is nececary.

Magic Purposes: Magic is only used defensivly, and ussually wont be used to directly do damage. It is used mainly for invisibility, silencing mages, snd defensive shields.

Stealth Purposes: Used for sneaking up on opponents then killing them with a headshot

Usefull Factions: Whatever

Roleplay Restrictions:None

Ideal Mod(s): Theres one to unknock arrow...
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James Rhead
 
Posts: 3474
Joined: Sat Jul 14, 2007 7:32 am

Post » Fri Jan 14, 2011 1:56 am

Name: Warren
Class: Custom (Adventurer)
Best Race: Breton
Best Birthsign: The Apprentice (100 Magicka Bonus, 100% Weakness to spells)
Specialization: Magic
Attributes (2): Intelligence, Willpower.
Major Skills:
1. Conjuration100
2. Blade 121
3. Heavy Armour 110
4. Light Armour 100
5. Illusion 113
6. Armorer 74
7. Alteration 100

Description: Powerleveled. All stats 100 or over.

Usefull Factions: Head of all guilds.

Ideal Mod(s): Xbox 360 platform version. No mods.
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Rachael
 
Posts: 3412
Joined: Sat Feb 17, 2007 2:10 pm

Post » Fri Jan 14, 2011 12:34 am

Name: Reagle
class: God
race: nord
Birth sign: The mage
specialization: Magic
Attributes: strength, intelligence
Major skills:
1.Conjuration
2.Blade
3.Heavy Armour
4.Alteration
5.Illusion
6.destruction
7.Restoration

Description: The gods use lots of magic and a bit of combat to fight their enemy they usually go in close and deal massive amounts of damage and take lots of damage to. If a god uses all his powers he is virtually unstoppable. They are fantastic at destroying anything in their path. They have so much magicka they can conjure the most deadly creatures, increase their armour by 50% , increase all their stats to over 100 and skills just by using a few spells. they also have spells to turn invisible and sneak very well.
they can heal them self easily. they are also holy and have no evil. the gods are the watchers of tamriel.
this god was the one who stoped the oblivion invasion. he was the one who was there when martin killed marhunes dagon. he is the over seer of cyrodiil.

useful factions:all of them

role playing restrictions: none you will be utterly amazing and godly

ideal mod(s):none

platform: ps3
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ILy- Forver
 
Posts: 3459
Joined: Sun Feb 04, 2007 3:18 am

Post » Fri Jan 14, 2011 7:16 am

Class: Robin Hood
Best Race: Bosmer
Best Birthsign: The Thief
Specialization: Stealth
Attributes (2): Speed, Agility

Major Skills:
Marksman
Blade
Light Armor
Block
Acrobatics
Sneak
Alchemy/illusiom


Description: Flamboyant and confident, he is an expert of the bow and uses his abilities to prey on the powerful and give back to the infirmed

Combat Purposes: Sneak attacks with bow from distance, shortsword and shield upclose for speedy striking and parries

Magic Purposes: illusion, mainly for invisibility

Stealth Purposes: Stealth first, usage of sneak attacks and even avoiding battle, steath needed to steal and loot, and get away from guards of course.

Other Skills:

Usefull Factions: Theives guild without a doubt as this will be the forte of Robin Hood, also Main Quest

Roleplay Restrictions: Play with a disdain for the rich, never allow yourself to live the luxurious life. Avoid cold-blooded murder if possible. Give to beggars often. Steal from castles. Play the thieves guild. Use a bow mainly, make sure your marksman level is at or neat 100 as Hood's marksmanship was legendary. Be quick, avoid going to prison.

Ideal Mod(s): I play vanilla
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MARLON JOHNSON
 
Posts: 3377
Joined: Sun May 20, 2007 7:12 pm

Post » Fri Jan 14, 2011 8:58 am

My class... Vaermina and Sheogorath ftw :bowdown:

Class: Soulwrath
Best Race: Bosmer/Dark Elf
Best Birthsign: The Thief
Specialization: Stealth
Attributes (2): Speed, Agility

Major Skills:
Blade
Stealth
Marksman
Atheletics
Mystysm
Security
Light Armor

Description: Daedric worshipping cult, spreaded over all of Tamriel called "Soulwraths". As they are dark they are mad. They worship two of the Daedric princes, the worship Vaermina for her "loving" torture and nightmares, they also worship Sheogorath for his madness... The Soulwrath's steals the souls of their victims, drain if you'd like... They attack and kill quick yet silently. The Soulwraths kills for ritual's sake, sacrificing innocent blood to nourish their bond with their God and Godess. The Soulwraths favourite a blade or bow engulfed dark "shades", and mostly wear red robes with inscriptions. The Soulwraths must be an experienced assassin and is forced to train with Dark Brotherhood Agents.

Combat Purposes: Quick kills with a blade or a bow.

Magic Purposes: Soul draining... They collect souls for rituals.

Stealth Purposes: Stealth first then stab/shoot with a bow.


Usefull Factions: Dark Brotherhood, for their expertise.

Roleplay Restrictions: Quiet, stays in the background, mostly mumbling on daedric. Always holds their promises. Love blood and gore... Always feel bloodlust... Ready to strike at an innocent victim.

