Oblivion Character Database.

Post » Thu Jan 13, 2011 9:14 pm

Class: God
Best Race: High Elf
Best Birthsign: Atronach/The Mage
Specialization: Magic
Attributes (2): Endurance, Intelligence/Willpower
Major Skills:
1. Destruction
2. Alchemy
3. Blade
4. Heavy Armor w/ fortify health enchantments or reflect damage/spell
5. Illusion
6. Mysticism
7. Conjuration

Description: You are a God. Nothing can stop you. blow away enemies with destruction magics or chop them to pieces with your longsword. Summon your minions to fight for you. you know everything about nature, which plants are beneficial to you and which can be used for poisons. Use illusion to force others to like you. capture your enemies souls and use them for enchantments.

Combat Purposes: Generally you would let your minions do your fighting for you or blast them away with destruction magic, however if you wish, you could slash your enemies in half if you wish.

Magic Purposes: You can summon your minions to fight for you or blast them away with destruction magics. capture your enemies souls and use them to your advantage.

Stealth Purposes: Gods have no need for stealth as they are allpowerful. however if you wish you could enchant your armor with chameleon to strike without being seen.

Other Skills: speachcraft or mercantile to buy and sell your enemies items.
Usefull Factions:
+ Mages Guild for enchanting and gaining greater power in destruction, illusion, Mysticism, and conjuration.
+ Arena to show off your prowess.
+ Fighters Guild. optional



Roleplay Restrictions:
- none

Ideal Mod(s):
Wizards tower, Shivering Isles
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Erin S
 
Posts: 3416
Joined: Sat Jul 29, 2006 2:06 pm

Post » Fri Jan 14, 2011 3:44 am

Class: Trial Lawyer
Best Race:Imperial
Best Birthsign:The Serpent, for you are a snake
Specialization:Stealth. Your true intentions are always hidden.
Attributes (2): Personality, Willpower
Major Skills:
1.Mercantile -- Good for determining what exorbitant fee you are going to extort from your next victim. (Hint: it's always arbitrary)
2.Speech -- How else will people ponder your rhetorical questions?
3.Illusion -- Covering up your lies and fallacies has never been easier.
4.Destruction -- Think of how much damage you do to society. Clearly, making orphans starve is on your list of "lesser known feats."
5.Acrobatics -- Dodging the truth done right.
6.Hand-to-Hand -- Sometimes, getting the right evidence (or outcome) requires a little more physical effort.
7.Alteration -- The water-breathing skill here is very important. How else will you swim with your fellow sharks?

Description:The tongue is mightier than the sword. The tongue foments wars between nations; it turns brothers into enemies; it makes men waste away, impoverished. With the proper finesse, the tongue can give a man riches beyond his wildest dreams. Riches he doesn't deserve, as they were someone elses riches, extorted from careful and calculated use of the tongue.

As a trial lawyer, you take the application of the tongue even further. Combined with magicks and even some physical qualities, you legally pilfer the coffers of anyone who is unfortunate enough to have met you. This is all done in a twisted and corrupted view of justice.

Combat Purposes: When words can't do the talkin', your fists can.

Magic Purposes: Calming foes (only to ruin them later).

Stealth Purposes: Your ability of stealing doesn't require stealth.
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benjamin corsini
 
Posts: 3411
Joined: Tue Jul 31, 2007 11:32 pm

Post » Fri Jan 14, 2011 2:07 am

Class: Shadow Soul (Not a fan of the name, but couldn't think of anything better)
Best Race: Bosmer
Best Birthsign: The Thief
Specialization: Stealth
Attributes: Agility, Luck
Major Skills:
1. Acrobatics
2. Athletics
3. Blade
4. Illusion
5. Light Armor
6. Marksman
7. Sneak

Description: The Shadow Soul is not a thief, nor a burglar. He is a protector from the shadows, a person who is dedicated to rooting out what would compromise the order of the world. They tend to work alone, and the true sign of the Shadow Soul is a room of enemies whose last thought was not of prayer, and whose last sight was not their killer. They had no idea they were about to die, and they even failed to notice that there was even a threat.

Combat Purposes: The Shadow Soul favors ranged attacks, those he is trained with blades in the unlikely case that he is discovered. He is not a toe-to-toe fighter, and prefers to use his wits and natural dexterity to overcome his opponents.

Magic Purposes: Various Shadow Souls are known to employ Illusion magic, whether it is for hiding from those whose sight you would not normally be able to or to add to the darkness necessary to ambush your opponent, the Illusion school lends itself well to Shadow Souls.

Stealth Purposes: The Shadow Soul, as the name might imply, is fairly reliant on stealth. From Sneaking to Markmanship, the Shadow Soul uses the tools of a rogue to accomplish their objectives.

Usefull Factions:
Mages Guild - Shadow Souls will benefit greatly from some custom spells and enchantments.

Roleplay Restrictions:
-Never Steal
-Never Murder
-Never Brag or Admit Fame
-Dress in unassuming clothes
-When combat threatens (in dungeons/Oblivion planes/etc.), do not run, Sneak everywhere and drop enemies before they notice you.

