Post your Custom Character Builds

Post » Fri May 27, 2011 12:01 pm

My first class is a tweaking of the premade Battlemage class to my own liking.

Class: Battlemage

Race: Breton, Dunmer

Birthsign: The Mage, The Apprentice

Specialization: Magic

Favored Attributes: Strength, Intelligence

Major Skills:

Destruction
Illusion
Restoration
Alteration
Mysticism

Minor Skills:

Long Blade
Heavy Armor
Block
Armorer
Enchant

Factions: House Telvanni, Fighters Guild, Imperial Legion, Mages Guild, Imperial Cult/Temple


My second class is my vision of the classic RPG ranger. A archery/swordplay master outfitted in medium armor with lots of self-reliance skills and magics. Not necessarily a guardian of the forest, but of course you could roleplay it that way!

Class: Ranger

Race: Bosmer, Dunmer

Birthsign: The Mage, The Steed, The Lady

Specialization: Magic

Favored Attributes: Agility, Intelligence

Major Skills:

Marksman
Long Blade
Sneak
Illusion
Restoration

Minor Skills:

Medium Armor
Security
Armorer
Alteration
Mysticism

Factions: House Hlaalu, East Empire Company, Fighters Guild, Thieves Guild, Morag Tong, Imperial Cult/Temple
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Karine laverre
 
Posts: 3439
Joined: Tue Mar 20, 2007 7:50 am

Post » Fri May 27, 2011 6:12 am

:shrug: Anyone ever play a Breton with The Apprentice as a birth sign? I was wondering what kind of effect to expect
with the Breton's natural ability to Resist Magicka 50%, and the birth signs Weakness to Magicka 50%.
Would they just cancel each other out?
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John Moore
 
Posts: 3294
Joined: Sun Jun 10, 2007 8:18 am

Post » Fri May 27, 2011 1:44 am

Seems pretty good to me, although I personally don't see a point in RPing as a Lord/Diplomat.


It tried it as a test character once just to play around a bit. It's not the most fun way to go throught he game, but it adds a little realism to going through some of the great houses.
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Hairul Hafis
 
Posts: 3516
Joined: Mon Oct 29, 2007 12:22 am

Post » Fri May 27, 2011 10:09 am

:shrug: Anyone ever play a Breton with The Apprentice as a birth sign? I was wondering what kind of effect to expect
with the Breton's natural ability to Resist Magicka 50%, and the birth signs Weakness to Magicka 50%.
Would they just cancel each other out?

Using common sense here, I say that they would cancel each other out.

It tried it as a test character once just to play around a bit. It's not the most fun way to go throught he game, but it adds a little realism to going through some of the great houses.


Ahh true, but you might as well try everything.
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Katie Samuel
 
Posts: 3384
Joined: Tue Oct 10, 2006 5:20 am

Post » Fri May 27, 2011 1:19 pm

My Argonian Hunter build, feed back is appreciated!:

Race - Argonian

Specialization
- Combat

Favorite Attributes - Strength, Agility

Major Skills - Spear, Unarmored, Athletics, Acrobatics, Enchant

Minor Skills - Restoration, Alchemy, Sneak, Security, Armorer

Sign - The Steed

Overview - The Argonian hunter lives near the water by him self or with another group of Argonian hunters. He has knowledge of nature and uses it to keep him self healthy and prepared for combat. He also has the ability to enchant his weapons to make them stronger. Although he has the ability to perform types of magic, his greatest strength is combat. He is quick, agile and strong. Leaping from high places and attacking with a fury of spear thrusts, the Argonian hunter is a threat to everyone and anything. While it's major downfall is that it doesn't wear any armor, it makes up for it by being able to flee from attackers quickly. This class is comparable to a serpent or a spider. It will lurk in the shadows of a strategic vantage point waiting to attack. When the timing is right, it will leap out and brutally assault it's target and then make a speedy escape. Be warned as the Argonians aren't well received by the rest of society, so chances are, you won't be well received by them.

Role Play - Try to stay away from main cities. Stick to the Black Marsh. You're pretty much against everyone except for other Argonians. Don't train unless you receive it from an Argonian trainer. Do NOT kill other Argonians unless it is absolutely necessary or they have betrayed your race.


