Oblivion Character Database.

Post » Fri Jan 14, 2011 12:49 am

Class: Menthat
Best Race: Any
Best Birthsign: Any
Specialization: Magic
Attributes (2): Personality, Intelligence
Major Skills:
1. Illusion
2. Restoration
3. Athletics
4. Acrobatics
5. Speechcraft
6. Mercantile
7. Mysticism or Alteration

Description:
Menthats are highly intelligent beings with a great aversion for fysical violence. They believe everything can be solved with a mere word. If the case should arise that they find themselves in a battle they will turn the tide by simply hypnotising there opponents and make them fight each other.
In order to do so, a Menthat requires to be very charismatic.

Combat Purposes:
Menthats do not combat, ever. there are certain cases where Menthats have been known to be driven in such a tight spot where even there powerfull hypnotising skills were not sufficient, they resolved to absorbing health out of there foes. Wich cases mostly occur on novice Menthats.

Magic Purposes:
Illusion is there main way to survive. Some have an additional knowledge of mysticism, others alteration. It is assumed that is for personal reasons, whatever they have the most affinity for.

Stealth Purposes:
Menthats do not use stealth. They know they are intelligent beings, they know they are charismatic. They want to be seen, they fear noone or no situation will ever make them cower and hide in shadows. If they should be given a task where stealth is required to be able to fulfill that task, they will refuse to do so.

Other Skills:
Some seem to be showing a little intrest for alchemy to increase there intelligence even further, others use conjuration for the same reasons.

Usefull Factions:
As they are very egocentric, Menthats will not accept quests very fast, unless it fits there ultimate goal. If the reward is right in there alley they will complete it. Acces to the Arcane University is the one thing every Menthat desires.

Roleplay Restrictions:
No fysical combat, no magical combat except for absorb healths, but with limited use. Menthats rely only on there massive knowledge of the Illusion shool to anger, command or even demoralize there foes. Personality and intelligence should be the first attributes to reach 100.

Ideal Mod(s):
Played this char with http://www.gamesas.com/bgsforums/index.php?showtopic=932486&hl=LAME mod. Although the rate to kill things might seem very slow to some, this was probably the most fun character I ever played.
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Zoe Ratcliffe
 
Posts: 3370
Joined: Mon Feb 19, 2007 12:45 am

Post » Thu Jan 13, 2011 7:59 pm

Class: Illusionist
Best Race: Imperial
Best Birthsign: The Thief
Specialization: Stealth
Attributes (2): Personality, Agility
Major Skills:
1. Alteration
2. Blade
3. Conjuration
4. Illusion
5. Light Armor
6. Marksman
7. Sneak

Description: The Illusionist is an extremly likeable person. He is always liked by all he encounters, even his enemy. The Illusionist prefers not to be in direct combat with his foe but rather force his foe to work for him. Even going as far as to turn his foe's friends against each other. The Illusionist is trained with a Bow and somewhat the blade but they are last resort weapons. He goes unseen and demoralize's or frenzy's his enemies. He is also quite the accomplished thief, though his method of opening locks usually involves the magical arts but his manual skill in picking locks is not too bad either.

Combat Purposes: In combat the Illusionist's first priority is to demoralize or command a foe or if multiple foes frenzy one and watch the chaos from the shadows. His bow and blade are reserved for lone survivors or if there is no other way to complete the mission.

Magic Purposes: Ahh magic... the Illusionist's love first and foremost. Illusion magic is his most dominate form of magic. He is also quite skilled in the arks of Alteration and Conjuration. If demoralizing and or frenzying dosent work he is adept at summoning other-wordly creatures to do his bidding. Alteration is used for its ability to un-lock the pesky locked chests or Un-burden himself of stolen goods.

Stealth Purposes: The Illusionist is never seen... never there... only vaguely seen for a moment. He casts from the shadows subduing and controlling his enemy.

Other Skills: Getting top dollar for stolen goods is his specialty.

Usefull Factions: The Thives guild was made for the Illusionist, as was The Mage's guild. The Dark Brotherhood may be a good option for an evil minded Illusionist as well.
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phil walsh
 
Posts: 3317
Joined: Wed May 16, 2007 8:46 pm

Post » Fri Jan 14, 2011 1:48 am

Class: Hermit
Race: Bosmer
Birthsign: The Thief
Specailization: Stealth
Attributies: Strength, Speed
Major Skils:
1. Acrobatics
2. Blade
3. Light Armor
4. Marksman
5. Restoration
6. Sneak
7. Illusion

Description: This class is very sneaky but when someone gets to close they pull out their sword. It's like an archer but with a backup system.

Combat Purposes: Blade

Magic Purposes: Restoration and Illusion for healing and chameleon

Stealth Purposes: Your bow will do good in sneak

Factions: You should go for all of them? But the useful ones are: Dark BrotherHood, Thieves Guild, and Fighters Guild

Roleplay Restrictions: Take everything slowly
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Colton Idonthavealastna
 
Posts: 3337
Joined: Sun Sep 30, 2007 2:13 am

Post » Thu Jan 13, 2011 8:54 pm

Class: Night Runner
Best Race: Breton
Best Birthsign: Mage or Thief
Specialization: Magic
Attributes (2): Willpower, Agility
Major Skills:
1. Sneak
2. Destruction
3. Marksman
4. Illusion
5. Acrobatics
6. Conjuration/Light Armor
7. Alchemy/Alteration

Description:

The Night Runners are a small, but effective faction of spies, messengers and occasional assassins employed by various factions in the High Rock government. Their forces rely more on precise use of magic and elusiveness to achieve the goals of whoever needs their services. Recruitment occurs early on in a Runner's life, with the organization typically offering shelter and food to young orphaned children in order to gain more members. Although not every individual accepts membership once it's offered, the kindness shown often leads to beneficial connections later on (trade, politics, etc.).

