Post your Custom Character Builds

Post » Fri May 27, 2011 5:54 am

I thought it would be interesting to have a thread dedicated to posting your custom classes for everyone to see and comment on. I know it's similar to the "Character Database", but in that thread you can't comment on any of the builds or receive feedback from other players. This could be of great help to new players (such as my self) as well as old players. Feel free to ask any questions about someone's build!

This is in no particular structure or order. Add any title/heading that you want. You don't need to include a roleplay aspect or anything you don't feel like doing. You can also include additional headings if you deem them necessary!

Here's mine!

Class Name: Roof Swift

Race: Wood Elf

Specialization: Stealth

Favorite Attributes: Agility and Luck

Major Skills: Security, Sneak, Acrobatics, Short Blade, Marksman

Minor Skills: Light Armor, Speechcraft, Mercantile, Athletics, Hand-to-Hand

Sign: Thief (If I could do this again I would have chosen Steed or Shadow)

Overview: This class is a hybrid between a Thief and a stealthy Archer. While a Thief's main goal is to "get the goods and get out", this class can enjoy both stealing and eliminating anyone who could potentially prevent them from getting what they want. They stick to either the rooves of buildings or the shadows of the streets and watch their target closely. From here they have the choice of either attacking from behind, making a quick, clean kill with their dagger or remaining up on a higher vantage point to make the kill from a distance. A Roof Swift will identify the object or house they want to get into and make a stealthy attempt to enter unnoticed. When possible, they get on the roof of the house and enter the house from above via trapdoor or second floor door. One advantage that a Roof Swift has is their method of fleeing the scene of the crime. Being strong with Acrobatics and quite agile, they can stick to the roof tops and make their getaway by leaping from rooftop to rooftop. This class tends to be thought of as evil, but it does have the potential to be used for good. Roof Swifts are only interested in what benefits them. They are interested in gold and items that are of value to them. They will loot a building, keep what they need, and sell the rest for maximum profit.

Roleplay: It is best to stick to the rooftops or sneak up behind someone when making a kill. You shouldn't try to take someone on head-to-head as you will most likely get killed. Take the cheap and easy way out: attack from behind, from a distance, steal what you want and then make an easy get away. Remember that you're in this for personal gain. You steal anything you want, whether you need it for your self or if you'll be able to sell it for a ton of money, but you shouldn't be doing any favors for anyone unless it involves a profit for your self. You get a thrill out of making a kill, so this means you're free to make a kill before OR after you steal.


Please comment and post your own class! Remember, this isn't in any particular order or structure, add or remove any titles that you'd like!
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Cassie Boyle
 
Posts: 3468
Joined: Sun Nov 05, 2006 9:33 am

Post » Fri May 27, 2011 6:25 am

I thought it would be interesting to have a thread dedicated to posting your custom classes for everyone to see and comment on. I know it's similar to the "Character Database", but in that thread you can't comment on any of the builds or receive feedback from other players. This could be of great help to new players (such as my self) as well as old players. Feel free to ask any questions about someone's build!

This is in no particular structure or order. Add any title/heading that you want. You don't need to include a roleplay aspect or anything you don't feel like doing. You can also include additional headings if you deem them necessary!

Here's mine!


Please comment and post your own class! Remember, this isn't in any particular order or structure, add or remove any titles that you'd like!


Good idea, this could serve as a temporary character database while the other ones being reworked. Nice custom build as well, but what factions would the Roof swift join or avoid.Do they work,killand loot alone or get missions from the morag tong and thievees guild?
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Chloe Lou
 
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Post » Fri May 27, 2011 6:01 am

Good idea, this could serve as a temporary character database while the other ones being reworked. Nice custom build as well, but what factions would the Roof swift join or avoid.Do they work,killand loot alone or get missions from the morag tong and thievees guild?


Hmmm, I haven't quite thought about that as I just started playing Morrowind for the second time in almost 7 years. I'd assume they would do guild quests (from both guilds) if the reward of the quest was worth the trouble. They would also work alone as well as they will come across things that they are personally interested in.
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Stacy Hope
 
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Post » Fri May 27, 2011 3:54 pm

heres my new build i made today so i could replay BUUL.

Race: Dunmer

Class: Telvanni War-Wizard

Specialization: Magic

Favored Attributes: Intelligence, Willpower

Major Skills:

Destruction
Alteration
Mysticism
Restoration
Conjuration

Minor Skills:

Illusion
Alchemy
Long Blade
Medium Armor
Heavy Armor

Sign: The Mage


Description: The Telvanni War-Wizard is mostly a magick oriented battlemage class, their first line of defense is magick, but they also value the use of Armor and Blades for when enemies get to close or when their mana pools are low. They are a dangerous foe when encountered being that they can fry you from a distance or bash your face in from up close. Being that they originate from Great House Telvanni they are very skilled in the use of the arcane arts, they are also very reclusive like most Telvanni, and like almost all great houses bare no love for the Empire.