And for some weird reason, they simply love Cheese Vedges...
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Mandy Muir
 
Posts: 3307
Joined: Wed Jan 24, 2007 4:38 pm

Post » Fri Jan 14, 2011 1:00 am

Class: Revenant
Best Race: Breton
Best Birthsign: The Thief
Specialization: Stealth
Attributes (2): Agility and Willpower
Major Skills:
1.Blade
2.Destruction
3.Illusion
4.Sneak
5.Restoration
6.Block
7.Acrobatics

Description: A stealth based thief/assassin, this character is good with both magic and the blade. Has a nice regen of mana so he can constantly be casting spells against any foe and is also good with a blade. Prefers the touch magics as he likes to get in close and stab away, then sneak out with his Illusion magic.

Combat Purposes: Sneak in, stab them from behind, and sneak back out unnoticed.

Magic Purposes: Destruction to burn his enemies to the ground, Restoration to pull himself from the grasp of death, and Illusion to fool his enemies into not knowing he is there.

Stealth Purposes: Sneaking up to his prey and silencing them before they can scream.

Other Skills: Acrobatics and alchemy are both musts, though alchemy can be a minor skill for its poisons.

Usefull Factions: The Dark Brotherhood. Thief's Guild.

Roleplay Restrictions: Evil, cunning, not afraid to infiltrate the deepest recesses of each city.

Ideal Mod(s): Assassin's Creed 2 Revisited, Imperial Manor House mod, OOO, MMM, and some small others for graphical purposes.

This is my first character in Oblivion and I have to say, I am absolutely OBSESSED. His dark nature and cunning skills make him a formidable opponent and it is a blast to roleplay his evil deeds.
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Quick draw II
 
Posts: 3301
Joined: Thu Nov 08, 2007 4:11 pm

Post » Fri Jan 14, 2011 3:41 am

Class: Brute
Best Race: Orc, Nord, possibly Redguard
Best Birthsign: The Warrior
Specialization: Combat
Attributes (2): Strength, Endurance
Major Skills:
- Blunt
- Hand to hand
- Block
- Heavy Armor
- Armorer
- Athletics
- Restoration/Alteration

Description: The Brute is your standard warrior wielding A massive warhammer and covered completely in solid armor. They are the 'tanks' of Oblivion; charge in and dish out as much damage as you can, while taking minimum wounds because of your superior armor. In combat, you are quite possibly the fiercest warrior alive, although not the brightest. Brutes never give up or flee; if you find yourself low on health, then either die or finish the fight quickly. If you choose restoration as a major skill, you should not have any healing spells. The only ones a brute will use are shield and fortify attack/defense skill. If you choose to join a guild, brutes are not leaders, they do not think much for themselves. The best thing for a brute to receive orders on what to do and kill, and have little independent thinking along the way. As for interacting with other people, the brutes extremely dumb; your not going to have much coercion skill or many intelligent conversations.

Combat Purposes: You should use a warhammer, battleaxe, or any kind of two handed weapon for maximum damage. As for strategy, charge into battle swinging and don't let up until the last enemy lies dead.

Magic Purposes: If you use restoration, then you should have some Fortify Strength/Blunt spells in order to increase damage. If you choose alteration, then you should use shield spells to increase your armor.

Stealth Purposes:
None

Other Skills: Fighting, fighting, fighting

Useful Factions: Fighters Guild, Arena

Roleplay Restrictions: Full heavy armor, warhammer/battleaxe/2 handed weapon, only shield/fortify spells

Ideal Mod(s): Any mods that enhance combat like Deadly Reflex 6 or Unnecessary Violence 2. Also, any mods that add fighting factions, particularly The Blackwood Company.
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Monika
 
Posts: 3469
Joined: Wed Jan 10, 2007 7:50 pm

Post » Thu Jan 13, 2011 7:40 pm

Class: The Pugilist
Best Race: Redguard, Orc
Best Birthsign: Steed
Specialization: Stealth
Attributes (2):Strength, Agility
Major Skills:
1.Hand to hand
2.Athletics
3.Acrobatics
4.Sneak
5.Security
6.Marksman
7.Light Armor

Description:
Hearkening back to the honorable (and, sadly, illegal) pugilistic societies of Tamriel's underground, this boxer chooses to settle altercations with nothing other than his trusty body. Unfortunately for him, the monsters, bandits, marauders, ruffians, no-goods, (etc.) choose to fight dishonorably with their swords and their axes and their spells.

After several unsuccessful attempts at direct combat, the Pugilist learned that he must take some of these dishonorable traits into his own. Naturally, he chose the skills that played off his athletic prowess.

Combat Purposes: Delivering one satisfying crack to your opponent's skull, followed by a quick jab to their temple. In most cases, honorable combat is suicidal. You may brandish a weapon to even the scales of the fight.

Magic Purposes: Restorative purposes, as needed.

Stealth Purposes:Your natural athletic talents give you the ability to run megamarathons, leap tall buildings, and crouch for weeks at a time. Use these abilities against your foes, as--given the opportunity--they will use them against you. Execute guerrilla tactics with deadly precision, dodging earth-shattering blows and following up with a quick jab to the jaw.

Your athletic abilities have also given you amazing nimbleness with your extremities. Locks cringe when they hear your footsteps, and sometimes open themselves.

Other Skills:Block, though this is largely against enemies with weapons (read:everything)

Usefull Factions:Fighter's Guild, Thieve's Guild.

Roleplay Restrictions:Your fists are your foremost weapons of mass destruction. However, there are a few cases where you must switch to weaponry because not doing so will result in your death (the ultimate dishonor, as an honorable pugilist match isn't to the death.)
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Bee Baby
 
Posts: 3450
Joined: Sun Jun 18, 2006 4:47 am

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