Oblivion Character Database.

Post » Fri Jan 14, 2011 8:42 am

Class: Reaver
Best Race: Dark Elf or Argonian (If Argonian, they must be as dark-skinned as possible)
Best Birthsign: The Thief
Specialization: Stealth
Attributes (2): Strength and Speed
Major Skills:
1. Hand to Hand
2. Light Armor
3. Illusion
4. Athletics
5. Acrobatics
6. Sneak
7. Destruction

Description: The Reaver are a long line of born killers. They don't just go about killing random citizens though. They pick the most difficult target possible. They will stalk out the target, and find the most honorable way to end them.

Combat Purposes: A Reaver may never wield a weapon against an opponent. The main focus of combat is to best the enemy in hand to hand combat.

Magic Purposes: Illusion to reach the target, destruction to end the target.

Stealth Purposes: May never pay a bounty, normally finds trouble sneaking through any part of any major cities. *VERY FUN*

Other Skills: VERY FAST.

Usefull Factions: Dark Brotherhood, Thieve Guild

Roleplay Restrictions: May never attack an enemy with a weapon, and may never pay a bounty.

Ideal Mod(s): OOO
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naana
 
Posts: 3362
Joined: Fri Dec 08, 2006 2:00 pm

Post » Thu Jan 13, 2011 9:04 pm

Just name him whatever :)

Class: Liferuiner
Race: Dark Elf
Birthsign: Thief or Shadow (I prefer Thief)
Specialization: Stealth and Assassination
Attributes: Strength and Agility
Major Skills:
Athletics
Blade
Marksman
Sneak
Illusion
Light Armor
Mercantile

Description: Designed to give you good starting out stats to start the Dark Brotherhood quests quickly and to complete them easily. After exiting, you will want to salvage everything in Vilveran (the Ayleid ruin directly across form the sewer). Lockpick isn't a major skill because after you hit level 10 you should complete the Nocturnal daedric quest. That will give you the Skeleton key which is an unbreakable lock pick that also boosts your lock pick stat by 40, so it is basically a waste of a major skill. Keeping to the shadows is what this character is born to do and with his silver-tongue, he can get the best deals from all his loot.
Also a good first target to start the Dark Brotherhood quests is a Bravil guard at night. He does his rounds all alone and is an easy target to pick off with your trusty bow. Make sure to take an Invisibility potion after.
Combat: Although he is designed to fight from far away, he has the training of the Night Mother and the courage to stand and fight with a blade.

Stealth: Picking targets off with a bow or slicing their throats before they even know you are there gives him that feeling in his cold, dark heart that Sithis loves.

Magic: An illusionist at heart as well, he loves seeing the look on his enemies faces when he disappears from sight. He also charms many people making him one of the most charismatic men in Cyrodill.

Other skills/perks: Grows to be fast, strong, intelligent with the right planning

Guilds: Dark Brotherhood, and later the Thieves Guild


Mods: the main one I use is OOO 1.3 because I like the new immersion it provides, and any stealth armor or weapons mods you like (try Alexscorpion's Stealth Gear)

And there are no play restrictions other than to keep true to the way of the assassin.

EDIT: fixed some spelling errors
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Kortniie Dumont
 
Posts: 3428
Joined: Wed Jan 10, 2007 7:50 pm

Post » Thu Jan 13, 2011 7:33 pm

Class: Windrider
Best Race: Breton
Best Birthsign: Atronach
Specialization: magic
Attributes (2): Wisdom / Agility
Major Skills:
1. Alteration
2. Destruction
3. Illusion
4. Restoration
5. Marksman
6. Security
7. Sneak

Description:
Name: Aurielle Banien
six: Female
Age: Young to mid twenties
A guardian of the wild, and devoted follower of Kynareth, left to die as a child in the harsh north, she was found and raised by servants of Kynareth, in her nineteenth year she was ambushed whilst out foraging by bandits, although she put up a fight they outnumbered her, as luck would have it a passing legion patrol saw the fighting, thinking it was nothing more than an argument among thieves they where all carted off to the Imperial City prison including Aurielle, since her birth she had never seen a big city, and was weary of all cities made of stone, so taken far from the lands she knew and wrongly imprisoned, she tries to find a new place in an unknown land.

Combat Purposes: long range marksman, with support magic, no armour (with the exception of Boots of Kynareth)

Magic Purposes: Destruction for combat uses, restoration for absorbing attributes and healing as chapel blessings are absorbed most of the time, illusion for chameleon spells to remain undetected, and alteration for the well needed shield spell

Stealth Purposes: mainly for remaining undetectable from wild animals, has some skill in lock picking, relies heavily on stealth attacks for first strike

Other Skills: Although raised in the wild, Aurielle is quite sociable so she has fairly good speechcraft and mercantile , but her main talent away from her majors is alchemy for the well needed restore magic potions to combat Atronach birthsign: stunted magika

Usefull Factions: Mages Guild, Order of the Virtuous Blood, Nine Divines.