Roleplay: When playing a Telvanni War-Wizard you want to always make sure you have your bases covered, for instance make sure you have adequate protection in the form of armor, no shields,
also you want to have some good combat spells along with spells that can get you out of a pinch if you start gettin overwhelmed and some to heal you back up when your done. Also you want to have a melee weapon in hand incase of emeregency. You want to keep your distance and before the enemy sees you take the chance to summon some help if needed, then fire a a good destruction spell at the enemy, and keep doing so until the foe gets close, the pull out your melee weapon and start swinging. By now the enemy is weakened by the magick and with a few hits it should go down. Then use some healing spells to patch yourself back up.

EDIT: this class only takes quests from House Telvanni and has no interaction with any Imperial guild.
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Taylor Thompson
 
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Post » Fri May 27, 2011 3:03 am

That's definitely an interesting class! I will probably test out something like that once i get a few other characters under my belt.

I wish I had of read what the signs meant at the start. Instead of the thief I would have chosen the Steed or Shadow =/
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Shirley BEltran
 
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Post » Fri May 27, 2011 5:50 am

That's definitely an interesting class! I will probably test out something like that once i get a few other characters under my belt.

I wish I had of read what the signs meant at the start. Instead of the thief I would have chosen the Steed or Shadow =/


yeah if i play a stealth or combat char i always choose steed.
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Damien Mulvenna
 
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Post » Fri May 27, 2011 5:07 am

yeah if i play a stealth or combat char i always choose steed.


I'm early enough in the game that I decided it was OK to use a console command to switch my sign.

I'm trying to come up with some custom builds for some of these characters:
- Prospector, travels the map looking for mines and collects minerals. That crafting mod would be cool for this one. Would use an axe or hammer.
- A wandering character who is fond of nature and explores the caverns and mountains. This character would be an Alchemist and Warrior mix. Endurance would be a plus since they are walking lots and coming across multiple creatures. Not sure what weapons they'd use. Potentially a Staff, One-handed axe or something.
- An Argonian hunter. This class would use spears and halberds rather than a bow, although it is still possible that they use a bow (player preference). Very acrobatic, fast, and uses no armor. Leaps at enemies from above when attacking. Lives in the wilderness or in a shack so it would have some knowledge about alchemy and cooking. Has Enchant and/or Alchemy/Restoration as skills to help make their spears better and heal them selves after battle.
-A gigantic Orc or Nord who does extreme damage while being able to take damage as well. Wears heavy armor and uses 2 handed weapons and isn't very intelligent.
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The Time Car
 
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Post » Fri May 27, 2011 3:52 pm

Race: Wood elf

Class name: shaman

Specialization: magic

Atrributes: Strength and Intelligence

Major Skills: Destruction, blade, block, light armor, restoration, mysticism and illusion


I made it a long time ago, I forgot how successful I was with him.
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Heather Kush
 
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Post » Fri May 27, 2011 5:15 am

Race: Wood elf

Class name: shaman

Specialization: magic

Atrributes: Strength and Intelligence

Major Skills: Destruction, blade, block, light armor, restoration, mysticism and illusion


I made it a long time ago, I forgot how successful I was with him.


Ahhh yeah, Shamans never really appealed to me since they are the "jack of all trades" class. Looks like you've got a solid build going there though.
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Jessica Phoenix
 
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Post » Fri May 27, 2011 1:49 am

Ahhh yeah, Shamans never really appealed to me since they are the "jack of all trades" class. Looks like you've got a solid build going there though.


Thanks, though I think a different race would have been better for it.
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Josh Dagreat
 
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Post » Fri May 27, 2011 2:13 am

Thanks, though I think a different race would have been better for it.


Yeah Definitely. I looked over the race when I read it. Definitely a Breton would be best.
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Tammie Flint
 
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Post » Fri May 27, 2011 6:26 am

Yeah Definitely. I looked over the race when I read it. Definitely a Breton would be best.


I was thinking a dunmer because I would get bonuses to blade and some of the magic skills.
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Gwen
 
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Post » Fri May 27, 2011 4:41 am

Race: Dunmer

Class: Outlander

Specialization: Combat

Favored Attributes: Intelligence, Endurance

Major Skills:

Long Blade
Destruction
Marksman
Sneak
Alteration

Minor Skills:

Short Blade
Alchemy
Block
Speechcraft
Heavy Armor

Sign: The Lady


A generic class build that I usually use when I'm not trying to roleplay. Not a bad class to start with I think.
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gary lee
 
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Joined: Tue Jul 03, 2007 7:49 pm

Post » Fri May 27, 2011 1:40 pm

I'm early enough in the game that I decided it was OK to use a console command to switch my sign.