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Lisa Robb
 
Posts: 3542
Joined: Mon Nov 27, 2006 9:13 pm

Post » Fri May 27, 2011 1:41 pm

Prepare to have your mind blown!! :bowdown:

Race - Breton (Most likely) or Dunmer

Class - Sage

Specialization: - Magic

Favorite attributes - Intelligence, Endurance

Majors -
Blunt Weapon
Restoration
Illusion
Alteration
Alchemy

Minors -
Mysticism
Unarmored
Mercantile
Athletics
?Enchant/Armorer?

Sign - The Prophet or The Jester (Both self made)

Overview - This is the result of my extensive research into my ultimate character. I put emphasis on the word "my" because no two players are as good with the same kind of character. I'll start be describing my custome birthsigns. The base concept was to create a birthsign that provided constant magicka restoration. After some experimentation I ended up using 3 points of magicka restoration. The reason I use two different signs so one can accomidate Bretons and the other is specialized for Dunmer (my two favorite races.) The Prophet adds 1.0 magicka multiplier and a 50% magicka weakness. This essential trades the Breton's magicka ressistance in exchange for additional magicka. The Jester Adds a 1.5 Multiplier and a 75% weakness to fire. It trades a Dunmer's fire ressistance for more magicka. Because I added a stronger weakness to the I felt justified in adding a higher Magicka multiplier to The Jester. This makes it so I can have either race with no weaknesses or ressistances and because of the breton's natural .5 magicka multiplier, whichever I choose they both have the same amount of magicka. Both Signs also add a 25 point boost to endurance. If I had to play vinilla I would use The Lady (For the endurance) or the Aprentice (for the Magicka.)

My original concept used Destruction instead of Blunt Weapon. In the early stages of the game I it was almost to easy with Destruction but as the enemies got stronger It became very difficult. Even with constant magicka restoration it was hard to keep enough magicka to keep casting attack spell. It wasn't until I found Sunder that I realized that this wasn't just the games diffuculty increasing naturaly. After I saw how awsome Sunder was I used the console to increase my Blunt weapon skill so I could experiment with it. Even with a very modest Blunt level and very low strength I was destroying any enemy in my way. After that Idecided to rethink my entire character concept. Though my original idea was to have magicka restoration for destruction magic I found it to be generaly useful for all forms of spellcasting so I kept it even after eliminating destruction from my arsenal. Restoration is my primary method of healing. I don't use Cure Desease or Cure Blight for reasons I won't explain because I don't know how to made a "spoiler button" and Cure paralyze is useless because you can't cast spells when your paralyzed but I like to make a spell that restores all attribute by 100. A restore attribute spell is a lot cheaper to cast than I thought it would be. Illusion is awsome. I use sanctuary as my primary form of defense and chameleon almost replaces the stealth ability. Invisibility is useful sometimes too but more as a defensive spell than anything else. Between Charm and Frenzy there is no need for speechcraft. Calm can be a good defensive spell as well. And there is nothing like making an enimy totaly helpless with paralyze. Alteration is used to replace most need for security with the open spell and it also eliminates the need for acrobatics with levitate. Also waterbreating is invaluable and waterwalking doesn't hurt. Restore fatigue potions can be nice to have and Restore health potions are much faster than healing spell but I use Alchemy almost exclusively for making money. Cure paralyze potions are good to have but I usually just buy those. Mysticism is all about convenience. Mark and recall obviously have practical uses and the interventions are very usefull for traveling. I also use telekinesis in place of probes to set off traps from a safe distance rather than dissarming them. Between Mysticism and Alteration there is no need for security. Soultrap is useful for enchanting and making money too. Empty sougems are cheap but filled soulgems are worth money. With illusion as a major I don't have much use for armor. Using unarmored frees up space in my inventory and I think it looks better too. I have to wear wraithguard to equip Sunder but that's OK. I don't use a shield because I wan't to have as little armor as possible. besides Sanctuary leaves no need for a shield. Illusion gives my no need for speechcraft but merchantile still has benefits. It doesn't have to be very high leveled to be of use either. I can take or leave athletics but at this point I'm just trying to fill spaces. Athletics has more benefits that other "filler" abilities.