Roleplay Restrictions: Can't kill wolves bears or spriggans as they are dear to Kynareth, can only hunt a few deer and mudcrabs for food, never take more than you need to keep the balance of nature. Rats can be killed if they threaten your life but if in a cave or ruin with enemy npc's they can be seen as hostile pets that can be dispatched.
Also if any of the rules on killing animals are broken you have to purge yourself at Kynareth's shrine by ingesting a near lethal dose of nightshade and praying for three days

Ideal Mod(s): Knights of the Nine DLC is a must for Kynareth's Shrine
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Jonathan Montero
 
Posts: 3487
Joined: Tue Aug 14, 2007 3:22 am

Post » Fri Jan 14, 2011 7:48 am

Once again, some non-compliant posts have been deleted. Make sure you're using the template in the original post of this topic.
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No Name
 
Posts: 3456
Joined: Mon Dec 03, 2007 2:30 am

Post » Thu Jan 13, 2011 7:48 pm

Class: Thief
Best Race: Breton
Best Birthsign: The Thief
Specialization: Stealth
Attributes (2): Agility and Speed
Major Skills:
1. Acrobatics
2. Security
3. Sneak
4. Marksman
5. Mercantile
6. Speechcraft
7. Light Armor

Description: This is my main character. His name is Tom. I use him 90% of the time when playing Oblivion. My goal with this character is to make him very powerful and complete more quests in the game. Once he is at his highest, I will most likely only play with him when I want to relax and have some fun, but I plan on continuing with my other character once I am done with Tom.

Combat Purposes: I often use my enchanted Daedric bow to shoot down enemies who are far away, and once they are paralyzed, I will go in for the kill with my enchanted Daedric claymore. I also like to fight hand to hand, as I am good at that skill. I have a full set of both Glass armor (light) and Daedric armor (heavy) with each part being enchanted with feather 49 points. This allows me to be well-protected while fighting, as well as giving me enough feather to carry the weapons that I pick up from my defeated enemies so that I can sell them.

Stealth Purposes: I sneak around a lot, and I often go into other people's houses and steal almost every item they have - just for fun. I sell only to Fathis Ules (for he pays the most in gold).

Usefull Factions: Thieves Guild, The Order of the Virtuous Blood

Ideal Mod(s): Fathis Ules Fix Mod (if you're going to be a thief with intentions of selling to the best fence eventually)

Photos: http://www.elderstats.com/character/photos/?mode=view&p=8&c=8#top, http://www.elderstats.com/character/photos/?mode=view&p=42&c=8#top, http://www.elderstats.com/character/photos/?mode=view&p=29&c=8#top
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NEGRO
 
Posts: 3398
Joined: Sat Sep 01, 2007 12:14 am

Post » Thu Jan 13, 2011 8:32 pm

Class: Reaper
Best Race: Dunmur
Best Birthsign: The Shadow
Specialization: Magic/Stealth (whichever suits you)
Attributes (2): Int. and Strength
Major Skills:
1.Blade/Blunt
2.Destruction
3.Illusion
4.Sneak
5.Security
6.Mysticism
7.Marksman/Acrobatics/Restoration/Alchemy

Description: As you can tell from the name, this character is based on The Reaper. The Angel of Death. It strives on stealth so it won't be detected. But yet, it also strives on magic. It loves to bring people to the underworld with him when he reports to his leader.

Combat Purposes: As it likes to move undetected it usually doesn't go up into close combat. It likes to get the x6 sneak bonus. ;)

Magic Purposes: Well of course you know what destruction is for. To MURDER!! Illusion is for chameleon spells to up the chances of going undetected. Mysticism for detect life. And if you pick restoration, to heal himself/herself.

Stealth Purposes: Well as you should know, The Reaper kills one person at a time. He goes by a list. So the stealth purposes are to not aggro more than one, or two(if neccesary).

Other Skills: Acrobatics may be good.

Usefull Factions: The Dark Brotherhood. Possibly the Mage's Guild?

Roleplay Restrictions: The aren't friendly.

Ideal Mod(s): I don't have any.
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Isaiah Burdeau
 
Posts: 3431
Joined: Mon Nov 26, 2007 9:58 am

Post » Fri Jan 14, 2011 5:18 am

Class: Death Knight (all credit for death knights goes to blizzard and world of warcraft)
Best Race: Imperial, Nord (especially nord)
Best Birthsign: the Warrior
Specilization: Comabt
Attributes: Strength and Endurance/Willpower/Intelligence
Major Skills:
1. Blade (2h) or Blunt (2h)
2. Destruction (frost spells)
3. Heavy Armor
4. Restoration (blood death knights can heal themselves in world of warcraft)
5. Athletics
6. Armorer
7. Conjuration

Description: Like Death Knights in WoW, this class can cast on touch frost spells and weakening spells while slaughtering the enemy up close. Can take on multiple enemies at a time, and is able to slightly heal themselves (like blood dks) and can conjure zombies to assist them in combat (like unholy dks).

Combat Purposes: Starts combat by charging in madly and swinging their giant enchanted battleaxe or sword. Ultimately destroys the enemy with their frost enchanted weapons.

Magic Purposes: Used to help assist them in combat, they start by conjuring a zombie or lich, then charge in and use a damage over time, on touch, frost spell, and healing if necessary.

Stealth Purposes: Nothing stealthy about a giant plate armored warrior with a huge two handed weapon screaming for your demise.

Useful Factions: Fighters Guild,

Roleplay Restrictions: Must always turn undead on any undead that attack him.