I'm trying to come up with some custom builds for some of these characters:
- Prospector, travels the map looking for mines and collects minerals. That crafting mod would be cool for this one. Would use an axe or hammer.
- A wandering character who is fond of nature and explores the caverns and mountains. This character would be an Alchemist and Warrior mix. Endurance would be a plus since they are walking lots and coming across multiple creatures. Not sure what weapons they'd use. Potentially a Staff, One-handed axe or something.
- An Argonian hunter. This class would use spears and halberds rather than a bow, although it is still possible that they use a bow (player preference). Very acrobatic, fast, and uses no armor. Leaps at enemies from above when attacking. Lives in the wilderness or in a shack so it would have some knowledge about alchemy and cooking. Has Enchant and/or Alchemy/Restoration as skills to help make their spears better and heal them selves after battle.
-A gigantic Orc or Nord who does extreme damage while being able to take damage as well. Wears heavy armor and uses 2 handed weapons and isn't very intelligent.


i have an idea for the wandering character, and just to let you know im highly biased torwards dunmer since Morrowind is their homeland, so thats why i always choos ethem for race, but you can change it if you want.

i was thinking that sounded like a ranger class so here's what i cam up with.

race:dunmer

sign:steed

specialization: combat

attributes:endurance, agility

major skills:

longblade
light armor
marksman
alchemy
athletics

minor skills:

axe
(fill in other 4 with your preferered skills)


i couldnt think of any other skills to add.
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Philip Rua
 
Posts: 3348
Joined: Sun May 06, 2007 11:53 am

Post » Fri May 27, 2011 2:01 am

Race: Dunmer

Class: Outlander

Specialization: Combat

Favored Attributes: Intelligence, Endurance

Major Skills:

Long Blade
Destruction
Marksman
Sneak
Alteration

Minor Skills:

Short Blade
Alchemy
Block
Speechcraft
Heavy Armor

Sign: The Lady


A generic class build that I usually use when I'm not trying to roleplay. Not a bad class to start with I think.


Pretty cool, but I would switch one of the weapon skills for something else.
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Sammi Jones
 
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Joined: Thu Nov 23, 2006 7:59 am

Post » Fri May 27, 2011 2:42 am

I'm early enough in the game that I decided it was OK to use a console command to switch my sign.

I'm trying to come up with some custom builds for some of these characters:
- Prospector, travels the map looking for mines and collects minerals. That crafting mod would be cool for this one. Would use an axe or hammer.
- A wandering character who is fond of nature and explores the caverns and mountains. This character would be an Alchemist and Warrior mix. Endurance would be a plus since they are walking lots and coming across multiple creatures. Not sure what weapons they'd use. Potentially a Staff, One-handed axe or something.
- An Argonian hunter. This class would use spears and halberds rather than a bow, although it is still possible that they use a bow (player preference). Very acrobatic, fast, and uses no armor. Leaps at enemies from above when attacking. Lives in the wilderness or in a shack so it would have some knowledge about alchemy and cooking. Has Enchant and/or Alchemy/Restoration as skills to help make their spears better and heal them selves after battle.
-A gigantic Orc or Nord who does extreme damage while being able to take damage as well. Wears heavy armor and uses 2 handed weapons and isn't very intelligent.


The last one should not be hard, you don't even need to make a custom class for that

For the second try something like this:

Birthsign: The Stead

Major skills: Alchemy, Blunt, Acrobatics, Atheletics, Light Armor

Minor Skills: Block, (and whatever else you want)

As for the race, either a wood elf or maybe an imperial.
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marie breen
 
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Post » Fri May 27, 2011 1:52 am

Race : Dunmer.

Class: Bearer of the faith.

Specialization: Magic.

Attributes: Willpower, strength.

Major skills: Destruction, conjuration, heavy armour, medium armour, blunt.

Minor skills: Block, restoration, mysticism, alchemy, alteration.

Sign: the mage or atronach.

I like this as a warrior priest build capable of taking the fight to many foes and it is a good roleplay for a Dunmer temple and redoran house character. with a minor tweak in play style and race / skill set I can mod it to an imperial healer / legion build. or a telvanni mage, priest, warrior template.
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alyssa ALYSSA
 
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Joined: Mon Sep 25, 2006 8:36 pm

Post » Fri May 27, 2011 2:18 am

I build a female version of the shaman, my good witch. it's a mixture between ranger, beastmaster and healer. i used it because i tried to play a unbloody mw.