I'm caught between enchanting and armorer for my final ability. I can use enchanting early on to create weak enchantments to supliment some of the weaker blunt weapons' less than perfect power but once I get Into the higher levels I'm just going to pay for enchantments anyway. It's just not worth the effort to try over and over again to enchant something that's way out of my league anyway. The armorer skill is useful but I'm only going to be using one weapon and eventualy wraithguard. Is it realy worth carrying a bunch of hammers around when I'm always straqed for inventory space as it is. I've thought of getting rid of Athletics and just using both but as athletics guarantees at least minor benefits I've decided against that. I've also thought of using Conjuration but I've never really like using conjuration much. It just never appealed to me. This is the part that I could use feedback on.

This character is played as a melee fighter who uses magic to support them in battle as well as for more practical purposes. The best strategy is to paralyze your enemy and go at them with powerful blunt weapons. If an enemy can't be paralyzed then a modestly leveled santuary spell will do the trick. When I can afford it I like to enchant equipment with constant sanctuary. With an amulet and two rings with the highest possible constant effect sactuary on them you can have a total of 72 sanctuary at all times (Unless you enchant the items with a wide range and reequip them until you get the highest level but that's cheating.) At that point you can just use a 28 point senctuary spell to be pretty much completely immune to physical damage. Isn't sanctuary just awsome. If case you haven't figured it out by now, I really like endurance. I always buy training in heavy armor, medium armor and spear as early as possible just to increase my endurance.

Whew!! :wacko: That was more than I had intended to type but there it is.

Roleplaying - This build leaves quite a bit of room in the roleplaying department. It would make a good mage-thief type character or it could be played very well as a light paladin or pilgrim type. You could also get away with an evil telvani or something like that as well.

Factions - This build is somewhat limited to the Mages Guild, Temple, Imperial Cult or Telvani factions. It could however be easily changed to be more acomodating to other factions. Use Short blades instead of Blunt weapons and use light armor instead of unarmored and your on your way to a good thieves guild character. Heavy armor instead of Unarmored and you have the makings for a member of the fighters guild or maybe House Redoran.

Conclusion - As you can see I've put a bit of thought into this. I didn't really need to write anywhere near as much as I did but if I'm getting advice I should let my advisor (you) know as many details as possible. Besides I'm quite proud of this little creation of mine. But I'm still not done. If anyone has any thoughts on what my final ability should be that would make me happy.

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SHAWNNA-KAY
 
Posts: 3444
Joined: Mon Dec 18, 2006 1:22 pm

Post » Fri May 27, 2011 5:09 am

My Argonian Hunter build, feed back is appreciated!:


Its pretty good, I just don't think enchant will be as effective for you, since you are not using armor really.
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jeremey wisor
 
Posts: 3458
Joined: Mon Oct 22, 2007 5:30 pm

Post » Fri May 27, 2011 3:34 am

My first class is a tweaking of the premade Battlemage class to my own liking.

Class: Battlemage

Race: Breton, Dunmer

Birthsign: The Mage, The Apprentice

Specialization: Magic

Favored Attributes: Strength, Intelligence

Major Skills:

Destruction
Illusion
Restoration
Alteration
Mysticism

Minor Skills:

Long Blade
Heavy Armor
Block
Armorer
Enchant

Factions: House Telvanni, Fighters Guild, Imperial Legion, Mages Guild, Imperial Cult/Temple


My second class is my vision of the classic RPG ranger. A archery/swordplay master outfitted in medium armor with lots of self-reliance skills and magics. Not necessarily a guardian of the forest, but of course you could roleplay it that way!