Shadow Souls are not necessarily Good, but they are Lawful. They are not someone who breaks in and takes anything they find. Shadow Souls are devoted to protecting their home and their world within the confines of both the shadows and the law.
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Vicki Gunn
 
Posts: 3397
Joined: Thu Nov 23, 2006 9:59 am

Post » Fri Jan 14, 2011 4:23 am

Class: Stealth Ops
Best Race: Wood Elf, Dunmer, Khajit
Best Birthsign: The Thief
Attributes (2): Agility, Luck
Major Skills:
1. Athletics
2. Alchemy
3. Illusion
4. Sneak
5. Marksman
6. Acrobatics
7. Blade

Description: This character relies on stealth.

Combat Purposes: He avoids combat, or looks for a sneak hit, shortswords for backups.

Magic Purposes: Alchemy is used to make money and poisons, illusion for many useful things to a stealth character.

Stealth Purposes: This character is perfect for stealth

Other Skills: The Ability Command Creature can be used.

Usefull Factions: Thieves Guild, Dark Brotherhood, Fighters Guild, Arena

Roleplay Restrictions: Stealth, cunning and tactics first! Tactics like paralyzing, sneaking, poisoning etc.
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Devin Sluis
 
Posts: 3389
Joined: Wed Oct 24, 2007 4:22 am

Post » Thu Jan 13, 2011 9:30 pm


Class: The Juggernaut, B*tch

Best Race: Nord, Orc, Redguard

Best Birthsign: The Warrior

Specialization: Combat

Attributes: Strength, Endurance

Major Skills:
1. Block (don't you know who the f**k I am?)
2. Blunt (pimpsmack yo a*s, b*tch!)
3. Heavy Armor (this suit is so tight)
4. Athletics (where the f**k you think you goin?)
5. Armorer (these motherf*ckers ripped my suit!)
6. Hand to Hand (I'm ready to beat his a*s)
7. Restoration (I'm bad, I'm the baddest motherf*cker in the world)

Description:
Strictly speaking, the baddest motherf*cker in the world. You've never seen a costume like his.

Combat Purposes:
He's gonna kill him, he's gonna r**e him, and he's gonna eat his f**king costume, just wait.

Magic Purposes:
What the f**k is this sh*t? Oh, he's trippin' off acid.

Stealth Purposes:
Shouts, "It's the Juggernaut, b*tch" every time he enters a room. This is the only way he can breathe, because his suit is so tight.

Other Skills:
Has been known to beat Charles with Charles, and others with they own pimp. He's also made of laffy taffy, motherf**ker.

Useful Factions:
none.

Roleplay Restrictions:
Just be the Juggernaut, b*tch. For further education on this class, please refer to http://www.youtube.com/watch?v=zgAPFKDL6Sg of a real, live Juggernaut.

Ideal Mod(s):
OOO, because he bout ready to kill this b*tch.

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Daniel Lozano
 
Posts: 3452
Joined: Fri Aug 24, 2007 7:42 am

Post » Fri Jan 14, 2011 10:06 am

Class: Firebrand

Best Race: Argonian

Best Birthsign: I chose The Serpent, but you're more than welcome to try what you like.

Specialization: Stealth

Attributes (2): Agility, Intelligence

Major Skills:
1. Alchemy
2. Blade
3. Marksman
4. Destruction
5. Light Armor
6. Sneak
7. Security

Description: Argonians have never enjoyed the status of first-rate citizens in Tamriel. They reside in the marshes of their own accord; in the cities, though, they are met with a murmuring general disdain. The recent annexation of Morrowind has led to an increasing prevalence of slavers in the Black Marsh, and the silence of governing Imperial authority on the matter is disquieting for the Argonians. Many participate in black market trading as a lucrative method of payback against "the Man," but the few Argonian intellectuals desire a much more drastic structural change in policy. Even fewer have begun resulting to civil disobedience-- even sabotage or coordinated acts of violence-- in order to obtain a voice in the Empire. Upon your jailing, for sinking a Vvardenfell-bound trading vessel on the Imperial City waterfront, the fellow prisoners (except for, of course, the Dunmer) have begun to emit an invisible mourning: that maybe justice will never truly come for the the Argonians. But maybe the Divines will provide an egress from rage and vengeance...

Combat Purposes: The Firebrand is capable to defending his or herself, but only for a short time. There's no need to be picky over what type of blade to use, when any will do. The bow is a much better choice for the unaware patrol.

Magic Purposes: Destruction magic is good for any necessary amount of damage supersedes the capability of your blade or bow. Alchemy is a direct result of intellectuality and the natural affinity of your poisoned blade or arrow for an unsuspecting back.

Stealth Purposes: The Firebrand is a natural sneak. The unseen revolutionary proves over and over that nothing is safe from the vengeful hands of a scorned Argonian.

Other Skills: Alteration is a very Argonian style of magic, if there ever was one. Speechcraft is a useful skill to improve upon as a political dissident. Mercantile may be another skill the character may have received in a contact buzz from fellows in the black market.

Useful Factions: The Firebrand's general disdain for establishments (the Arena, Fighter’s Guild, etc.) would prevent him or her from joining a faction in word, deed, or otherwise. However, this depends on who you choose to trust or take advantage of. They would not necessarily be a part of the black market, but definitely harbor hatred for the slavers. By no means would this character ever submit allegiance to the smug and ignorant Blades.