Class:
White witch (good alignment)

Race: As you know I nearly only play orc, so i chose orc. but it would go well with fight-oriented races like redguard and argonian.

Specialisation: Magic

Attributes: Willpower, Intelligence

Sign: For RP i would not take atronach. Better is mage or lady.

Major: The weapon skill of the race, unarmored or light armor, Illusion, restoration, alchemy

Minor: Athletics, conjuration, alteration, Enchant, mysticism

Hintergrund:
Illusion has calm so you may calm you opponents and run away, Mysticism has demoralize and conjuration has turn undead (only use for that). Living in the countryside made you strong (athletics). you enchant fetishes and amulets for good luck and happy living. of course you're a helper and healer and brew potions for the use of that. you fight for the good against smugglers and bandits and you hate undead with your whole heart.
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Krista Belle Davis
 
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Post » Fri May 27, 2011 12:53 am

Pretty cool, but I would switch one of the weapon skills for something else.

Restoration? I actually thought I had it in there until I double checked.
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Dalia
 
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Post » Fri May 27, 2011 11:27 am

Sure, maybe mysticism or illusion.
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Danial Zachery
 
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Post » Fri May 27, 2011 5:40 am

The last one should not be hard, you don't even need to make a custom class for that

For the second try something like this:

Birthsign: The Stead

Major skills: Alchemy, Blunt, Acrobatics, Atheletics, Light Armor

Minor Skills: Block, (and whatever else you want)

As for the race, either a wood elf or maybe an imperial.


Yeah that sounds good actually. I'll come up with something and post it here when I create it. I have too many interests right now -_-. I have my main Roof Swift character that I'm playing the main quest with, but I've also created my Argonian hunter and messed around on that character for a bit.
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Manuela Ribeiro Pereira
 
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Post » Fri May 27, 2011 3:39 am

Class: Lord (or Noble)

Race: Ccould be any race, but Dunmer is what I usually go with since most lords or nobles in Morrowind would be.

Sign: Any sign is good. Obviously the Lord Starsign would be fitting, but lets be honest.... that one svcks. The Steed seems fitting too.

Agility/Personality

Major Attributes:
Shortblade
Light Armor (or Unarmored)
Speechcraft
Illusion
Mysticism

Minor Attributes:
Block
Mercantile
Athletics
Security
Acrobatics
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REVLUTIN
 
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Joined: Tue Dec 26, 2006 8:44 pm

Post » Fri May 27, 2011 3:30 am

Class: Corsair

Description: Corsairs refer to a clan of mystic Dunmer who roam the oceans on grand ships. They are very skilled in combat, stealth techniques, and minor forms of the arcane arts. They are typically quite mysterious and perfer not to associate with anyone outside of their clan. (basically a kind of pirate/ninja class, haha).

Race: Dunmer

Style: This class allows for stealth, combat, or magic type characters.

Sign: Your choice.

Strength/Endurance is usually my choice.

Major Atrributes:
Long Blade
Light Armor
Acrobatics
Sneak
Destruction

Minor Attributes:
Athletics
Illusion
Mysticism
Marksman
Security
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Stephani Silva
 
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Joined: Wed Jan 17, 2007 10:11 pm

Post » Fri May 27, 2011 2:25 pm

Class: Lord (or Noble)

Race: Ccould be any race, but Dunmer is what I usually go with since most lords or nobles in Morrowind would be.

Sign: Any sign is good. Obviously the Lord Starsign would be fitting, but lets be honest.... that one svcks. The Steed seems fitting too.

Agility/Personality

Major Attributes:
Shortblade
Light Armor (or Unarmored)
Speechcraft
Illusion
Mysticism

Minor Attributes:
Block
Mercantile
Athletics
Security
Acrobatics


Seems pretty good to me, although I personally don't see a point in RPing as a Lord/Diplomat.
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carley moss
 
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Post » Fri May 27, 2011 4:35 pm

Class: Lord (or Noble)

Race: Ccould be any race, but Dunmer is what I usually go with since most lords or nobles in Morrowind would be.

Sign: Any sign is good. Obviously the Lord Starsign would be fitting, but lets be honest.... that one svcks. The Steed seems fitting too.

Agility/Personality

Major Attributes:
Shortblade
Light Armor (or Unarmored)
Speechcraft
Illusion
Mysticism

Minor Attributes:
Block
Mercantile
Athletics
Security
Acrobatics



Ive done something similar but with mercantile as a major skills. A fun roleplay to do with the class is to save up for a massive mansion then from then on hoard all your money into one room and only buy if it makes you a profit.
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lilmissparty
 
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