Class: Ranger

Race: Bosmer, Dunmer

Birthsign: The Mage, The Steed, The Lady

Specialization: Magic

Favored Attributes: Agility, Intelligence

Major Skills:

Marksman
Long Blade
Sneak
Illusion
Restoration

Minor Skills:

Medium Armor
Security
Armorer
Alteration
Mysticism

Factions: House Hlaalu, East Empire Company, Fighters Guild, Thieves Guild, Morag Tong, Imperial Cult/Temple


Both are pretty strong, but on no.2 I don't think you need both stealth and illusion.
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Andrew Tarango
 
Posts: 3454
Joined: Wed Oct 17, 2007 10:07 am

Post » Fri May 27, 2011 1:49 am

Prepare to have your mind blown!! :bowdown:

Race - Breton (Most likely) or Dunmer

Class - Sage

Specialization: - Magic

Favorite attributes - Intelligence, Endurance

Majors -
Blunt Weapon
Restoration
Illusion
Alteration
Alchemy

Minors -
Mysticism
Unarmored
Mercantile
Athletics
?Enchant/Armorer?

Sign - The Prophet or The Jester (Both self made)

Overview - This is the result of my extensive research into my ultimate character. I put emphasis on the word "my" because no two players are as good with the same kind of character. I'll start be describing my custome birthsigns. The base concept was to create a birthsign that provided constant magicka restoration. After some experimentation I ended up using 3 points of magicka restoration. The reason I use two different signs so one can accomidate Bretons and the other is specialized for Dunmer (my two favorite races.) The Prophet adds 1.0 magicka multiplier and a 50% magicka weakness. This essential trades the Breton's magicka ressistance in exchange for additional magicka. The Jester Adds a 1.5 Multiplier and a 75% weakness to fire. It trades a Dunmer's fire ressistance for more magicka. Because I added a stronger weakness to the I felt justified in adding a higher Magicka multiplier to The Jester. This makes it so I can have either race with no weaknesses or ressistances and because of the breton's natural .5 magicka multiplier, whichever I choose they both have the same amount of magicka. Both Signs also add a 25 point boost to endurance. If I had to play vinilla I would use The Lady (For the endurance) or the Aprentice (for the Magicka.)

My original concept used Destruction instead of Blunt Weapon. In the early stages of the game I it was almost to easy with Destruction but as the enemies got stronger It became very difficult. Even with constant magicka restoration it was hard to keep enough magicka to keep casting attack spell. It wasn't until I found Sunder that I realized that this wasn't just the games diffuculty increasing naturaly. After I saw how awsome Sunder was I used the console to increase my Blunt weapon skill so I could experiment with it. Even with a very modest Blunt level and very low strength I was destroying any enemy in my way. After that Idecided to rethink my entire character concept. Though my original idea was to have magicka restoration for destruction magic I found it to be generaly useful for all forms of spellcasting so I kept it even after eliminating destruction from my arsenal. Restoration is my primary method of healing. I don't use Cure Desease or Cure Blight for reasons I won't explain because I don't know how to made a "spoiler button" and Cure paralyze is useless because you can't cast spells when your paralyzed but I like to make a spell that restores all attribute by 100. A restore attribute spell is a lot cheaper to cast than I thought it would be. Illusion is awsome. I use sanctuary as my primary form of defense and chameleon almost replaces the stealth ability. Invisibility is useful sometimes too but more as a defensive spell than anything else. Between Charm and Frenzy there is no need for speechcraft. Calm can be a good defensive spell as well. And there is nothing like making an enimy totaly helpless with paralyze. Alteration is used to replace most need for security with the open spell and it also eliminates the need for acrobatics with levitate. Also waterbreating is invaluable and waterwalking doesn't hurt. Restore fatigue potions can be nice to have and Restore health potions are much faster than healing spell but I use Alchemy almost exclusively for making money. Cure paralyze potions are good to have but I usually just buy those. Mysticism is all about convenience. Mark and recall obviously have practical uses and the interventions are very usefull for traveling. I also use telekinesis in place of probes to set off traps from a safe distance rather than dissarming them. Between Mysticism and Alteration there is no need for security. Soultrap is useful for enchanting and making money too. Empty sougems are cheap but filled soulgems are worth money. With illusion as a major I don't have much use for armor. Using unarmored frees up space in my inventory and I think it looks better too. I have to wear wraithguard to equip Sunder but that's OK. I don't use a shield because I wan't to have as little armor as possible. besides Sanctuary leaves no need for a shield. Illusion gives my no need for speechcraft but merchantile still has benefits. It doesn't have to be very high leveled to be of use either. I can take or leave athletics but at this point I'm just trying to fill spaces. Athletics has more benefits that other "filler" abilities.