Although most of Breton society knows of and accepts the Night Runners as a grim reality, they are often outcasts in the very society their services are used to protect. Although their tasks vary, they've recently been used as a strike force as part of the Breton resistance in Skyrim. Assassinations of Nord military leaders have been frequent, most prominently that of General Kalthar Jormungar. His life was ended with a single arrow through the heart while he was in journey to Bruma. A lone elvish tracker spotted the killer and reported the crime to Cyrodiil authorities. Promptly captured and sentenced, the Night Runner would spend two weeks in prison before awakned by the King and his guards approaching.

Once freed, the Night Runner begins a new life in Cyrodiil, seeking out those who have use for their unique set of skills.

Combat Purposes:

As a rule, Night Runners avoid direct, physical combat whenever possible. They have modest abilities with swords, but these are mostly carried as a defensive tool against other martial weapons.

Magic Purposes:

When subtlety won't do, the Night Runner turns to their broad arsenal of magical abilties. Offensively speaking, summoning demons and using powerful Destruction spells are their main methods of combat. Their illusion abilities are used to help the Night Runner pick and choose their fights, or escape from a situation that proves too harrowing.

Stealth Purposes:

Night Runners are at their most effective when they remain unseen. This allows them to find the most opportune time to launch a powerful enchanted arrow from afar, targetting the most vital and vulnerable areas on their victim's body.

Other Skills: Night Runners are infamous for their silver tongue.

Roleplay Restrictions:

The first note is that as far as Conjuration goes, the playstyle outlined means you'll probably end up using it frequently, but I listed it (and alchemy) as optional since they tend to level very quickly.

I tried to make this somewhat open ended as far as roleplaying goes, but this type of character will obviously meld well with the Dark Brotherhood. The Thieves Guild is another option, although less in line with the Night Runner's previous work.

To keep up with their magical abilities, any Night Runner worth their salt will join the Mage's guild at least as an apprentice. You should not progress the quest line past gaining entry to the Arcane University, and you should definitely not become Arch Mage.

Do not join the Fighter's Guild. The Night Runner has no business there.

If TE5 ends up taking place in Skyrim, this character has a lot of potential to transfer from Oblivion to that installment (depending on how open ended it is).
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Claire Jackson
 
Posts: 3422
Joined: Thu Jul 20, 2006 11:38 pm

Post » Fri Jan 14, 2011 1:36 am

Class: Woodsman
Best Race: Bosmer
Best Birthsign: Atronach
Specialization: Stealth
Attributes (2): Agility, Endurance
Major Skills:
1. Blade
2. Block
3. Illusion
4. Light Armour
5. Marksman
6. Restoration
7. Sneak

Description: Light combat units who rely more on their speed and agility than on brute force.

Combat Purposes: Though preferring to attack from afar, woodsmen are adept skirmishers skilled in the use of sword and shield.

Magic Purposes: Woodsmen often make use of illusion magic to enhance their already significant stealth abilities. Woodsmen are also renowned for their extensive knowledge of flora and the curative (and other?) properties of many plants.

Stealth Purposes: Woodsmen rely heavily on a combination of their bows and the element of surprise, often capable of felling an opponent before being detected.

Other Skills: Extensive use of alchemy both for healing and for making poisons.

Useful Factions: None, really. Fighters Guild if you can stomach it.

Roleplay Restrictions: These are generally good-aligned characters based on the ranger class found in many Western RPGs.

Ideal Mod(s): Bedrolls (to rest outdoors) makes RP sense.
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JUan Martinez
 
Posts: 3552
Joined: Tue Oct 16, 2007 7:12 am

Post » Thu Jan 13, 2011 6:33 pm

Class: Beastmaster
Best Race: Wood Elf
Best Birthsign: Mage, apprentice or atronach
Specialization: Combat (or stealth in case of marksman skill choice)
Attributes (2): Strenght, agility
Major Skills:
1. Blade or marksman
2. Block (or alchemy in case of marksman skill choice)
3. Armorer
4. Illusion
5. Conjuration
6. Athletics
7. Restoration

Description:
Beastmasters have been trained in the wilds and there for are able to live in perfect harmony with nature. They try to avoid large citys at all times as they feel uncomfortable when not in the wild. Over the years they have mastered the ability to control animal wildlife. They will call animal beasts to help them in battle, even command them. You will never see a beastmaster hurt an animal. If they were to met a very agressive animal they would do anything in there power to either command or demoralize it, killing it is out of the question.

Combat Purposes:
Depends on weapon choice.

Magic Purposes:
Illusion, to command or demoralize animals. restoration to heal themselves or hurt animals. Conjuration to call for beasts to help them in battle.

Stealth Purposes:
Depends on weapon choice. A melee beastmaster wont feel the need to use alot of stealth.

Other Skills:
None are required.

Usefull Factions:
None

Roleplay Restrictions:
No undead or daedra summons, no animal killing. Avoid citys if possible.

Ideal Mod(s):
Wont be possible without http://www.gamesas.com/bgsforums/index.php?showtopic=932486&hl=LAME mod, allows you to summon animals.
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Flesh Tunnel
 
Posts: 3409
Joined: Mon Sep 18, 2006 7:43 pm

Post » Thu Jan 13, 2011 8:04 pm

Class: Seeker
Best Race: Wood Elf
Best Birthsign: Thief
Specialization: Stealth
Attributes (2): Agility / Speed
Major Skills:
1. Marksmen
2. Alchemy
3. Illusion
4. Blade
5. Security
6. Sneak
7. Acrobatics

Description: The Seeker is a rogue bandit. As odd as that may seem, the Seekers were created by the last Gray Fox. He created a sect of religious wanders known as Seekers to seek out the truth to existence. These seekers hold immoral values, but their mission is good. No Seeker murders innocent province civilians; no Seeker steals from the poor; no Seeker helps evil. Seekers have also been known to be Robin Hoods for many of the provinces. Though many do not know of the Seekers' existence, they are still grateful for the lack of bandits on the roads. The Seekers leave large donations to the church of Talos on the end of every month. The chapel usually discards the treasure to random passerbyers. The church claims all the treasure they receive from the Seekers is generated by blood of bandits.

Combat Purposes: Seekers tend to use a short dagger and a enchanted bow.

Magic Purposes: Many Seekers use illusion to hide in the shadows.