Ideal Mods: There are several mods that allow the player to recieve the Lich King Arthas' armor and the legendary runeblade Frostmourne.
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Michelle Chau
 
Posts: 3308
Joined: Sat Aug 26, 2006 4:24 am

Post » Fri Jan 14, 2011 9:06 am

Class: Chuck Norris
Best Race: Imperial, (make him look just like Chuck Norris)
Best Birthsign: The Warrior
Specilization: Combat
Attributes: Strength and Endurance
Major Skills:
1. Hand to Hand
2. Acrobatics
3. Athletics
4. Speechcraft (DO WHAT HE SAYS OR GET KICKED IN THE FACE!!!)
5. Mercantile (damn he is LOADED)
6. Illusion (he will make you run in utter TERROR)
7. Alteration (he can shield from anything)

Description: He will run at his target with nothing but regular clothes and sock them in the face! Then, just to play around, he sends you running in fear.

Combat Purposes: Pwns everything with just his fists and feet.

Magic Purposes:Sends people running in terror, and shields his awesome self with alteration.

Stealth Purposes: Sneaking around is for wusses.

Useful Factions: Arena

Rolepay Restrictions: Must be played on the pc to use the console to give ultimate health and damage.

Ideal Mods: None
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Claire Mclaughlin
 
Posts: 3361
Joined: Mon Jul 31, 2006 6:55 am

Post » Fri Jan 14, 2011 3:13 am

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

Description: The Ayleids is a secret order of assassins and mages, who descended from the the Ayleids. Their purpose, is to rebuild their once powerful empire, and regain their power, and once more enslave the rest of Tamriel. The Ayleid order is devided into two parts. One of the two parts is mages, hiding in the ayleid ruins while studying the ancient power of their ancestors, while the other part is assassins and agents, who gather information from ruins, and gain information gathered by mages and other scholars, that can help the mages rebuild their empire. some of the Ayleids has different ways to do things. Some steal the information, others persuade their victims to share their information, but no matter what kind of methods they use, they always make sure to eliminate their victims afterwards, so none will learn of their existence. Most of the murders that has been performed by the Ayleids, has been linked to the Dark Brotherhood.

Combat Purposes: Some of the Ayleids are handy with a blade, and doesn't mind dealing with their victims that way, but most prefer stealth.

Magic Purposes: The field agents of the ayleids, rarely use magic, while their mages use their knowlegde about the magicka to become extremely powerful.

Stealth Purposes: The Ayleids agents and assassins strikes from the shadows, using their skills as archers, as well as poisons and are almost 100% imposibble to detect. Therefore very few know of their existence.

Other Skills: Some Ayleids are very handy with blades, yet most of them strike from the shadows with their bows. Every Ayleid field agent is skilled in Alchemy, and therefor well trained in making deadly poisons.

Usefull Factions: Thieves Guild, Dark Brotherhood.

Roleplay Restrictions: Train your security and sneak skill a lot, remain undetected, and take out your victims that way. Be a loner and trust none except of yourself.
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Michael Russ
 
Posts: 3380
Joined: Thu Jul 05, 2007 3:33 am

Post » Fri Jan 14, 2011 7:59 am

Class: Infiltrator

Best Race: Imperial, Female

Best Birthsign: The Thief

Specialization: Stealth

Attributes (2): Speed/Agility or Endurance/Strength, possibly ?/Luck

Major Skills: Illusion, Security, Sneak, Marksman, Light Armor, Blade, Block

Description: You were born as a remarkably gifted individual. Intelligent, beautiful, charming, strong, agile. You've got it all. You're better than most people, you know it, other people know it, but somehow you're able to get them to like you anyway. Life is your playground. You're not necessarily a bad person, but are you good one? You probably think you're good... After all, most people do. Hell is paved with good intentions.

Interested in furthering her own ends above much else, just because she can (and also believing in her own inherent Goodness as described above), the Infiltrator uses a variety of talents in order to get where she wants to be: Natural charisma and charm, stealth and thieving skills, as well as some good old fashioned Brute Force. You're a consummate Adventurer as well as a Social Climber, so Fortune and Fame go hand in hand. Some controversy may swirl around you, but not all publicity is bad publicity.

Combat Purposes: The Infiltrator prefers to kill from afar with her Bow, using camouflage and terrain to her advantage, but sometimes this isn't an option. A silent backstab is the next most preferable option, but sometimes you must stand and melee your way through a situation. The Infiltrator has a versatile array of combat techniques to suit whatever the situation requires.

Magic Purposes: Deception, guile, stealth. The Infiltrator isn't a wanton killer; people are useful tools. Getting them to willingly step out of her way, or help her along, is usually preferable to intimidation or bloodshed. Unfortunately, some people just won't listen or be reasoned with. They can be sidestepped, or if necessary, eliminated... the more discreetly, the better. Fireballs and blasts of Lightning give away your position; conjured monsters cause too much commotion. The Infiltrator uses magic to conceal her intention, or her location.

Stealth Purposes: Well, an Infiltrator... infiltrates. That can mean rising within the ranks of society in order to further one's aims and status, but it also means being able to go where you want, when you want, and not being caught off-guard. After all, you have a reputation to maintain, as both Adventurer and Socialite. No Faux Pas for you, whether it be a cave or a castle's courtyard. Every move you make is calculated and deliberate.

Other Skills: Alteration, Destruction, Restoration, Alchemy, Mysticism, Speechcraft, Mercantile, Athletics, Acrobatics and Armorer may all prove to be useful. Since this is an RP sort of build, the major skills are what I see as the main focus, but many other skills can contribute. Alteration could be used as a direct sub for Security.

Useful Factions: All of them. You're not necessarily evil, at least not overtly so. You're mostly a ruthless self-promoter and pragmatist. Joining the DB is well within character. The DB is as morally ambiguous as you are.