Roleplay Restrictions: Feel for those in need or otherwise oppressed. Use a crooked and vigilante style of justice in approaching any moral difficulty. Make sure to provide Imperial City guards with a headache whenever you find the time.

Ideal Mod(s): No Psychic Guards is a must.
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Anne marie
 
Posts: 3454
Joined: Tue Jul 11, 2006 1:05 pm

Post » Thu Jan 13, 2011 7:52 pm

Class: Infiltrator
Best Race: Redguard
Best Birthsign: Mage
Specialization: Combat
Attributes (2): Strength, Agility
Major Skills:
1. Blade
2. Block
3. Sneak
4. Security
5. Marksman
6. Conjuration
7. Alteration

Description: Used to silently and tactically sneak into enemy establishments, the Infiltrator is usually the first sent into battle, as it is to lighten the resistance for its comrades.

Combat Purposes: Silently picks off guards and scouts from afar, but can handle itself in close combat if necessary.

Magic Purposes: Used to become invisible, chamelion, and bound armor to itself in case of detection.

Stealth Purposes: Sneaks past front lines and silently eliminates enemies.

Usefull Factions: Thieves Guild, Dark Brotherhood

Roleplay Restrictions: Only do realistic things, as in, not attacking a base full of 30 bandits alone, travelling in snow without wearing fur, etc.
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LijLuva
 
Posts: 3347
Joined: Wed Sep 20, 2006 1:59 am

Post » Fri Jan 14, 2011 12:05 am

Class: Vampiric Wizard
Best Race: Dunmer/Breton
Best Birthsign: The Mage/The Thief
Specialization: Magic
Attributes (2): Willpower and Intelligence if Dunmer, Agility and Endurace if Breton
Major Skills:
1. Hand to Hand
2. Destruction
3. Conjuration
4. Restoration
5. Alteration
6. Illusion
7. Sneak


Description:
A Magic/Stealth hybrid.
Become a Vampire and use your increased Hand to Hand and Destruction skills to rain death on your enemies.
You will be able to Sneak through places, land Sneak Critical Hits, Heal yourself, Shield yourself, Summon powerful beings and Stun others.
Make your character really old, combined with the Vampire characteristics it looks great.


Combat Purposes:
Use Hand to Hand, combined with your Magical skills to Summon, Shield, Attack. Stun and Heal.


Magic Purposes:
Great at Magic, being his main form of attack.


Stealth Purposes:

Great for stealthing, using Hand To Hand for landing Critical Hits.


Other Skills:
Use Alchemy to create potions, train Block and maybe Mysticism.


Usefull Factions:
Dark Brotherhood: Nice way of acquiring several great items, like the Black Hand robe.
Thievies Guild: This is a great stealth character, given the Vampire powers.
Mages Guild: One of youre most important Guilds, you will need it for items and for creating spells and enchanting your items.


Roleplay Restrictions:
Use a secluded House, like the Dark Brotherhood Headquarter (sleep on the vampires bench), the Black Hand cave, or some other dark place.
Keep Bottles of Human Blood in your house, and items like skulls, bones and other Vampire things.
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Lou
 
Posts: 3518
Joined: Wed Aug 23, 2006 6:56 pm

Post » Fri Jan 14, 2011 9:44 am

Class: Elite Battlemage (or any name you want really, but i think elite battle mage fits it better)

Best Race: Orc or Redguard, but i use Imperial because orcs and redguards are way 2 ugly and are much better at combat, so not very apropriate.

Best Birthsign: The Warrior

Specialization: Combat

Favorite Attributes: On the imperial sewers you should choose Strenght and Endurance. When you level up choose Strenght, Inteligence and Willpower. You will probally get 100 (max) Strenght first, when you get that start putting points on Endurance.

Major Skills:

1. Blade (or Blunt, but the blades are more powerful [Umbra, Goldbrand...])
2. Block
3. Heavy Armor
4. Armorer (or Athletics, so you can level a bit faster)
5. Destruction
6. Restoration
7. Conjuration (or Illusion, its just to distract your enemies)

Description: Elite Battlemages are more skilled whith a weapon than whith Magic, they use Magic to distract their enemies in combat, to heal themselves and to burn or eletrocutate them while distracted.

Combat Purposes: Using a longsword and shield (magic ones too) and heavy armor they have a lot of defense, but not very nice damage so they need to use magic.

Magic Purposes: Destruction will help you do more damage, Restoration you will use to heal yourself or to drain attributes/health/magicka/fatigue, Conjuration to summon enemies to aid you in battle and to distract your enemies, illusion is kinda useless just helps a bit in the dungeons (light spell, torches don't help much).

Stealth Purposes: They are not a Stealthy class.

Other Skills: You also want to train a bit in Alteration because of the shields, and Illusion (should you pick Conjuration) because of the light spell.

Usefull Factions: Fighters Guild, Mages Guild, The Arena. (but i joined all guilds, The Dark Brotherhood and Thieves Guild have very nice rewards but since you are not a stealthy class it will be hard.)