Stealth Purposes: Seekers hide behind rocks when pursued. If the pursuer continues his or her search, the Seeker shall kill the being. Enemies beware of the Seeker.

Other Skills: Seekers fire their bows from long distances. They do this to effectively kill their prey with one shot, but if the arrow doesn't kill the victim right away, the Seeker prays the poison will. The first record of a Seeker being killed was written by a guardsmen out on patrol. He spotted two Seekers in light conversation near a cliff's edge. The guard attacked one, and killed the man. The woman took off, and the guard did not pursue. The guard was reportedly watched all that night. When he entered the gateway of the Imperial city, another guard claimed to see a shadow of a woman move into the brush.

Usefull Factions: The Seeker belongs to every faction. They are mages, fighters, thieves, and sometimes they belong to the Dark Brotherhood. Seekers of the Dark Brotherhood are usually excommunicated by their sect, and then traditionally killed while out in the woods.

Roleplay Restrictions: Seekers defend the poor and crush the powerful. A Seeker is wise and foolish. He seeks only that can not be found. It is written in the Seeker's bible that a Seeker must learn the five lessons of life before dying: love, hate, self-disciple, rejection, and death.

Ideal Mod(s): None.
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Rach B
 
Posts: 3419
Joined: Thu Mar 08, 2007 11:30 am

Post » Fri Jan 14, 2011 1:27 am

Class: Hybrid Viking
Best Race: Breton
Best Birthsign: The Mage
Specialization: Combat
Attributes (2): Strength / Willpower
Major Skills:
1. Blade
2. Block
3. Conjuration
4. Alchemy
5. Heavy Armor
6. Restoration
7. Destruction

Description: The Hybrid Viking is well known as an overlord, constantly summoning the power of magic to aid him in battle, yet still maintaining his pride by using a blade. Their hearts enchanted with magic in the lands of the Breton, Their armor and blade forged in Hammerfell, the Hybrid Viking is truly the most versatile class ever known to man. Although dark and powerful on the outside, the Hybrid Viking still finds it in his heart to help anyone in need, and still destroying any enemy along its path.

Combat Purposes: Hybrid Vikings use Long swords with a shield or a claymore, and VERY RARELY a dagger of great strength.

Magic Purposes: The Hybrid Viking uses magic to conjure powerful allies, such as his best friend the Xivilai, to smite his enemies with the power of Destruction, and also to buff himself with the powers of Alchemy and Restoration.

Stealth Purposes: As the Hybrid Viking tends to get the job done very quickly and efficiently, little to no stealth is needed/required.

Other Skills: The Hybrid Viking is very generous. As he has the great power of alchemy, he is able to make multiple potions at once at his own fresh garden at Frostcrag Spire (his lair), and sell them to local merchants as a second-hand supplier.

Useful Factions: The Hybrid Viking fits in to every faction with the exception of the Dark Brotherhood and Thieves guild. These factions are possible to attain, yet it is highly recommended that the Hybrid Viking should take of his heavy clinging boots before sneaking around.

Roleplay Restrictions: The Hybrid Viking knows no bounds besides sneaking around. However, who needs to sneak around and hope not to get caught, when you could rush in, get the job done the right way and the fast way, loot your corpses and leave with barely a scratch?

Ideal Mod(s): None.
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Miguel
 
Posts: 3364
Joined: Sat Jul 14, 2007 9:32 am

Post » Thu Jan 13, 2011 9:41 pm

Class: Tora Shisai (Tiger Priest)
Best Race: Khajiit Only
Best Birthsign: The Thief
Specialization: Stealth
Attributes (2): Agility & Willpower
Major Skills:
1. Block
2. Hand to Hand
3. Alchemy
4. Destruction
5. Restoration
6. Security
7. Stealth

Description: The Tora Shinsai, is an aesthetic priest that relies on his own physical and mental skills. He does not use weapons or armor, his hands and feet being all he needs. The only tools he uses being lockpicks to get past security, and alchemical formulas to temporarily increase his physical and mental skills. Like the Tiger, he uses stealth to approach his prey, and incapacitate them.

Combat Purposes: The Tora Shinsai uses only the weapons his creator gave him, to defeat his foes, his hands and feet.

Magic Purposes: The Tora Shinsai channels the powers of the Kama (Daedra), ancestral spirits to both provide healing (Restoration) to others and himself, and to cause harm to opponents (Destruction).

Stealth Purposes: The Tora Shinsei relies upon Stealth to get close to threats, and incapacitate them before they have the possibility of damaging his unarmored physical being.

Other Skills: Athletics, Acrobatics, Alteration, Illusion, Conjuration, and Mysticism

Usefull Factions: Due to his dependance on his physical and mental skills, and stealth, a Tora Sensai can benefit from the Thieves Guild for access to advanced training in Stealth and Security; The Mages Guild for access to advanced training in Alchemy, Restoration and Destruction; and the Fighters Guild for access to advanced training in Hand to Hand and Block. Even the Dark Brotherhood can benefit the Tora Sensai, but is not as important as the others.

Roleplay Restrictions: The Tora Sensai will never use Shields, Weapons or Armor. (Exceptions must be made to complete a few quests which require Plot Items to complete... Nothing svcks more than being unable to complete a Quest because of short sighted designer constraints.)

Ideal Mod(s): None
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Connie Thomas
 
Posts: 3362
Joined: Sun Nov 19, 2006 9:58 am

Post » Thu Jan 13, 2011 8:45 pm

Class: Drow Elf
Best Race: Dark Elf, or any mods that adds Drow.
Best Birthsign: The Thief.
Specialization: Stealth
Attributes (2): Speed and Agility.
Major Skills:
1. Blade
2. Restoration
3. Marksman
4. Destruction
5. Light Armor
6. Sneak
7. Acrobatics

Description: The Drow Ranger is a versatile one. Ideally they can stand up to any foe, in any kind of combat. When approaching a battle situation, the Drow Ranger uses his stealth and bow to pick off as many as he can while hidden. After this he dons his shield and sword, and faces the enemy in toe-to-toe combat. All the while using various forms of magicka to supplement.