Roleplay Restrictions: Maintain your illusion. Kill sentient NPC foes (Bandits, etc.) as stealthily as possible, unless they attack you first (overworld only; inside a cave/fort, you are the provocateur, and should remain undetected). You can be more freeform with Beasts/Daedra, etc., but the damage bonuses from Stealth will always work in your favor, so try to use them there too.

Avoid the appearance of being a wanton/random criminal or killer. Your goal is to appear as a Pillar of the Community; some controversy may swirl around you, but you shall never be convicted of any crimes. You shall never be accosted by a town guard to pay a bounty or go to jail. That doesn't mean that you'll never commit crimes. What it means, is that you'll know your way "around the law".

Ideal Mod(s): Can't say for sure.
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KU Fint
 
Posts: 3402
Joined: Mon Dec 04, 2006 4:00 pm

Post » Fri Jan 14, 2011 2:02 am

Class: Hitman

Best Race: Imperial

Best Birthsign: The Shadow

Specialization: Stealth, Strength

Attributes (2): Speed and Agility

Major Skills:
1.Blade
2.Marksman
3.Illusion
4.Sneak
5.Security
6.Marksman
7.Athletics/Acrobatics

Description: An Imperial by the name of Daemon Floran, you have always hated the world. Hated those stupid little big eared archers. Hated those foolishly uptight tall elves. Hated those annoying worthless Bretons. Hated those slimy lizards. Hated those smelly vermin Khajit. Hated those lousy useless drunkard Nords. Hated those sickeningly barbaric Orcs. And even hated your own kinsmen. You despised everything about Tamriel and its disgusting inhabitants. they all needed to die. And you felt that you were the one chosen by SITHIS to rid the world of its pests. One dagger lodged in the forehead by one.

Combat Purposes: Mostly preferring sneaking whenever he gets the chance, Daemon uses his unique set of acrobatic skills and maneuvers to make his opponents dance before going in for the kill. He is also extremely skilled at sniping from long and mid range, often stalking his targets and learning their routines before finding a good location and position to end them.

Magic Purposes: In case Daemon gets caught in or before the act of murder, he often relies on his illusion skills to get out of an otherwise sticky situation.

Stealth Purposes: Should the need ever arise, or should he ever feel it to be necessary, Daemon Floran can use his tremendous stealth skills to follow and stalk his victims while evading detection, sometimes through an entire METROPOLIS such as the Imperial City

Other Skills
: He has very good endurance. Since he raised himself in the forests of Cyrodiil, he can rely on the venison of deer.

Useful Factions: The Dark Brotherhood. He feels that should he ever be in a situation where he is chased by an enemy, or his secret is discovered, he should have a safe house.

Roleplay Restrictions: Do not make friends with ANYONE under ANY circumstances. They could get socially close to Daemon and discover what he does for a living. In fact, apart from your family members from the Brotherhood, avoid contact with citizens and especially guards as much as possible.

Ideal Mod(s)
: Possibly black angel wings, or a black dagger/bow. :mohawk:
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roxxii lenaghan
 
Posts: 3388
Joined: Wed Jul 05, 2006 11:53 am

Post » Fri Jan 14, 2011 5:42 am

Battlemage AIO:
Breton:
The Thief:
Magic:
Speed, Luck (2):
Major Skills:
1.Acrobat
2.Blade
3.Block
4.Conjuration
5.Illusion
6.Marksman
7.Restoration

Description: This is a battle mage all-in-one hero crusader type character. In my opinion this character type is the ultimate in combat, magic, and could be the best at everything if that is what you want for this character type. If you play as one character only through the whole game once this would be the character type to use.

Combat Purposes: Blade, and block with heavy armor. These skills provide all you need to be the best at melee combat.

Magic Purposes: Conjuration to have a buddy creature help you out fighting, and also take the pressure off you. Destruction to blow away your enemies fast that can not be blocked. Restoration to buff/cure/heal yourself, and others.

Stealth Purposes: Snipe your opponents with bow, and arrow using illusion spells, and sneak for stealthiness.

Other Skills: Alteration, mysticism should be built up to at least 25, and all the way if you want to be the best. Alchemy, blunt, hand to hand, light armor, and speechcraft are optional. Building armorer, athletics, heavy armor, mercantile, security, sneak are highly reccomended. Capping out Destruction is manditory to play this character right.

Usefull Factions: The Arena, Blades, Fighter's guild, Mage's guild, Main quest, Knights of the Nine

Role Playing Restrictions: This character type is an all-in-one super hero crusader type.

Ideal Mod(s): I don't know any mods.
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Michelle Smith
 
Posts: 3417
Joined: Wed Nov 15, 2006 2:03 am

Post » Thu Jan 13, 2011 9:37 pm

Class: Wizard Pendragon
Best Race: Altmer
Best Birthsign: The Thief
Specialization: Magic
Attributes (2): Agility/Willpower
Major Skills:
1.Restoration
2.Conjuration
3.Destruction
4.Sneak
5.Illusion
6.Marksman
7.Alteration

Description: A wizard/archer hybrid. Designed it to utilize my favorite aspects of the game. A character who prefers to stay out of range, and take down his enemies from afar. Would use sneak/marksman for an opening shot to get the multiplier. Character would then cast a shield, summon a friend, and being backpedaling. If the enemy begins attacking the summon, move in and use touch spells to deal damage; if they do not, continue to retreat using target spells. Keep your bow out all the time, and switch back to arrows in the event you run out of magicka. Overall a character that is very good at avoiding damage as well as returning it.