Equipment: Get Daedric or Madness set of armor (including shield) then enchant it whith fortify inteligence, willpower, strenght, endurance, or/and health. You should use the sword Umbra or the Goldbrand, or Shadowbrand. Or a custom weapon, i recommend one whith 5 Shock, Frost, and Cold damage, Drain 15 points of Health. Jewelery you should get something that gives you feather 50 or more points, fortify strenght, endurance and inteligence. Ring Of Hapiness, Black Band, and Heart Of Cruelty (not sure if that is the exact name) are good choices.

Roleplay Restrictions: Don't join The Dark Brotherhood and/or The Thieves Guild like i did, don't use the duplication glitch to make yourself a god.

Ideal Mod(s): I play on the Xbox 360 so i don't know.
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Shelby McDonald
 
Posts: 3497
Joined: Sat Jan 13, 2007 2:29 pm

Post » Fri Jan 14, 2011 3:27 am

Name: Lizard. Not very unique and a bit silly, I know.
Gender: Female.
Class: Battlemage.
Best Race: Argonian.
Best Birthsign: The warrior.
Specialization: Combat, magic and stealth.
Attributes (2): Strength, Intelligence, Willpower, Agility, Speed, Endurance, Personality, Luck.
Major Skills: , .
1.Blade
2.Blunt
3.Alchemy
4.Alteration
5.Conjuration
6.Destrusction
7.Mysticism

Description:
My argonian is a fighter and a mage. She wants to be the best at everything, thus, she is apart of every guild and she works her way to the top because after all, she was a simple and weak argonian prisoner before.

Combat Purposes:
Since she is a fight and a mage, she uses both weapons and magic during combat. When ever she can, she will strike without being noticed using a magic spell or a bow and arrow. On occasion, she will conjure up a creature to fight for her while she waits for the perfect time to strike. We fighting head on, she also uses a sword and a creature she summons.

Magic Purposes:
Do magic when hidden. Sneak attack. Summon creature when help is needed.

Stealth Purposes:
She only sneaks when she knows she can't be seen or noticed.

Other Skills:
Since she want to be the best at everything, she trains to increase ALL skills.

Usefull Factions:
Mages guild, fighters guild, thieves guild, dark brotherhood, Arena, main quest ect ect.

Roleplay Restrictions:
DO EVERYTHING. Every quest form every fraction. She is neither bad nor good. Good role playing balances out the bad role playing.

Ideal Mod(s):
No mods. Only vanilla.
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Jerry Jr. Ortiz
 
Posts: 3457
Joined: Fri Nov 23, 2007 12:39 pm

Post » Fri Jan 14, 2011 1:37 am

Class: Mystic
Best Race: High Elf
Best Birthsign: The Atronach
Specialization: Magic
Attributes (2): Intelligence, Willpower
Major Skills:
1. Alteration
2. Blunt
3. Conjuration
4. Destruction
5. Light Armor
6. Mysticism
7. Restoration

Description: The Mystic is a great fighter, constantly attacking enemies with Destruction magic, and the occasional swing of a hammer or axe. They are great at strengthening themselves, and at the same time weakening their foes. They often have a deep hatred of Necromancy, so they try to kill its practitioners whenever possible.

Combat Purposes: They blast away at their enemies with Destruction magic, and they go in for the killing blow with a blunt weapon.

Magic Purposes: They are good for buffing yourself and your allies, as well as weakening and harming your opponents. Also useful for breaking locks via Alteration magic.

Stealth Purposes: Not recommended for stealth. However, you can cast Invisibility spells to sneak around a building easily, or gain the upper hand on foes with a sneak attack.

Other Skills: Increase your Block skill for when magic is not an option, as well as Alchemy to make some very important Restore Magicka potions.

Usefull Factions: The Mages Guild, and perhaps the Fighter's Guild.

Roleplay Restrictions: Become the Arch-Mage as soon as possible, and spend a lot of time hunting Necromancers.

Ideal Mod(s): None.
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trisha punch
 
Posts: 3410
Joined: Thu Jul 13, 2006 5:38 am

Post » Thu Jan 13, 2011 11:38 pm

I would just make one change..for the race choose argonion. can breathe underwater..lesss likely to get disease and cant be poisoned! MY majors were blade, light armour, destruction, illusion, marksman, security and sneak...ohhl and the shadow as birthsign.
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louise hamilton
 
Posts: 3412
Joined: Wed Jun 07, 2006 9:16 am

Post » Fri Jan 14, 2011 12:58 am

Class: ShadowScale
Best Race: Argonian
Best Birthsign: The Shadow
Specialization: Stealth
Attributes (2): Strentgh and Agility
Major Skills:
1. Blade
2. Destruction
3. Illusion
4. Marksman
5. Light Armour
6. Security
7. Sneak

Description: An assasin trained in the art of stealth and assasination.

Combat Purposes: Blade just in case they have a magic shield or whatever.

Magic Purposes: Destruction to assasinate and Illusion to sneak around and see through walls and stuff.

Stealth Purposes: EVERYTHING you can do anything stealth wise.

Other Skills:

Usefull Factions: Any faction

Roleplay Restrictions: I dont know..I tried acting like a real assasin by only wearing my assasin clothes ( Shrouded Armour ).. but it gets annoying at times.