Combat Purposes: Sword and Shield.

Magic Purposes: Illusion magic for the chameleon and invisibility spells. Destruction for well, Destruction :evil:. Restoration to heal and fortify attributes. Thats all I use personally but feel free to add any.

Stealth Purposes: Not a thief or evil character, but just uses the shadows to surprise his enemies.

Other Skills: Block and Armorer. Any other Magicka Skills or whatever you see fit to supplement.

Usefull Factions: Well it depends really on your preference, but I was in the Fighters Guild, Mages Guild, The Arena, and Knight Errant of the White Stallion.

Roleplay Restrictions: Don't use fast travel!!! And try to be as reclusive and "rebel" like as possible. In D&D terms, this character is Chaotic Good.

Ideal Mod(s): Any you see fit! :)
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abi
 
Posts: 3405
Joined: Sat Nov 11, 2006 7:17 am

Post » Fri Jan 14, 2011 2:18 am

Class: Enchanter
Best Race: High Elf/Breton
Best Birthsign: The Mage/The Atronach/The Apprentice
Specialization: Magic
Attributes (2): Intelligence and Willpower
Major Skills:
1. Alchemy
2. Destruction
3. Restoration
4. Conjuration
5. Illusion
6. Blade
7. Light Armor

Description: The Enchanter uses most of his magic for one thing - He enchants it onto his armor. Powerful in both magical force and magical armor, the Enchanter is for those who enjoy the Mage but want to invest in something a little less squishy. The Enchanter removes the schools of Alteration and Mysticism - Their effects are easily enchanted onto clothing and armor. This class is a lot like a lighter Battlemage.

Combat Purposes: Daggers, perhaps swords and shields.

Magic Purposes: It's a magic class, so I've just taken out the two least useful schools in place for other stuff.

Stealth Purposes: N/A

Other Skills: Block and Armorer, fairly useful for any weapon weilder.

Usefull Factions: Mage's Guild (a must), Fighter's Guild, Arena, Blades (?)

Roleplay Restrictions: Use enchantments as a new way of battling. Put damage effects on a ring, or fortifications on a helmet. Or just wear premade enchanted items.

Ideal Mod(s): N/A
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Alexandra Louise Taylor
 
Posts: 3449
Joined: Mon Aug 07, 2006 1:48 pm

Post » Fri Jan 14, 2011 9:38 am

Class: Stygian
Best Race: Khajiit
Best Birthsign: the Mage
Specialization: Magic
Attributes (2): Strength & Intelligence
Major Skills:
1. Armorer
2. Blade
3. Destruction
4. Light Armor
5. Restoration
6. Security (or marksman)
7. Sneak

Description: The Khajiit Stygian is similar to the Argonian Shadowscale. Each male khajiit born under the sign of the Mage is taken for consideration by the Stygian Elders, those that are accepted become part of a select group of Khajiiti warriors in service to their clan leaders. It is important to note that although the Stygians do act as assassins for their masters, they are not evil. I envison them as being more the equivalent of our Special Forces troopers than a Ninja.

Combat Purposes: A Stygian is proficient with blade and bow. Although most specialize in using some type of longsword.

Magic Purposes: Stygians are trained in the Colleges of Destruction of Restoration, to attack their enemies and heal themselves if necessary.

Stealth Purposes: Stealth for closing into their targets and attacking without being seen. Security for clandestine operations.

Other Skills: All members of the Order are required to learn the art of swordmaking. As their final act of initiation into the order, each Stygian must craft his own blade, and enchant it himself. Each member of the order considers his weapon a part of his soul and will never replace it or allow another to touch it.

Usefull Factions: Fighters Guild, Dark Brotherhood, the Arena, and the Mages Guild in order to enchant your weapon.

Roleplay Restrictions: Probably not the Knights of the Nine, unless your character has done some things he wants to atone for.

Ideal Mod(s): I play on the XBOX 360 so I have no clue.
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Steve Bates
 
Posts: 3447
Joined: Sun Aug 26, 2007 2:51 pm

Post » Fri Jan 14, 2011 5:45 am

Class: Thief / Mage (Magically specialized)
Best Race: Female High Elf
Best Birthsign: The Lady, (+20 HP), or the Thief
Specialization: Magic
Attributes (2): Intelligence, Agility
Major Skills:
1. Mysticism
2. Destruction
3. Illusion
4. Sneak
5. Marksman
6. Alteration
7. Light Armor


Description:

Combat Purposes: Draw the enemy out into an open space and use your speed to your advantage by outrunning him. Don't let them get close.

Magic Purposes: Use your mysticism to spot enemies so that you don't enter a room unprepared. Your illusions can be used to paralyze your opponent and give you a chance to put space between you and them, as well as cause you to become invisible if you are within a tight spot. Your destruction spells should obviously be used to damage your enemy as well as drain their fatigue and magicka. Use alteration spells to soften the blows to your meager HP.

Stealth Purposes: Your high sneaking skills can allow you to get nice critical hits on enemies that you may not have been able to take down otherwise. Some may wonder why I didn't take Security, and that is because I always do the Nocturnal Shrine quest, and get the skeleton key. (Unbreakable lock pick that adds +40 to your security.)

Other Skills / Tactics / Notes: One of my favorite tactics is Sneak-Invis-Sneak-Invis until dead. Your HP will be low, so keep a nice distance between you and possible threats.

Usefull Factions: Thieves Guild, Mages Guild. If you role play this character to be evil, then the Dark Brotherhood, although I role play her as being Chaotic good.

Roleplay Restrictions:
Don't kill friendly NPCs.
Don't steal from the Poor.
Never work for the Imperial Legion.
Travel light.
Take your time in caves / dungeons.


Ideal Mod(s): I play on the 360, so I am quite unsure.