I'm caught between enchanting and armorer for my final ability. I can use enchanting early on to create weak enchantments to supliment some of the weaker blunt weapons' less than perfect power but once I get Into the higher levels I'm just going to pay for enchantments anyway. It's just not worth the effort to try over and over again to enchant something that's way out of my league anyway. The armorer skill is useful but I'm only going to be using one weapon and eventualy wraithguard. Is it realy worth carrying a bunch of hammers around when I'm always straqed for inventory space as it is. I've thought of getting rid of Athletics and just using both but as athletics guarantees at least minor benefits I've decided against that. I've also thought of using Conjuration but I've never really like using conjuration much. It just never appealed to me. This is the part that I could use feedback on.

This character is played as a melee fighter who uses magic to support them in battle as well as for more practical purposes. The best strategy is to paralyze your enemy and go at them with powerful blunt weapons. If an enemy can't be paralyzed then a modestly leveled santuary spell will do the trick. When I can afford it I like to enchant equipment with constant sanctuary. With an amulet and two rings with the highest possible constant effect sactuary on them you can have a total of 72 sanctuary at all times (Unless you enchant the items with a wide range and reequip them until you get the highest level but that's cheating.) At that point you can just use a 28 point senctuary spell to be pretty much completely immune to physical damage. Isn't sanctuary just awsome. If case you haven't figured it out by now, I really like endurance. I always buy training in heavy armor, medium armor and spear as early as possible just to increase my endurance.

Whew!! :wacko: That was more than I had intended to type but there it is.

Roleplaying - This build leaves quite a bit of room in the roleplaying department. It would make a good mage-thief type character or it could be played very well as a light paladin or pilgrim type. You could also get away with an evil telvani or something like that as well.

Factions - This build is somewhat limited to the Mages Guild, Temple, Imperial Cult or Telvani factions. It could however be easily changed to be more acomodating to other factions. Use Short blades instead of Blunt weapons and use light armor instead of unarmored and your on your way to a good thieves guild character. Heavy armor instead of Unarmored and you have the makings for a member of the fighters guild or maybe House Redoran.

Conclusion - As you can see I've put a bit of thought into this. I didn't really need to write anywhere near as much as I did but if I'm getting advice I should let my advisor (you) know as many details as possible. Besides I'm quite proud of this little creation of mine. But I'm still not done. If anyone has any thoughts on what my final ability should be that would make me happy.



That's an extremely interesting class! I have always been drawn to a character like that. It definitely has given me some things to think about. Sorry I can't give any feedback, I'm pretty new to Morrowind. My problem is that I'm so interested in creating classes that I haven't played through the game once yet.
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Rebecca Clare Smith
 
Posts: 3508
Joined: Fri Aug 04, 2006 4:13 pm

Post » Fri May 27, 2011 5:39 am

That's an extremely interesting class! I have always been drawn to a character like that. It definitely has given me some things to think about. Sorry I can't give any feedback, I'm pretty new to Morrowind. My problem is that I'm so interested in creating classes that I haven't played through the game once yet.


I have the same problem, never completed the main quest because i just make a new character before i do!
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marina
 
Posts: 3401
Joined: Tue Mar 13, 2007 10:02 pm

Post » Fri May 27, 2011 2:48 pm

I have the same problem, never completed the main quest because i just make a new character before i do!

If it's what we enjoy doing, I don't see a problem with it ;)
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Rachel Cafferty
 
Posts: 3442
Joined: Thu Jun 22, 2006 1:48 am

Post » Fri May 27, 2011 5:40 am

Class: Combat Agent
Specilization: Combat

- Major Skills:
Long Blade
Medium Armor
Athletics
Security
Alchemy

- Minor Skills:
Axe or Blunt Weapon
Block
Heavy Armor
Speechcraft
Acrobatics

A more combat-oriented version of the standard Agent. Mercinary guilds, such as The Fighter's Guild, are good for rooting out problems. Yet those such organizations are still independant in many ways. The combat agent is more closely tied to The Empire and it's designs. Combat agents are usually given the task of rooting out "problems" or "embaressments" before any standard adventurer or the public can become aware. Yet, the combat agent can easily pose as a standard mercinary in order to keep any Imperial involvement under wraps.