Ideal Mod(s):
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April
 
Posts: 3479
Joined: Tue Jun 20, 2006 1:33 am

Post » Fri Jan 14, 2011 12:55 am

ZakariusSvedlin
Tactician
Male
Imperial
The Lady
Combat
Speed, Endurance
Conjuration, Alteration, Restoration, Marksman,
Athletics, Blade, Armorer

Description: Class I designed to accommodate my very diverse tastes in gameplay. Slightly geared toward Combat but offers a bit of everything, also decent for efficient leveling if your into that.

Combat Purposes: Just a gold ol sword and shield guy.

Magic Purposes: I primarily use Magic to buff and support the combat, ie using conjured weapons and Alteration shields.

Stealth Purposes: A little short in this department with the agility deficiency and no sneak boost, but a little training can fix it.

Other Skills: You could make him more Mage-like and use the magicka a diferent way. He is versatile.

Usefull Factions: All of them. The fact that hed be in all factions was part of his design.

Roleplay Restrictions: I raise all female Bosmer's dispositions to 100.

Ideal Mod(s): Vanilla (PS3 guy)
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Invasion's
 
Posts: 3546
Joined: Fri Aug 18, 2006 6:09 pm

Post » Fri Jan 14, 2011 3:11 am

1. First Build when i got oblivion 2 months ago
Class: Myth Hunter
Best Race: Argonian (M) / (choose F if you prefer better magic)
Best Birthsign: The Thief
Specialization: Stealth
Attributes: Willpower and Agility
Major Skills:
1. Marksman
2. Destruction
3. Restoration
4. Alchemy
5. Illusion
6. Security
7. Sneak

Description: First Build I ever made. pretty much an assassin that only uses a bow and magic.

Combat Purposes: doesn't use any kind of melee weapon

Magic Purposes: Destruction as primary close quarters combat, if fails use illusion to destract and get further away.

Stealth Purposes: Not suppose to be seen at all.

Other Skills: Conjuration is also used alot as a distraction and also helps boast intelligence.

Usefull Factions: All but Fighters guild

Roleplay Restrictions: None really. Just play and find the best treasures in the game.

Ideal Mod(s): On 360...


2. Wierdest Build Ive made
Class: Sorcerer
Best Race: Orc
Best Birthsign: The Mage or the Apprentice
Specialization: Magic
Attributes: Endurance and Intelligence
Major Skills:
1. Blunt
2. Destruction
3. Armorer
4. Block
5. Heavy Armour
6. Mysticism
7. Restoration

Description: A magical orc haha.

Combat Purposes: Prefers Battle-axes or War Hammers

Magic Purposes: Uses Destruction spells to weaken the enemy before going in for the final blow with the axe. Mysticism is for getting reflect and absorb spells.

Stealth Purposes: None.

Other Skills: Conjuration is very useful for building intelligence since orcs have very low scores. Alteration is also good with the shield spells to pretty much make the orc a super tank

Usefull Factions: Mainly Fighters and Mage.

Roleplay Restrictions: idk
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Benjamin Holz
 
Posts: 3408
Joined: Fri Oct 19, 2007 9:34 pm

Post » Fri Jan 14, 2011 3:04 am

In my experience the best character build to have is the following:

Class: Bait
Race: Breton
Birthsign: The Mage
Specialization: Magic or Combat (can't remember)
Attributes: Intelligence, Endurance
Major Skills:
Alteration (Sheild spells can be very useful at high levels; my character can sheild himself 100% for 90 seconds)
Athletics
Blade
Block
Destruction
Illusion (enchanting weapons to paralyze or silence can be better than damage)
Light Armor

My personal character with this build is level 49. It's equipped with longswords with multiple types of damage for the most part. I use amber armor i enchanted to fortify his intelligence and sheild him.
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Flutterby
 
Posts: 3379
Joined: Mon Sep 25, 2006 11:28 am

Post » Fri Jan 14, 2011 4:14 am

This is my current character:

Name: Dougal
Class: Nightblade
Race: Dark Elf
Birthsign: The Mage
Specialization: Magic
Attributes: Speed, Willpower
Major Skills:Acrobatics, Alteration, Athletics, Blade, Destruction, Light Armor, Restoration

I like that the dark elf is resistant to fire (which has come in handy when fighting Scamps) but I don't have enough muscle to carry a lot of stuff, so I end up having to leave a lot of good plunder behind. Currently he wears a hood with a "detect life" enchantment on it (from the first sigil stone I captured), the Kvatch Cuirass given to me by Salvian Mathius, a necklace that boosts my Magicka (another item created with a sigil stone) and rings of fire shield and nighteye. I've captured a few of the Dremora magic weapons, but they just weigh too much for my character to use them so I've ended up selling them. My weapons are the katana that Brother Jauffre gave me, a steel bow and steel arrows and sometimes a bound dagger spell.

I wish I had better marksman, stealth and mysticism skills, but one can't have everything. My usual tactic is to sneak up on a target, fire a poison arrow at it, peg it with arrows as it approaches and then try to finish it off with touch spells or the katana before it gets too many whacks in on me. There have been a few instances where I encountered more than one monster and they ganged up on me and wiped me out again and again until I figured out that if I snuck up and shot one monster with an arrow, I could possibly lure him away from his friend and then just take them on one by one.