Feel free to send me tips on my character. This is my first time posting a build.
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joeK
 
Posts: 3370
Joined: Tue Jul 10, 2007 10:22 am

Post » Fri Jan 14, 2011 2:36 am

Class: Mercenary
Best Race: Any, but especially Nords/Orcs
Best Birthsign: Warrior
Specialization: Combat
Attributes (2): End, Luck
Major Skills:
1. Blade/Blunt
2. Heavy Armor
3. Marksman
4. Acrobatics
5. Mysticism
6. Restoration
7. Mercantile/Speechcraft

Description: A Mercenary is a soldier for hire, they go where there is money to be had. In history they are generally considered amoral, but it possible to play any kind, good, evil or neutral.
Any race can be a Mercenary, although an Altmer would consider it beneath them, and a Redguard might think it dishonourable. I persoanlly created the class for a female Breton.

Combat Purposes: Weapon is up to playing preferance, Mercenaries use whatever they like. Being a tank is quite important, but tactics are also important. Having some concern for the integrity of your skin is quite easy to understand, you aren't going to get paid if you die. Therefore Marksman is for pulling targets and Acrobatics for getting into a good spot to manage agro.

Magic Purposes: Mysticism is for Soultrap mainly, those puny mages aren't going to risk thier precious skin to get those really powerful souls... Also Restoration to heal and fortify.

Stealth Purposes: Stealth is not a big concern, obviously Marksman and Acrobatics are considered Stealth but they have an offensive capability also.

Other Skills: Alchemy is always a good support skill, as is Alteration and Illusion. Also Block would make the list if you don't think Acrobatics or Marksman fit your character. Mercenaries would be good negotiators, and also good at talking themselves up, so it's a toss up between Mercantile and Speechcraft.

Usefull Factions: Fighters' Guild obviously, even if you only do the early quests. If you play the vanilla opening and use it for rp then the MQ is a good bet also, if you have even a small amount of honour your character would see what rewards they can get out of it, even if they quit after getting nothing. If you're playing a bad/neutral Merc then the thieves guild and DB aren't out of the question.

Roleplay Restrictions: Conjuration is a skill for mages, according to Lore it takes study and dedication to learn to summon, and as a Merc you're too busy earning a septim to study. Also too much magic isn't really in the spirit of a jobbing warrior, unless you pick a Breton/Elf who have an affinity for it anyway. Redguards are interesting, they generally have a high level of honour, so playing a typical Merc who works for the highest bidder would be out of character.

Ideal Mod(s): The build is balanced, and can be controlled, but a leveling mod makes life easier. Also I use a Bank mod, JQ Backpack mod and a saddlebag mod, to make shifting/storing the loot easier. Also anything that adds to roleplaying obviously.
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Damian Parsons
 
Posts: 3375
Joined: Wed Nov 07, 2007 6:48 am

Post » Fri Jan 14, 2011 3:51 am

Class: Shadow Assassin
Best Race: Orc, Nord, or Imperial
Best Birthsign: The Thief
Specialization: Stealth
Attributes: Speed, Strength
Major Skills:
1. Alchemy
2. Sneak
3. Athletics
4. Acrobatics
5. Light Armor
6. Blunt
7.Blade

Description: The Shadow Assassin is very dangerous. He sneaks through the shadows and can kill enemies before they even draw their weapon.

Combat Purposes: You can use either a blunt weapon or a blade weapon. Sneak! Most of your kills will be 1 hit sneak crits. If you are an Orc and you are caught sneaking or you are cornered by enemies, use your Berserk ability.

Magic Purposes: Nothing to say here, other than to use your heal minor wounds spell, as you will be in combat most of the time.

Stealth Purposes:The highest point of this class. Sneak slowly, do not run, and take your time. If you follow these rules, you can clear out a cave, dungeon, etc. without ever being spotted by enemies.

Other skills: Orcs have a spell called Absorb Health which can come in handy. It drains the enemy health and gives it to you. Use this in combination with potions and your Heal Minor Wounds Spell and you won't have to worry about having low health. Also, if you are an Orc and you are caught or cornered by enemies, use your Berserk ability.[/b]

Useful Factions: Dark Brotherhood, Thieves Guild, Fighters Guild. Dark Brotherhood would be best for this character though because this character build is portrayed to be evil.

Roleplay Restrictions: Never use two handed weapons. These beasts will only slow you down and make you over encumbered. Always use a 1 handed weapon. Never use a shield, because you won't really need it when you can basically one shot everything.

Ideal Mod(s): I play on the PS3, so I have no clue.
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Ray
 
Posts: 3472
Joined: Tue Aug 07, 2007 10:17 am

Post » Fri Jan 14, 2011 4:49 am

Class: Collector
Best Race: Bosmer
Best Birthsign: Thief
Specialization: Stealth
Attributes (2): Agility, Intelligence
Major Skills:
1. Marksman
2. Mysticism
3. Acrobatics
4. Light Armor
5. Sneak
6. Alteration
7. Alchemy

Description: Dismissing it as sport, Collectors hunt down all manner of living being, man and beast alike, and trap their souls in their vast array of powerful soul gems. A Collector's aspiration is to have one of every creature's soul and to catalogue the living in their Macabre Library, a room full of various full soul gems kept in drawers, cases, and shelves. They prefer to attack from a distance using an enchanted bow with soul trapping capabilities and poison their bows to ensure that the enemy does not get a chance to strike. They are usually disguised as mages from the Arcane University, but use its services for their own dark agenda of enchanting items and stealing more soul gems.

Combat Purposes: Combat isn't well highlighted, but the Light Armor skill leaves you with room to run away from and be protected from enemy attacks (more convenient coupled with the dodge move granted from Journeyman Acrobatics). If you get caught, keep a distance, and if the guy's pretty tough, break out the Destruction scrolls; they're not hard to come by and they waste no magic!

Magic Purposes: Your Mysticism ability should help you here for the soul trap spells. Also, being a Bosmer, Alchemy gets an early boost and should help you make your arrows much stronger. Because you don't waste too much magic while fighting, Alteration can be used for any locked doors or chests (though it's interchangable with Security if you like!).

Stealth Purposes: Marksman keeps you safe from detection in any of your "Collecting Runs" and Sneak keeps you from being seen in general. Acrobatics can be used to climb on the roofs of buildings and get a nice vantage point in any city (plus you look way cool). Light Armor is, well, light , and the Shrouded Armor from the Dark Brotherhood is a big plus.