Combat Purposes: This character would struggle with physical combat. It can be highly effective if you follow the aforementioned "battle-plan".

Magic Purposes: Restoration for healing and buffs; conjuration to summon aid/distraction; destruction to deal damage; alteration is used instead of armor (shield spells can be very effective); and illusion to mess with peoples minds (light eliminates the need for a torch, and the later paralyze spells are awesome).

Stealth Purposes: Use sneak to remain undetected, and fire the opening shot using marksman. The fact that alteration is used instead of a traditional armor skill also means that you don't have to worry about "noisy" armor whilst sneaking.

Other Skills: Athletics/acrobatics should also be raised, but those will come with regular running/jumping. Mysticism should be raised slightly in order to get a basic detect life spell (very useful when sneaking around). Alchemy can also be raised in order to make poisons for opening arrow shot (3x multiplier + poison = considerable damage).

Usefull Factions: Mages guild is essential, gaining entrance to the university is essential in order to enchant your clothes/robes. This character can also be quite successful in the the Dark Brotherhood or Thieves guild, just make sure to raise sneak enough.

Roleplay Restrictions: The basic eating/sleeping/not fast traveling. Other than that, feel free to make up your own :)

Ideal Mod(s): One of the mods that increases the number of hot keys is essential to manage all your spells. A mod that enhances spell effects is also advised.
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remi lasisi
 
Posts: 3307
Joined: Sun Jul 02, 2006 2:26 pm

Post » Thu Jan 13, 2011 10:05 pm

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

Description: This is balanced character i made. Use only swords weapon types, and speechcraft will help you getting lot of quests. For the roler player, use two handed sword, that makes like a real swordsman, otherwise, one handed sword and a shield is fine.

Combat Purposes: Survive combat as a tank, not as a dodger. Slice enemies with power attacks and combat moves.

Magic Purposes: Use heal minor wound when needed, or other magic as long your magicka is enough to cast that spell.

Stealth Purposes: Speechcraft to convince other and getting more quests. you can always use security *if you know the lockpicking trick

Other Skills: Acrobatics will ease you to reach your combat destination (maybe can use a bit for face-to-face combat). It seems useless, but it's the best choice of major skills to waste than others for this class. While you play, you can jump when in a mountain or stairs to increase your level experience. that this skill's purpose, helping level.

Usefull Factions: Arena, and Fighters Guild

Roleplay Restrictions: Actually, you can make your own roleplay as a swordsman. It's a sellsword, a mercenary, a combatant. Feel free to role it on your way. My advice, use two handed sword to make it like a real swordsman (two handed swords can block too right??).

Ideal Mod(s): All mods as long it not involved with stealth or magic
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CHangohh BOyy
 
Posts: 3462
Joined: Mon Aug 20, 2007 12:12 pm

Post » Fri Jan 14, 2011 2:25 am

Name/Class: Sheogorath / King of Madness
Race/Gender: Redguard / Male
Birthsign: The Warrior
Specialization: Combat
Attributes: Strength, Endurance
Major Skills: Athletics, Acrobatics, Light Armor, Blunt,
Blade, Armorer, Heavy Armor

Health/Magicka/Fatigue: 130/60/200
Max Level: 47
Encumbrance: 325

Abilities:
- Adrenaline Rush (daily: effects below for 1 min.):
-- Fortify Agility, Speed, Strength, and Endurance (50 pt. Self)
-- Fortify Health (25 pt. Self)
- Resist Poison (constant: 75 pt. Self)
- Resist Disease (constant: 75 pt. Self)

Stats:
INTELLIGENCE-30: Alchemy-5, Mysticism-5, Conjuration-5
WILLPOWER-30: Destruction-5, Alteration-5, Restoration-5
PERSONALITY-30: Illusion-5, Mercantile-10, Speechcraft-5
AGILITY-40: Security-5, Sneak-5, Marksman-5
SPEED-40: Athletics-40, Acrobatics-25, Light Armor-30
STRENGTH-65: Blunt-40, Blade-40, Hand to Hand-10
ENDURANCE-65: Block-10, Armorer-30, Heavy Armor-35
LUCK-50
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Jinx Sykes
 
Posts: 3501
Joined: Sat Jan 20, 2007 11:12 pm

Post » Thu Jan 13, 2011 9:37 pm

Class: Templar

Best Race: Breton or Orc

Best Birthsign: The Lady

Specialization: Combat

Attributes (2): Strength and Willpower

Major Skills:

1. Blunt or Blade

2. Block

3. Heavy Armor

4. Armorer

5. Illusion

6. Alteration

7. Restoration

Description: The Templar is the holiest of warriors, the Templar uses his divine powers to protect the poor and unfortunate. The Templar also uses his divine powers to help the priests heal the sick and bless those that seek it. However, the Templar is not defenseless themselves, they are heavily armored and use mighty weapons to destroy those that wish harm to faithful followers of the Nine. The Templar is designed to absorb massive damage while the he deals out massive damage with his own arsenal of weapons.

Combat Purposes: This character excels at melee combat, in fact that is what he is made for.

Magic Purposes: Use Restoration for major and minor wounds, Alteration for protection against physical and magical damage, Illusion for useful spells like command, silence, frenzy, and paralyze.

Stealth Purposes: The Templar has no use for stealth skills.