I wish I had a better selection of spells. The only missile spell I have is 'flare' (which doesn't do much good against scamps!), but I also have a protection spell, cold touch and shocking touch. I probably use shocking touch and heal minor wounds the most.

I joined the mages guild and periodically stop there to use a pestle, alembic, etc., to make potions or poisons, then I leave the tools (mortar & pestle, alembic, etc.,) at the guild since I lack the carrying capacity to carry all of that stuff around with me. I joined the Blades and stop at their headquarters periodically to make potions or restock my steel arrows or update my quests with Martin.

I think I am currently around level 5. When last I played, I was inside the Anvil Gate (I am trying to shut the gates so the different towns will send aid to Bruma). Thus far I have done Kvatch gate, Bruma Gate and now I am about 1/2 way through Anvil Gate.

My favorite quest so far was the one where you sneak into the Dawn Cult's headquarters in the tunnel. I had to try it several times because I kept getting killed --- by trial and error I finally came up with a strategy that worked: When I entered the shrine I said I wanted to join the cult and turned over all of my stuff. I waited until after Mankar Cameron and his companions had departed and then I went up on the altar and killed Mankar Cameron's wife with my bound dagger spell on the altar and spells, ran back and released the prisoner (and half the cultists started attacking him instead of me, which helped a lot) and then kept running around the room, alternately healing myself and attacking with spells. The cultists were tossing lightning spells around and I think managed to fry one another. One way I would get away from the cultists was to run to the top of the stairs and then jump down into the main part of the temple and heal myself --- it would take a few minutes for the cultist who had followed me to turn around and run down the stairs again and I could usually catch one or two cultists alone that way. Having the extra magika from "sign of the Mage" probably saved my bacon. When they were all dead, I retrieved my stuff and explored the rest of the complex and ambushed the others. After attempting that quest several times, I was really glad to succeed.

I haven't been playing Oblivion very long and am enjoying finding my own way around, so I have been purposefully avoiding online spoilers. My first character was "Lucky Pierre," a Breton Mage (whom I got up to level 15... he reached the quest where Martin Septim leads the army in the defense of Bruma while the gates are opened and he kept dying, so I decided to start with a new character for fun --- plus there were some quests that I did in the wrong order (like the Madstone quest), so I wanted to start over.
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how solid
 
Posts: 3434
Joined: Mon Apr 23, 2007 5:27 am

Post » Fri Jan 14, 2011 1:58 am

Here's my current character:

Name: Drae
Class: Jiri
Race: Bosmer
Birthsign: The Warrior
Specialization: Magic
Attributes: Intelligence, Agility
Major Skills: Alteration, Destruction, Restoration, Illusion, Light Armor, Marksman, Sneak

Arena Grand Champion
Dark Brotherhood Silencer
Thieves Guild Cat Burgular
Mages Guild Arch-Mage
Fighters Guild Apprentice
Knights of the White Stallion Knight-Errant

I'm level 19, right now. In combat, I use magic, a bow, and a sword and shield. Being Arch-Mage, I have lots of nifty spells and enchanted Mithril armor and weapons. It's been tough, but it's definitely fun. Bosmer aren't best at magic and blade, which tend to be my most usual tactics, and I didn't exactly build him to fight that way, either, but it's a good challenge. I think this is my highest character ever. Haha!
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Kevan Olson
 
Posts: 3402
Joined: Tue Oct 16, 2007 1:09 am

Post » Thu Jan 13, 2011 11:56 pm

Class: Warlock
Best Race: Altmer(High Elf)
Best Birthsign: Lover / Serpent / Shadow / Thief
Specialization: Magic
Attributes: Willpower, Agility (or one of the two + luck)
Major Skills:
1. Acrobatics (or restoration if playing without Supreme Magicka)
2. Alchemy
3. Destruction
4. Illusion
5. Marksman (or blade which would be harder to play, depends on your preference)
6. Mysticism
7. Sneak

Description: Striking from the shadows, these dark figures use magic and poisons to subdue and torment their foes. Using a combination of magic and stealth, they kill their foes in the most painful and gruesome ways. Their tactics include (but are not limited to) striking with paralyzing poisons and magic followed by spells which fatigue the muscles to the point of total exhaustion and inability to move, decay/burn the flesh slowly or absorb the very life out of the enemy.

Combat Purposes: Close combat is your enemy! All your skills concentrate on avoiding getting hit in melee, whether by disabling your opponent, or staying invisible...

Magic Purposes: This is where your main arsenal lies:
Alchemy: Create poisons with paralyze, damage fatigue, health, magicka, silence, elemental damage, damage attributes... not to mention useful potions! With mods, possibilities are countless...
Destruction: Damage spells, drain spells...
Illusion: Paralyze spells, invisibility spells...
Mysticism: Absorb spells (if using Supreme Magicka), detect life and soul trap - don‘t limit yourself to just torturing the mundane form - capture the soul and use it as fuel for your enchantments :D

Stealth Purposes: Critical strikes with bow, or with spells (with SM), for some extra damage

Other Skills: Acrobatics (it‘s not really a stealth skill) just seemed right, take anything else if you think it is superfluous