Other Skills: Bosmers have Beast Tongue, which can be useful for quickly taking down a creature early on. Security is interchangable with Alteration because you might want a character who levels up agility a lot more.

Useful Factions: Mages Guild is great for supplying you with Soul Gems and alchemical ingredients. You're definitely going to need to boost your stealth specialization, so grab some nice enchanted items from the Dark Brotherhood. You'll probably come upon useless loot while robbing shops, so get a quick arrangement with the Thieve's Guild so you can have a fence.

Roleplay Restrictions: If you have the Soul Gems and you're aiming at something, SOUL TRAP IT! You are a Collector, and your primary concern is the completion of your Macabre Library. Never "Collect" humans during the daytime, and avoid too much social contact when you don't need it. While the sun is still up, pick ingredients or loot the Arcane University to keep up with your outer image of a harmless Wood Elf. Make some good friends at the Arcane University to keep up with the image some more. Travel at night so your friends don't grow suspicious of where you go all the time. Buy a house (or empty someone elses ;) ) to serve as a base of operations and the storage space for your Macabre Library. Use only daggers and bows as weapons.

Ideal Mod(s): Deadly Reflex to make your shots extra awesome. And any mod adding a house can serve as a free Macabre Library.
User avatar
-__^
 
Posts: 3420
Joined: Mon Nov 20, 2006 4:48 pm

Post » Fri Jan 14, 2011 9:08 am

Class: Weapon Master

Best Race: Nord

Best Birthsign: The Warrior

Specialization: Combat

Attributes (2): Strength, Endurance

Major Skills:
1.Blade
2.Blunt
3.Block
4.Marksman
5.Heavy/Light Armor
6.Destruction
7.Alchemy/ (or whatever you want)

Description: The Weapon Master specialises in almost any situation. His advanced combat skills make him a formidable opponent, and with the right choice of weapons, can easily fight off groups of enemies without breaking a sweat (or bone). But this means that he lacks skills in all the other aspects of the game. Dont expect to be able to convince someone into telling you a secret with this build. This is a class for the gamer that likes to go in and smash in everyone's skulls with a flippin' great warhammer.

Combat Purposes: Quickly taking down a powerful foe or easily killing large groups of enemies.

Magic Purposes: Using destruction magic.

Stealth Purposes: None, unless you want to open up the attack by filling someone with arrows from behind.

Other Skills: Using ingredients gathered from the bodies of the dead (or picked off a plant) to create potent potions and poisons to use against your enemies.

Usefull Factions: Fighters Guild, Arena, Knights of the Nine, Shivering Isles, Main quest line

Roleplay Restrictions: The Weapon master thrives in any combat situation, unfortunately this means the Fighter in question can be a bit cocky. He is always looking for a fight so he is always making enemies. Death means nothing to him, so he outfits himself to look the best, not for protection. He names and enchants his weapons to suite his mood or the fight at hand. Vampire hunting? Sun damage enchantment... etc. He buys a shack in the Imperial City to use as an armory. Which he definitely needs since he like to do ALOT of fighting.

Apart from that, you can tailor your RP (and the build) to whatever you feel like.

Ideal Mod(s): Any weapon or armour mod.
User avatar
Betsy Humpledink
 
Posts: 3443
Joined: Wed Jun 28, 2006 11:56 am

Post » Thu Jan 13, 2011 7:26 pm

Class: Looter
Race: Dark Elf
Birthsign: The Warrior
Attributes: Strength and Willpower
Specialization: Combat
Major Skills:
1. Blade/Blunt
2. Block
3. Alteration
4. Destruction
5. Light Armor
6. Restoration
7. Marksmen

Description: Well, I basically made this class to shoot, slice, smash and burn (or any other violent thing you can think of) all of my enemies. When I first started using this character I went directly to the Arena, where it dominated all other opponents. I then figured I'd take on the Main Questline, which also, was finished with relative ease. I finished KotN and SI expansion packs with moderate ease. However, I realize now that at higher levels, I feel I am being pressed to stop leveling up so quickly as the enemies I'm facing are becoming increasingly difficult, while my major skills only raise slightly. Speaking of major skills, I probably would have not used Alteration, and instead used Sneak. Also, I feel it would've been a better choice to use Heavy Armor instead of Light Armor. I do feel though that anyone having trouble with any of the main combat questlines should try this class, as it works great at low levels.

Combat Purposes: Walking in, swinging your weapon around a few times, and walking back out without a bruise.

Magic Purposes: Using Destruction to light your enemies ablaze, and Restoration on the rare chance that you do get seriously injured.

Stealth Purposes: If you do manage to sneak up on an enemy, the Marksmen skill is usually an advantage.

Other Skills: I picked Light Armor so I could run away faster, but I very quickly realized, I wouldn't need to run.

Usefull Factions: Fighters Guild, Arena, Main Questline, Knights of the Nine, Shivering Isles, Mages Guild

Roleplay Restrictions: I didn't make this character to roleplay. :X

Ideal Mod(s): I don't use mods either lol.
User avatar
Bird
 
Posts: 3492
Joined: Fri Nov 30, 2007 12:45 am

Post » Fri Jan 14, 2011 12:43 am

Class: Radian
Race: Nord
Birthsign: The Ritual
Attributes: Intelligence, Endurance
Specialization: Combat
Major Skills:
1. Blunt
2. Block
3. Heavy Armor
4. Armorer
5. Security
6. Restoration
7. Athletics

Description: This class is geared towards outlasting it's opponents, making use of Heavy Armor to withstand hard-hitting foes and Restoration to heal up as your health wittles away. Along with these advantages, the Nord also has Shield and Frost Damage racial abilities, adding some magical might to the mix. Security is a must, as even the strongest warriors cannot break locks. The Ritual birthsign gives the Radian a powerful starting heal, and the Turn Undead ability reinforces its holy might. All in all, the Radian should have your opponents running for the hills.

Combat Purposes: Charging your enemies for a beginning stagger, and using Block and Blunt weapons to smash your foes to a bloody pulp.