Other Skills: None

Useful Factions: KOTN is a must, Fighters Guild, SI, Mages Guild

Roleplay Restrictions: No Darkbrother Hood quests, Must accept every misc. quest, Must give money to every beggar who asks for it, Must visit every God's Wayshrine, Must pray at the Chapel every time you visit a city.

P.S. Sorry if this is the second post or not.
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X(S.a.R.a.H)X
 
Posts: 3413
Joined: Tue Feb 20, 2007 2:38 pm

Post » Thu Jan 13, 2011 7:39 pm

Name: Manis Marion
Class: Mage Journyman
Best Race: Breton (Or any other magical race)
Best Birthsign: Mage
Specialization: Alchemy, Mysticism, Conjuration and Restoration
Attributes (2): Intelligence, Willpower
Major Skills:
1. Alteration
2. Alchemy
3. Illusion
4. Destruction
5. Speechcraft
6. Acrobatics
7. Blade

Description:Our character is young, and yearns for the life of a mage, so our character leaves his/her homeland of High Rock, for Cyrodiil, the home of the Arcane University and the centre for learning of the magicka arts and to continue to work on his secret passion for plants and alchemy. It is only when he finally becomes an apprentice that he/she finds to their horror, the dark arts are rampant and growing stonger, and worse still, he/she finds that it is Bretons who have gone to the dark arts in droves. Our character take it personally and sets out to remove all dark magic from Cyrodiil.

Combat Purposes: He uses his learned talents with the dagger or shortsword, and his natural and learned talents in the magicka arts for attack and defense.

Magic Purposes: Our character although not drawn by the dark arts will use fire against fire, or conjuration against conjuration, if you will.

Stealth Purposes: Our character isn't skilled in stealth.

Other Skills: Our Breton is a natural in Mysticism, Conjuration and Restoration (the reason their not in Major Skills), and being young is very agile.

Useful Factions: Mages Guild, The Blades (as our character is determined to rid Cyrodiil of all dark arts and with the gate of Oblivion opening and threatening to destroy the land with dark magic our character feels he/she should get involved).

Roleplay Restrictions: Concentrate on learning your calling, magic. Our character is skilled with the silver dagger and shortsword but has never worn and has ever seen armour till arriving in Cyrodiil, and does not feel comfortable wearing any kind of armour. Our character has high personal morale values and will not be drawn to the dark arts or the dark side.
User avatar
Skivs
 
Posts: 3550
Joined: Sat Dec 01, 2007 10:06 pm

Post » Fri Jan 14, 2011 12:09 am

Class: Sheep Herder
Best Race: Imperial
Best Birthsign: Any
Specialization: Combat
Attributes (2): Luck, Personality
Major Skills:
1. Speechcraft
2. Hand to Hand
3. Armourer
4. Mercantile
5. Light Armour
6. Blunt
7. Alchemy

Description: Someone has to herd the sheep.

Combat Purposes: After a life of secrecy, the hard-ab'd, big muscled Sheep Herder attacks!

Magic Purposes: No magical capabilities.

Stealth Purposes: Sheep costume!

Other Skills: He knows when sheep are pregnant.

Usefull Factions: Farmer's guild (?)

Roleplay Restrictions: Stay in the farm, of course, and protect those Sheep!

Ideal Mod(s): A mod where it makes more sheep.
User avatar
Sanctum
 
Posts: 3524
Joined: Sun Aug 20, 2006 8:29 am

Post » Fri Jan 14, 2011 6:27 am

Class: Alchemist
Best Race: Any race.
Best Birthsign: Any
Specialization: Stealth
Attributes (2): Agility, Intelligence
Major Skills:
1. Alchemy
2. Marksmen
3. Light Armor
4. Mercantile
5. Athletics
6. Acrobatics
7. Blade

Description: This class wasn't made for power leveling but instead to enjoy the game as a unique class. You are an adventuring Alchemist who travels all over Cyrodiil in order to find rare ingredients to make new potions with. Your Alchemist picked up on using Light Armor in order to better protect theirself from the many dangers all over Cyrodill even though it is not a needed skill for a skilled Alchemist. You buy and sell ingredients and potions to make your living. When you come across enemies you weaken them with your deadly poisons and strengthen your defense through your many potions. If necessary stealth will be used to avoid a straight up fight. Since Alchemy is basically all of the magic styles rolled into one there is no way you can be beaten when you are prepared for a battle or a long treck across the land. Planning on running into mages? Silence and elemental shields. Planning on running into humogous warriors? Damage end, str, and speed. Or if you are not fully prepared for a fight use a good ole' invisibility potion. There will always be a way to come out victorious.

Combat Purposes: You should try to avoid combat but there are some tricks that can be used to use for straight on combat if it can not be avoided.

Magic Purposes: The magic is all in your poisons and potions.

Stealth Purposes: Use your poisons to bring out all of your enemies weaknesses.

Usefull Factions: Mages guild most likely. I'm sure you could find a roleplay purpose to fit any of the guilds.

Roleplay Restrictions: Adventure everywhere! Fast traveling will put many restrictions on this character since you will need to harvest many many plants!