Usefull Factions: Mages Guild, The Dark Brotherhood

Roleplay Restrictions: When fighting an enemy, cast spells to disable it from fighting before killing it - damage fatigue / paralyze, then use spells/poisons with low magnitude and long duration to make them suffer as long as possible. As an alternative cast invisibility after stacking damage and/or absorb effects...
EDIT: You can also cast demoralize and watch them die while running away

Ideal Mod(s):
http://www.tesnexus.com/downloads/file.php?id=15619: a great leveling mod - you don‘t have to use the skills to level them - cast weakness to magic 1% for 1sec on self never again! ;)
http://www.tesnexus.com/downloads/file.php?id=10791: Many changes to magic in oblivion
http://www.tesnexus.com/downloads/file.php?id=21104‘s power exhaustion feature (or some other power exhaustion mod): Makes greater powers castable every once in a while

PS: I always wanted to try this class but never got to it
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des lynam
 
Posts: 3444
Joined: Thu Jul 19, 2007 4:07 pm

Post » Fri Jan 14, 2011 10:05 am

Class: Immortal
Best Race: Dark Elf
Best Birthsign: The Ritual
Specialization: Combat
Attributes (2): Intelligence, Endurance
Major Skills: Conjuration, Destruction, Alteration, Restoration,
Illusion, Blade, Block

Description: The Immortals are the best of the best. Coming straight out of the depths of Morrowind, they are more of a chaotic good siding to whoever benefits themselves or their kind.

Combat Purposes: Intended to balance out with their magical capabilities, Immortals are a battlemage type class relying on magic at rage or up close and sword as the backbone of the character

Magic Purposes: Take out enemies from far away with Destruction or Conjuration, distort their mental state with Illusion and heal yourself up with Restoration. Alteration included for a couple useful spells.

Stealth Purposes: You can use stealth but its not intended.

Usefull Factions: Fighters Guild, Mages Guild, Dark Brotherhood, Main Quest

Roleplay Restrictions: Do anything to progress yourself or benefit your race whether that means killing, stealing, however Immortals will not go out of their way to cause evil. Your an Immortal, you are the elite of the Dark Elves and will not submit to any others.
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Timara White
 
Posts: 3464
Joined: Mon Aug 27, 2007 7:39 am

Post » Fri Jan 14, 2011 2:47 am

Class:Sneaky Apprentice
Best Race: Argonian,High Elf or Dark Elf
Best Birthsign: The Thief/The Mage
Specialization: Stealth
Attributes (2): Agility,Willpower/Intelligence
Major Skills:
1. Illusion/Mysticsm
2. Restoration
3. Sneak
4. Security
5. Blade/Marksman
6. Speechcraft/Mercantile
7. Light Armor

Description:These types of player can be both dangerous and sneaky.By using the best spells such as Detect life,dispel,invisibility or healing,you can really provide sneaking.
It also has a little bonus for Argonians,but it can be tough to choose a High Elf with this attributes

Combat Purposes:Usually,this skills are not based on combat,except for Blade/Marksman.But if you are in danger,you can heal yourself quickly.

Magic Purposes:Using detect lives to pass through guards,dispel any spells for any reduction,and be invisible to buy yourself some time.

Stealth Purposes:Can be silent when sneaking,so player can quickly do stealing or pass throughs.Having a high security will also give player some time on lockpicking.

Other Skills:Not much but,Block and/or Hand To Hand can be helpful.A thief/mage always uses a one handed weapon,Except for staffs.

Usefull Factions:Extremely useful for thieves guild and recommended to Mages' Guild.

Roleplay Restrictions:This player can be a really asset to the group.By having a good security level,this player won't have any problems when lockpicking.
Also if player have ''Dispel Other'' spell,it can be helpful sometimes.

Ideal Mod(s):Thieves' Den DLC is highly recommended,since there is a training chest.
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Verity Hurding
 
Posts: 3455
Joined: Sat Jul 22, 2006 1:29 pm

Post » Fri Jan 14, 2011 6:38 am

Class: God of Havoc; Technique
Best Race: Dark Elf (Male)
Best Birthsign: The Warrior
Specialization: Combat
Attributes (2): Strength and Stealth
Major Skills:
1.Acrobatics
2.Blade
3.Blunt
4.Light Armor
5.Heavy Armor
6.Destruction
7.Conjuration

Description: God of wreaking havoc, now turned mortal. Now the most feared warrior in Oblivion he stalks the streets looking for prey. Stronger than Vivec and the other Mortal Gods, his fighting skills are beyond human comprehension. He does not take jokes lightly, especially the Adoring Fan. One word from the Adoring Fan, Technique will go on a killing rampage. No doubt about it, this guy is tough...

Combat Purposes: Take your Daedric Claymore, run up to people and SLASH and HACK until their dead. No time to waste, go up to another one until they are dead.

Magic Purposes: Fire spells, jump up to a roof and repeatedly shoot fire balls at them. Make sure they all run screamin' or he ain't no God of Havoc.

Stealth Purposes: Perhaps you might get sneak at one point but right now, the God Of Havoc doesn't do this type of thing. He just likes killing in the open to scare people.

Other Skills: None

Usefull Factions: Dark Brotherhood, Fighter's Guild

Roleplay Restrictions: "Good" guys quests, (besides the starter tutorial quest). You don't have time to save Martin, only thing on your mind is kill kill kill.