Main courses include combat training and atheltics. A course in security training is required for the sake of getting through locked doors in dungeons, opening bandit chests and avoiding traps. A major course in alchemy is included for any needs involving healing injuries, curing sickness, levitating and water breathing when any such need might arise.

Minor courses include more combat training in the other combat arts, including shield usage. A minor course in speechcraft is required in order to improve the agent's ability to gain information when needed, even if mere bribes are used. A course in Acrobatics is the final course in order to improve the agent's ability to jump off hills and mountains to reach the target site more efficiently. Please sign the waver excluding The Empire from any responsibility for broken legs, jaw fractures, crushed feet, squashed internal organs, shattered rib cages, brain damage or any otherwise horrific death or injury.
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Andy durkan
 
Posts: 3459
Joined: Fri Aug 03, 2007 3:05 pm

Post » Fri May 27, 2011 1:28 pm

That's an extremely interesting class! I have always been drawn to a character like that. It definitely has given me some things to think about. Sorry I can't give any feedback, I'm pretty new to Morrowind. My problem is that I'm so interested in creating classes that I haven't played through the game once yet.


Your not alone. When I first started playing, I made about 30 different characters before I even got to Balmora for the first time. Literaly. That's the amazing thing about morrowind. There are just so many possibilities.
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Matt Gammond
 
Posts: 3410
Joined: Mon Jul 02, 2007 2:38 pm

Post » Fri May 27, 2011 3:26 am

If it's what we enjoy doing, I don't see a problem with it ;)


:foodndrink:
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Kat Stewart
 
Posts: 3355
Joined: Sun Feb 04, 2007 12:30 am

Post » Fri May 27, 2011 12:26 pm

My current character's class -

Rascal

Class Description: Similar to a Rogue, but sneakier and much cuter.
Race: Redguard
Specialisation: Stealth
Favoured Attributes: Agility and Endurance
Birthsign (using Birthsigns for Purists mod): Version of The Lord which grants The Lordly Graces (+10 to Strength, Willpower and Personality)
Majors: Block, Light Armour, Long Blade, Marksmanship, Speechcraft
Minors: Acrobatics, Armourer, Athletics, Security, Sneak
RP: A silvertongued opportunist who relies on her blade and fleetfootedness to get out of whatever trouble her curiousity and sticky fingers get her into. Self-reliant and pragmatic, she dislikes commiting herself and has joined only the Blades and Ashlanders. Mostly she wanders the land learning about it, helping others, and most importantly helping herself to whatever she can.
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El Goose
 
Posts: 3368
Joined: Sun Dec 02, 2007 12:02 am

Post » Fri May 27, 2011 4:59 pm

I really want some feedback on this class. It was difficult for me to make and it's probably going to be difficult to level.

I wanted this to be like a Priest class, except one of the stereotypical "Priest" classes you see in other MMO's. That means this would be a mix of a Priest and a Mage.



Class Name: Holy Defender

Race: Breton

Specialization: Magic

Sign: Mage

Fav. Attributes: Intelligence, Willpower

Major Attributes: Restoration, Alchemy, Enchant, Conjuration, Alteration

Minor Attributes: Mysticism, Illusion, Blunt, Unarmored, Destruction

Overview:
A priest-mage class. The Holy Defender fights for his beliefs and for what he believes is considered "good". A powerful mage who only uses destruction if he has to, the Holy Defender disables his enemy or eliminates them by means of summoning creatures to help in the fight.


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Hot
 
Posts: 3433
Joined: Sat Dec 01, 2007 6:22 pm

Post » Fri May 27, 2011 9:11 am

I think you should make blunt a major skill (summoned creatures can't always totally defend you), but besides that it is pretty cool. Do you plan on healing your summoned creatures w/ restoration?
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Lyndsey Bird
 
Posts: 3539
Joined: Sun Oct 22, 2006 2:57 am

Post » Fri May 27, 2011 3:24 am

I think you should make blunt a major skill (summoned creatures can't always totally defend you), but besides that it is pretty cool. Do you plan on healing your summoned creatures w/ restoration?