Ideal Mod(s): I'm on the 360 so I'm clueless about mods.
User avatar
Pixie
 
Posts: 3430
Joined: Sat Oct 07, 2006 4:50 am

Post » Fri Jan 14, 2011 1:31 am

Class:Forebear
Best Race:Redguard (tie-in with the class name)
Best Birthsign:The Atronach
Specialization:Combat
Attributes:Strength, Endurance
Major Skills:
1. Athletics
2. Blade
3. Block
4. Armorer
5. Heavy Armor
6. Speechcraft
7. Hand-to-hand

Description:
This class was made for an enjoyable adventuring experience. Created as an ideal gallant Redguard Forebear soldier, modeled slightly after Redguard's own Cyrus the Restless (I know, he was a Crown.) A perfect soldier and adventurer, the Forebear is a master of the sword, and can fight in heavy armor (ideally with a shield). His natural Redguard disease and poison resistance makes him more than a match for the Cyrodiilic wilderness, while his Atronach birthsign gives him an edge versus mages and spellcasters. Redguards are fierce and talented warriors, bred to endure the greatest of toils. But what if his blade breaks? No matter! He is well-trained in fighting with naught but his hands, and he is fully prepared to repair his arms on his own, saving considerable funds. Not only does the Forebear soldier possess an amazing talent for warfare, his very voice and manner has the ability to soothe and charm. The Forebears were the Redguard party who allied with Tiber Septim during his conquest. This Redguard is fully armed and willing to serve his Emperor.

Combat Purposes: Swashbuckling and being able to fight with his bare hands as a quick alternative. 50% spell absorption helps immensely versus wicked sorcerors. His heavy armor abilities allow him to fight as a soldier in even the thickest of frays.

Magic Purposes: Redguards from back home frown on magic, and view all spellcasters and sorcerors as wicked and vile. Necromancy is punishable by death, Illusion traps souls and tampers with the mind, a foul act of villainy to be sure. The Forebear is not a spellcaster, despite his increased magicka.

Stealth Purposes: The Forebear, a proud creature, refuses to steal or stab his enemy in the back.

Useful Factions: The Fighters Guild, assorted countryside quests (a Redguard has to earn some coin somewhere), the Main Quest.

Roleplay Restrictions: Theft is forbidden unless justified, Redguards have a complicated sense of honor and pride. Murder, such as killing an unarmed or innocent opponent, is despicable. An honorable duel, despite the opinion of the law, is not forbidden. Thieves Guild, Dark Brotherhood, Mages Guild -- All No-Nos. Fight for those who cannot fight for themselves, always think of your Redguard honor and pride before you act.

Ideal Mod(s): Better Redguards, found at TESnexus, improves complexion.
User avatar
Charlie Sarson
 
Posts: 3445
Joined: Thu May 17, 2007 12:38 pm

Post » Thu Jan 13, 2011 9:20 pm

Class:Acrobat
Best Race:Wood Elf (Bosmer)
Best Birthsign:The Lady/The Thief
Specialization:Stealth
Attributes (2): Intelligence, Agility
Major Skills:
1.Marksman
2.Sneak
3.Alteration
4.Alchemy
5.Blade
6.Acrobatics
7.Light Armor

Description: Wood Elves are very talented archers and scouts, this is your typical Wood Elf straight from the Western Valenwood forest. Learning the skills taught by his/her parents to survive in the wilderness.

Combat Purposes: Uses the bow and arrow as the main weapon, striking from the dark but when caught quickly changes to his/her blade which can be enhanced with magical powers to do maximum damage.

Magic Purposes: Uses alchemy to create poisons to kill his/her prey faster. Alteration is used to pick even the finest locks, no door can keep the Wood Elf out.

Stealth Purposes: Very nimble, bosmer are masters in stealth clearing Caves, Forts and Elven Ruins in search of treasures without alerting anyone that might be near.

Other Skills: Wood Elves can practice illusion magic to conceal them selves and pass undetected when trying to avoid being caught like in houses, castles or stores. Might use the mercantile skill and the speechcraft skill to persuade store owners to sell them treasures at higher prices.

Usefull Factions: The Thieves Guild, The Mages Guild

Roleplay Restrictions: Even though they steal and can fight even the biggest bear in the forest, they are not assassins. Try living in the forest in the beginning selling treasures to stores owners, making a little gold then retire to a city like Chorrol or Anvil.
User avatar
Lindsay Dunn
 
Posts: 3247
Joined: Sun Sep 10, 2006 9:34 am

Post » Thu Jan 13, 2011 9:33 pm

Got the idea from UESPWiki. I had a lot of fun with this class, smashing everyone with my hammer!

Class: Viking

Best Race: Nord or maybe orc

Best Birthsign: Warrior

Specialization: Combat

Attributes: Endurance, Strength

Major Skills: Athletics, Blunt, Light armor, Marksman, Mercantile, Armorer

Description: Use a hammer or battleaxe, always use the biggest weapon you find and for long range or hunting go with the bow, buy a house in Bruma and protect your town, go out hunting and sell the pelts

Combat Purposes: Try to use Steel Battleaxe or hammer, you can also use iron hammer

Magic Purposes: None

Stealth Purposes: Stealth is for the weak, ur a wrecking ball

Other Skills: You could eventually start to use heavy armor but only as you become richer and more powerful

Usefull Factions: Arena, Fighters Guild, Main Quest

Roleplay Restrictions: Only use and iron bow and arrows as you do not have enough money for expensive bows, wear a combanation (Spelling?) of Iron, Fur and possibly chainmail armor, what I like to do is while in battle i use Iron cuirass and iron botts with fur greaves and gauntlets. For fun go into the Arena and destroy the competion with your force and then progress through the ranks of the fighters guild. Never read skill books or other books as you can't read and pray whenever you can, either to the Nine or to the Nord heathen gods

Ideal Mod(s): I don't know mods well soooo
User avatar
Marine x
 
Posts: 3327
Joined: Thu Mar 29, 2007 4:54 am

Post » Thu Jan 13, 2011 9:28 pm

Class: Firebrand
Best Race: Dunmer (75% fire resist)
Best Birthsign: Apprentice
Specilization: Magic
Attributes: Strength and Intelligence
Major Skills:
1. Blunt (1h)
2. Destruction
3. Conjuration (Flame Atronachs only!)
4. Light Armour
5. Block
6. Illusion
7. Alteration

Description:

Firebrands are specialized Battlemages that have honed their mastery of the fire element, to the detriment of the other
two elements. All spells that Firebrands cast must be ased around fire, and more often than not inflict damage on the caster.