Ideal Mod(s): Darkness Unleashed, and another mod (has to do with Namira but i totally forgot what its called, it lets you roleplay with the special guild of Namira and you do fun quests, new weapons) if you know this mod can you tell me.
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Alexandra Ryan
 
Posts: 3438
Joined: Mon Jul 31, 2006 9:01 am

Post » Fri Jan 14, 2011 8:38 am

Ruagaire

Race:Breton
Class:Ruagaire
Birthsign:Warrior
Attributes:Intelligence and Agility
Skills:Armorer,Blade,Block,Light Armor,Marksman,Security and Sneak

Description

Rugaire is a man that is stealthy and and good in combat,There are only some few other Ruagaire`s left in Tameriel.
The work for the people on the Evil side.They Travel all the time and have no place the call home.In the old times
Ruagaire and The Knights of the Nine was enemys and a friend of Umaril but the knights killed nearly all of them
in the last fight of Umaril. The Knights told people that all The Ruagaire`s was all dead but they where wrong some
of them survived. Now that there ranks are growing and the Nines are gone they make ready to take there place in
the world again as the rulers over it.


Combat

They use Light Armor and Asian sword and a good light armor shield in close combat,there way of fighting is old but
deadly and they are capeble of taking down a squad of enemys alone.They can handle a bow pretty well to and they
are good with shadows and can use that as annd edge over there enemys.
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Undisclosed Desires
 
Posts: 3388
Joined: Fri Mar 02, 2007 4:10 pm

Post » Fri Jan 14, 2011 4:05 am

Nordic Ranger:

I use OOO, Race Rebalancing (and birthsigns), and Realistic leveling. Realistic leveling makes your attributes and level a function of all your skills weighting the majors more heavily. OOO does many things including making a more dangerous environment so its survival to use your high level skills rather than you train everything. Race Rebalancing changes the races.

Class Name: Nordic Ranger

Race: Nord: Heavy Armor +10, Blunt +10, Hand to Hand +5, Marksman +5, Alteration +5, Myst +5, Alch +5
Resist Frost 75 Resist Shock 25 Resist Weapons 10

Specialization: Combat

Sign: The Serpent- Frost Weakness 150 Detect Life 75 constant with toggle, regenerate health/magicka/fatigue 1, small magicka boost, Weakness to Weapons 25, Resist poison 100

Fav. Attributes: Endurance, Agility

Major Attributes: Marksman, Alchemy, Sneak, Heavy Armor, Blunt, Athletics, Alteration

Notable Minor: Block, Mysticism (can swap with athletics but that means you have to reload when you are chased by something faster/stronger more often). Other skill that you consider necessary, for example armorer.

Skills not really needed: Blunt, Blade, Speechcraft

With serpent sign and mysticism spells you have a huge detect life radius. This with athletics allows you to avoid a lot of death in OOO wilds/dungeons. You can snipe your enemies with a poison bow. Potions cover a lot of bases including needed frost resistance (serpent weakness). You also have frost shells to boost armor and frost weakness. The weaknesses to frost and weapons are somewhat mitigated by Nord. Also Nords have skill bonuses in RBP for this playstyle. The health/magicka/fatigue boost is also very convenient and powerful when the chips are down. Oh and of course not just a sniper. Nords are heavy duty blunt heavy strength warriors. Alteration increases armor even more and helps for ranger activities like swimming. And feather spells are nice. I'm really good at the lock mini game but alteration helps those who aren't. I can open average locks with usually 0-3 picks. And scrolls Tower doomstone for hard/very hard locks.
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Kirsty Wood
 
Posts: 3461
Joined: Tue Aug 15, 2006 10:41 am

Post » Thu Jan 13, 2011 8:39 pm

Class: Swamp Witch
Best Race: Wood Elf/ Argonian
Best Birthsign: The atronoch or the mage
Specialization: Magic
Attributes (2): Intelligence and Personality
Major Skills:
1. Illusion
2. Mysticism
3. Alchemy
4. Speechcraft
5. blade/ blunt
6. Alteration
7. Destruction

Description: Deep in the bayous of Blackwood a dark and ancient practice has thrived mostly unnoticed by the rest of the world. Charismatic yet dangerous women how made their homes in the rotten swamps. They use pretty words and illusions to lure unwary people to them, and either enslave or to kill. Though they prefer to stay within their territory, they have been known to venture out in search of wealth or power.

Combat Purposes: A dagger or short sword is probably the best choice but they have been known to use maces as well. Whatever weapon they choose it is always coated with a diabolical poison.

Magic Purposes: They tend to use illusion spells to get close to their selected enemy and then weaken them with destruction before they kill.

Stealth Purposes: They are stealthy sometimes, but they tend to prefer the seduction approach. In any case, they almost always use their high illusion skills to keep themselves hidden when they need to.

Usefull Factions: The Dark brotherhood and the mages guild are good places to be if you are a swamp witch.


Ideal Mod(s):I would suggest finding a nice house in Blackwood. If you have the vile lair, that will be good. Mostly just aesthetic mods are good ones to have. Better Wood Elves is a good one, which gives them back their black eyes from Morrowind.
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Arrogant SId
 
Posts: 3366
Joined: Sat May 19, 2007 11:39 am

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