Magic Purposes: Utilizing Restoration to minimize the chances of dying in a fight without relying on potions. Racial abilities are a bonus if you aren't used to direct combat.

Stealth Purposes: N/A

Other Skills: Athletics simply to utilize Fatigue in combat and get around faster in that heavy armor. Armorer to fix those dents in your plate.

Usefull Factions: Fighters Guild, Arena, Mages Guild (Restoration Essentially, but the Arcane University isn't bad) Shivering Isles, Main Quest, Knights of Nine

Roleplay Restrictions: No Evil factions allowed. The Radian is a holy warrior.

Ideal Mod(s): N/A
User avatar
hannah sillery
 
Posts: 3354
Joined: Sun Nov 26, 2006 3:13 pm

Post » Fri Jan 14, 2011 3:38 am

Class: Centurion
Best Race: Imperial
Best Birthsign: The Warrior/The Lady
Specialization: Combat
Attributes (2): Str + End
Major Skills:
1. Blade
2. Block
3. Heavy Armor
4. Armorer
5. Restoration
6. Athletics
7. Acrobatics

The Roman Legionary commanders of around 100BC. Combat will be basic sword 'n' shield fighting. http://www.uesp.net/wiki/Oblivion%3a%44ebaser makes an excellent gladius, and a steel shield works great for your scutum. Heavily discipled during your days as a legionary, you are able to travel long distances in your heavy armor without fatigue. Use the arena heavy rainment for this, and when you get it, the heavy rainment of valor, as it fits this character perfectly.
User avatar
hannah sillery
 
Posts: 3354
Joined: Sun Nov 26, 2006 3:13 pm

Post » Fri Jan 14, 2011 7:49 am

Class:Paladin (4)
Best Race:Imperial,Redguard.
Best Birthsign:The warrior.
Specialization:Combat
Attributes (2):Strength and Endurance.
Major Skills:
1.Blade
2.Block
3.Heavy Armor
4.Athletics
5.Acrobatics
6.Armorer
7.Restoration

Description:Paladins are trained from specialized knights, or from those who prove themselves worthy through service to the Empire. Trained to be able to move Fast, get around easily, and also take the hits with Heavy Armor. They can be deadly opponents. With Restoration magic, a Paladin can heal themselves when running into trouble, or heal an ally in a larger-scale fight. They are trained as armorers so that they may repair all equipment on a moments notice, a must for a Holy Warrior. While the Blade skill allows them to cast down evil and the undead gracefully, yet with deadly elegance.

Combat Purposes:They are able to take high amounts of damage, and with the restoration ability, they can be Hard to take down.

Magic Purposes:With Restoration, they are sometimes essential for victory in large fights, as they can restore allies to fighting capacity.

Stealth Purposes:They are not sneaky fellows.

Other Skills:Also good for warriors they can heal. While Athletics and Acrobatics allow for fast running, swimming, and an easy way to get down mountains.

Usefull Factions:Fighters guild, Knights of the Nine, Mages guild (for restoration).

Roleplay Restrictions:Nothing really major here. You cannot be evil, as they are warriors for Justice, Honor, and hope.

Ideal Mod(s):I'm an Xbox 360 player. No mods here.
User avatar
Christine
 
Posts: 3442
Joined: Thu Dec 14, 2006 12:52 am

Post » Fri Jan 14, 2011 8:35 am

Class: Dragoness
Best Race: Argonian
Best Birthsign: Theif
Specialization: Close combat
Attributes (2): Strength and Speed
Major Skills:
1. Blade
2. Light Armor
3. Heavy Armor
4. Restoration
5. Alteration
6. Conjuration
7. Sneak

Description: The Dragoness class Argonian warrior is a small group of elite female argonian warriors that have proven themselves in battle for centuries. Specializing is close, fast-paced combat, these soldiers wield no shield, but instead two blades. Though they prefer blades of the Argonian make, they are able to pick up any blade off the battlefield and use it, including claymores if neccessary. They are masters of stealth and use this ability to get close to their target before they strike. They have also been trained in the art of conjuration so that they may summon a creature to their side for protection. The creature changes w/ the many small factions that have been created throughout the group, however, the main summon is a Storm Atronach. Having considerable skills in Alteration, this allows a Dragoness to cast powerful shield spells. For years thought of as only a healing class, the Dragoness warriors have also been taught Restoration, and have discovered its powerful secrets, with spells rivaling that of the most powerful destruction spells in damage. Dragoness class warriors are put through a rigorous training regiment in order for them to achieve their superior athletics. They are able to run at blinding speeds appearing as only blurs to their targets. Their proficiency in both light and heavy armor allows this already powerful class to use any armor they come across. The only real weakness of this class is that their vulnerability to magic. Their armor does have powerful elemental resistance enchantment, but they are vulnerable to, ironically, the Restoration class of magic.

Combat Purposes: Close, fast combat/stealth attacks

Magic Purposes: Alteration for shield, Conjuration for summons, Restoration for healing and Absorb/Damage health spells

Stealth Purposes: attack enemies w/o being seen. Steal what they need.

Other Skills: Acrobatics lets them jump/fall distances that would kill most others. Athletics lets them run at great speeds. Destruction magic as a backup if an elemental weakness is known.

Usefull Factions: any. preference changes w/ each individual.

Roleplay Restrictions: no fast travel. running the plains of tamerial allows them to train their athletics and acrobatics, and lets them discover many caves and forts for looting.