Combat Purposes:

Firebrands prefer to use magic from a distance if at all possible, although due to the limited nature
of their offensive spells this isn't always practical. In these circumstances, they will close in with a mace and shield.

Magic Purposes:

Used for offense (Fire damage on Touch/Target, Summon Flame Atronach), defense (Fire Shield),
and general exploration (Light, etc.)

Stealth Purposes:

None

Useful Factions:

Mages Guild

Roleplay Restrictions:

Having such a strong affinity to fire, Firebrands should be afraid of water. Waterwalking is out of the question,
although you could RP around this by having a full-body 'diving suit', I guess.

Any spells that you use must have a 'fiery' theme to them. Flat-out offensive spells can only be fire-based.
Example spells I've used before...

Phoenix
Fire Damage on Self for some duration
Restore Health on Self for same duration

Torch
Fire Damage on Self for some duration
Light on Self for same duration

Ideal Mods:

No idea, I'm on the XBox 360.
User avatar
Anna Kyselova
 
Posts: 3431
Joined: Sun Apr 01, 2007 9:42 am

Post » Fri Jan 14, 2011 12:44 am

Class: Dragon Knight
Best Race: Argonian
Best Birthsign: Warrior
Specialization: Combat
Attributes (2): Strength/Endurance
Major Skills:
1. Acrobatics
2. Blade/Blunt
3. Block
4. Armorer
5. Conjuration
6. Heavy Armor
7. Restoration

Description: The alter-ego to of the Dragoness class, so to speak. These finely trained argonians excel at swinging large weapons and taking heads with them. Despite their size and fondness for all heavy armor and big swords, hammers and axes, they are surprisingly agile. Though not as versatile as the Dragoness class, they have still made quite a name for themselves, said to be w/o remorse or sense of pain. These argonians are trained to do one thing and do it well: Kill.

Like the other units of the argonian royal army, these units continue the tradition of having conjuration for backup, though they are not as skilled in it as the Dragoness class or Argomages.

Combat Purposes: Go in hard and heavy. These argonians are armed to the teeth and trained to absorb copious amounts of damage. They go in and get things done, and get it done fast.

Magic Purposes: Conjuration to distract from them while they replenish their heath with their knowledge of the school of Restoration.

Stealth Purposes: I does not matter if the enemy knows if they are there or not; either way they will not be able to stop the tank coming at them.

Other Skills: Being experts in guerrilla warfare, these argonians are just as deadly w/ their fists as they are w/ the blade and hammer.

Usefull Factions: anything not related to stealth.

Roleplay Restrictions: fast travel is allowed. Some of these warriors sport a pair of wings, and therefore have an advantage in battle.

Ideal Mod(s):
1. http://tesnexus.com/downloads/file.php?id=13050
2. http://tesnexus.com/downloads/file.php?id=5480
3. http://tesnexus.com/downloads/file.php?id=15469
4. http://tesnexus.com/downloads/file.php?id=6611
5. http://tesnexus.com/downloads/file.php?id=22844
6. http://tesnexus.com/downloads/file.php?id=25365
7. http://tesnexus.com/downloads/file.php?id=19533
8. Scripted Argonian Feet
9. http://tesnexus.com/downloads/file.php?id=24359
10. http://tesnexus.com/downloads/file.php?id=24320
User avatar
Calum Campbell
 
Posts: 3574
Joined: Tue Jul 10, 2007 7:55 am

Post » Fri Jan 14, 2011 2:40 am

Sir Adalwulf
Class:Ranger Lord
Best Race:Nord
Best Birthsign:The Warrior
Specialization:Combat
Attributes (2):Endurance, Strength
Major Skills:
1.Armorer
2.Blade
3.Block
4.Heavy Armor
5.Marksman
6.Sneak
7.Alchemy

Description:Basically a Knight trained in woodland skills.An excellent upfront fighter equally adept at skirmishing.

Combat Purposes:Sword and shield with heavy armor.Hard-hitting with good defense.

Magic Purposes:None.

Stealth Purposes:Infiltration, guerrilla warfare, hunting

Other Skills:Alchemy

Usefull Factions:Knights of the Nine, Fighters Guild

Roleplay Restrictions:Independent and able to spend long forays into the wilderness alone.Somewhat of a solitary figure, he is the true Knight Errant, wandering the land and proving his worth as a knight.Only uses guerrilla tactics against much larger forces, or when infiltrating the hideouts of nefarious cults and evil-doers.Otherwise, he obeys all rules of battle chivalry.Prefers his own made potions to the use of magic.
User avatar
Karen anwyn Green
 
Posts: 3448
Joined: Thu Jun 15, 2006 4:26 pm

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