Can you even do that? If you could, yes.
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Emily Graham
 
Posts: 3447
Joined: Sat Jul 22, 2006 11:34 am

Post » Fri May 27, 2011 4:50 am

Can you even do that? If you could, yes.


I think at least in Oblivion you can, because you have heal on target spells, but I don't know if it is the same case with Morrowind.
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Siidney
 
Posts: 3378
Joined: Fri Mar 23, 2007 11:54 pm

Post » Fri May 27, 2011 1:02 pm

Class Name: Ranger

Race: Woodelf

Specialization: Stealth

Sign: The Lady

Fav. Attributes: Speed, Agility

Major Attributes: Marksman, Shortblade, Security, Light Armor, Athletics

Minor Attributes: Alchemy, Armorer, Acrobatics, Spear, Mercantile

Overview: I'm sure I could have chosen a better Ranger like class using different skills. Still my original goal with this character was to be a character which mostly stayed in the wilderness. Now that I do play this character I am a member of the Thieves Guild and stay mostly in (or close to) cities.
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Tinkerbells
 
Posts: 3432
Joined: Sat Jun 24, 2006 10:22 pm

Post » Fri May 27, 2011 8:16 am

Class Name: Sand Fighter

Race: Khajiit

Specialization: Stealth

Birthsign: The Lady

Attributes: Speed and Endurance

Major Skills:

Hand 2 Hand
Athletics
Mysticism/Alchemy
Conjuration
Unarmored

Minor Skills:

Acrobatics
Security
Sneak
Short Blade ( Bound Dagger only )
Mercantile

I vary my skills a bit for each Sand fighter i make so as to give a bit of diversity. This build has served me quite well.
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Anthony Santillan
 
Posts: 3461
Joined: Sun Jul 01, 2007 6:42 am

Post » Fri May 27, 2011 10:15 am

Class Name: Sand Fighter

Race: Khajiit

Specialization: Stealth

Birthsign: The Lady

Attributes: Speed and Endurance

Major Skills:

Hand 2 Hand
Athletics
Mysticism/Alchemy
Conjuration
Unarmored

Minor Skills:

Acrobatics
Security
Sneak
Short Blade ( Bound Dagger only )
Mercantile

I vary my skills a bit for each Sand fighter i make so as to give a bit of diversity. This build has served me quite well.


Interesting class! Care to explain "Sand Fighter" a little more?
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Cody Banks
 
Posts: 3393
Joined: Thu Nov 22, 2007 9:30 am

Post » Fri May 27, 2011 7:05 am

http://www.uesp.net/wiki/Tes3Mod:Tamriel_Rebuilt/Rain_of_Sand is a book from Tamriel Rebuilt Mod.

My Sand Fighter is built off of this, Basically the only form of Rawlith Kharj mentioned in Morrowind is the "sand" style,which uses only the hands where the other forms use the feet and tail as well.

Since it is said that most Khajiit's favor their claws over weapons, I will use H2H to beat down my opponent be it a rat or a Golden Saint. If I feel i might be outmatched by sheer numbers i will summon a Bound Dagger to help out.
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Krystal Wilson
 
Posts: 3450
Joined: Wed Jan 17, 2007 9:40 am

Post » Fri May 27, 2011 11:00 am

Nice. H2H hasn't yet appealed to me yet, but maybe in the near future it will.
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Sarah Evason
 
Posts: 3507
Joined: Mon Nov 13, 2006 10:47 pm

Post » Fri May 27, 2011 4:59 am

http://www.uesp.net/wiki/Tes3Mod:Tamriel_Rebuilt/Rain_of_Sand is a book from Tamriel Rebuilt Mod.

My Sand Fighter is built off of this, Basically the only form of Rawlith Kharj mentioned in Morrowind is the "sand" style,which uses only the hands where the other forms use the feet and tail as well.

Since it is said that most Khajiit's favor their claws over weapons, I will use H2H to beat down my opponent be it a rat or a Golden Saint. If I feel i might be outmatched by sheer numbers i will summon a Bound Dagger to help out.

I might try this :)
So how much success have you had with H2H? What is the highest level creature/npc you have defeated using only your fists?
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Lily Evans
 
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