Ideal Mod(s): Argonian Beautification Exem, BW's argonian hair packs (optional), Alexanders wings, Female Eyecandy body replace (either nvde or underwear, your choice), Black Luster weapons and armor, Dark Illusion armor (optianol), Desert Argonian (optional), Fox's aronian textures for Exem body, getupanimreplacer-15336 (optional), Improved argonian facial textures, realsword_-_Argonian, sephs dual wield, slof's oblivion better beasts, UFF_RobertV4-ScriptedArgonianFeet_v0_4b-15469, unlimited_amulets_-_rings (optional). All mods found at tesnexus.com
User avatar
Sabrina garzotto
 
Posts: 3384
Joined: Fri Dec 29, 2006 4:58 pm

Post » Fri Jan 14, 2011 9:34 am

Class: Skirmisher
Best Race: Nord
Best Birthsign: Thief
Specialization: Combat
Attributes: Strength and Agility
Major Skills:
Blade
Sneak
Marksman
Light Armor
Blunt
Restoration
Armorer
Description: A character who is skilled in several weapon types and wears light armor. He is mostly made for combat, but his sneak/light armor/marksman ability can also be useful if you pursue the thieves guild quests. Let him acquire a good bow and keep a blunt and blade weapon on him at all times and cycle through to your liking.
User avatar
CArlos BArrera
 
Posts: 3470
Joined: Wed Nov 21, 2007 3:26 am

Post » Fri Jan 14, 2011 6:06 am

Class: Armormage
Best Race: Breton
Best Birthsign: The Mage
Specialization: Magic
Attributes (2): Intelligence & Endurance
Major Skills:
1. Alchemy
2. Armorer
3. Block
4. Destruction
5. Heavy Armor
6. Illusion
7. Restoration

Description:
Despite the lack of alteration, the armormage is built for defense. Rather than using alteration to raise the armor value with enchanted robes and defensive spells, the armormage utilizes the breton's natural resistance to magicka and heavy armor that should be enchanted to maximize the magicka pool.

In combat, armormages use touch spells, which are cheaper than target spells, by allowing their heavy armor to protect them in close quarters. Because the heavy armor slows down the speed of the mage, they utilize the increased magicka pool from the enchanted armor, birthsign, and racial bonus, armormages often use AOE spells when confronted by more than one enemy. Illusion provides calm spells to allow an injured armormage to heal with restoration or to escape with invisibility spells, when normal running is just too slow because of the armor.

The armormage build can be easily modified for the 5/5/5 efficient leveler by replacing block and illusion with mysticism and one other skill that the player will most likely never use with this character (e.g. marksman, light armor, etc.). Doing so allows two major skills for intelligence, willpower, and endurance plus the one unused major skill. After 9 major skill increases, conjuration, alteration, and block can be used to get the plus 5 modifier and then the player can level up by increasing the remaining major skill.

Usefull Factions:
This build was designed to be able to fully complete the game, including all factions, but is especially efficient in the mages and fighters guild.

Roleplay Restrictions:
Despite the use of heavy armor, no magicka user is complete without a mage's hood. ^_^
User avatar
Matt Fletcher
 
Posts: 3355
Joined: Mon Sep 24, 2007 3:48 am

Post » Fri Jan 14, 2011 1:49 am

Class: Wizard
Best Race: Altmer (High Elf) or Breton
Best Birthsign: Mage, Apprentice, or Atronach
Specialization: Magic
Attributes (2): Intelligence and Willpower
Major Skills:
1. Blade
2. Alchemy (or Mysticism)
3. Alteration
4. Conjuration
5. Destruction
6. Illusion
7. Restoration

Description: A wizard is one who ambitiously aspires to master the arts of magic and alchemy. Altmer and Breton are the most common wizards due their natural gifts in the arcane arts, though any race can be a wizard. Wizards are completely dedicated to furthering their knowledge in all fields of magic, and are know to spend hours out in the wilderness picking ingredients for their alchemy experiments, and in some extremely devoted Wizards are known to burn their own flesh to increase their understanding in the area of Destruction magic.

Wizards have no interest in wearing armor. Most wizards find that it hampers their movement, and greatly muffles the effects of their magic. Most Wizards are known to sport some kind of robe and hood, some even wear capes, but some of the novice Wizards, or poor wizards may just wear standard street clothing. Wizards with more experience, and more money may enchant their robes both to show off their status, and to help them in combat. Most Wizards enchant their robes with enchantments that increase their magicka pool or increase their resistance to certain magics. Some wizards enchant their robes with a shield effect, to make up for the fact that their robes do not provide them any protection.

Combat Purposes: Wizards do not usually engage in melee combat. They do usually carry some sort of dagger or shortsword though, but most wizards lack the strength to do much damage with them. Most of the wizard's damage in melee combat will come from the enchantment that the wizard has placed on that weapon.

Magic Purposes: Magic is the wizard's primary means of fighting. Most of their damage will come from their destruction spells. Wizards have a wide array of destruction spells for every situation. They have powerful ranged spells for single enemies, ranged spells with an area for multiple enemies, powerful touch spells for close encounters, and touch spells with an area in case they are getting cornered. They carry spells from the school of restoration to restore their health after every confrontation, to restore any damaged attributes, and to immediately cure any diseases contracted or poisons administered. They carry alteration spells to shield themselves from physical damage and to open locks. They carry spells form the school of illusion to light dark dungeons, physically conceal themselves, to control minds, and to "persuade," others into giving you information. Wizards mix up potions mainly to sell to merchants to make a profit, but they keep some of the stronger, more useful ones to use when they need them. In all, wizards will use almost every type of magic fathomable to help them

Stealth Purposes: Wizards are not very good at stealth. They may occasionally use an invisibility or chameleon spell to help them sneak past a situation with unfavorable odds.

Other Skills: Wizards use ALL schools of magic, even if it is not a major skill.

Usefull Factions: Membership in the mages guild is essential for nearly every Wizard, as the services that the Arcane University offers are vital to them.

Roleplay Restrictions: Whether or not your Wizard eats and sleeps on a daily basis is up to the player. Fast Travel can be used, as it is possible to Role Play that the wizard teleported there.

The fighters guild, dark brotherhood and thieves guild should not be joined, as they involve skills that wizards to not possess. The arena can still be joined, as the use of magic is still allowed. Pretty much any Miscellaneous quest can be completed, as none of them are partial to one specific specialization.

Wizards can either have good, neutral, or evil intentions

Ideal Mod(s):

-Supreme Magicka
-LAME
-Race Re-balancing Project 10.5 (makes Altmer much more magic oriented)
-Deadly Reflex 5.0
-Capes and Cloaks
-Tegeals Extra Robes
User avatar
Nathan Maughan
 
Posts: 3405
Joined: Sun Jun 10, 2007 11:24 pm

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