Oblivion Character Database.

Post » Thu Jan 13, 2011 10:18 pm

My favourite RP of the minute;

Class http://www.merriam-webster.com/dictionary/picaresque
Best Race:' Imperial fits the mould, but Argonian is another good choice
Birthsign: Something romantic and befitting a down-on-his-luck Gentleman - I chose The Lady
Attributes: Endurance, Luck

Alteration
Blade
Illusion
Mysticism
Restoration
Mercantile
Sneak

This is a rogue-like character who survives by subtlety and living by his wits; utilising Alteration, Mysticism and Illusion to befuddle opponents then stick them with a duelist's blade. Anything so artless and crass as hurling fireballs or wearing a tin-suit is definitely out. This creates a very interesting playstyle, utilising Calm to for powerful throat-slitting power attacks and Frenzy to keep groups under control, Alteration for shields and the water-walking/breathing - not to mention letting a Picaresque wee adventurer into whatever building someone has so unpolitely barred them from enjoying the interior of. RP in a grandiose and rogueish fashion - 'this time next year we'll be millionaires!'

Factions could be the Thieves Guild (for the thrill of being a Gentleman-thief, of course!), and you'll want to be at least a Mage's Guild Journeyman just to keep dabbling in magic and eventually enchant some clothing with Magicka and Armour. The pvssyring of academics is however, somewhat glib, and you may feel less inclined to reach the higher echelons of the organisation. If one wishes to be a Vampire nobel like Jakben or Hassildor this is also a fitting class.
User avatar
james reed
 
Posts: 3371
Joined: Tue Sep 18, 2007 12:18 am

Post » Thu Jan 13, 2011 8:00 pm

Class: Duelist
Best Race: Dark Elf
Best Birthsign: The Steed
Specialization: Combat
Attributes (2): Strength, Speed
Major Skills:
1. Blade
2. Athletics
3. Acrobatics
4. Armorer
5. Mercantile
6. Light Armor
7. Restoration

Description: The Duelist is a noble warrior, using only a longsword or claymore to battle whomever they state is an enemy. No shields allowed, and they must use their speed and skill in athletics and acrobatics to dodge attacks and quickly maneuver around enemies. They will also use restoration to fortify speed or blade, or restore health.

Combat Purposes: They fight only with a blade, and use speed and the environment to their advantage.

Magic Purposes: They only use restoration magic, to buff their speed, blade or athletics or restore health.

Stealth Purposes: Will not use stealth as it is seen as dishonourable.

Other Skills: Use the Journeyman Acrobatics dodge ability a lot, and also use armorer to keep your blade in tip-top shape.

Usefull Factions: Fighters Guild, KotN

Roleplay Restrictions: No using shields, or shortswords, or daggers. Light Armor, or clothing enchanted with shield only. Dont be 'evil' and steal, kill innocents etc.

Ideal Mod(s): I play on Xbox, although from what I hear Deadly Reflex would be a good mod to use.
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Nymph
 
Posts: 3487
Joined: Thu Sep 21, 2006 1:17 pm

Post » Fri Jan 14, 2011 1:44 am

Name: Mike
Gender: Male
Level: 48
Class: Magic Warrior
Best Race: Argonian
Best Birthsign: The Mage
Specialization: Magic
Attributes (2): Strength, Intelligence
Major Skills:
1.Conjuration
2.Blade
3.Destruction
4.Restoration
5.Heavy Armor
6.Acrobatics
7.Athletics
User avatar
JR Cash
 
Posts: 3441
Joined: Tue Oct 02, 2007 12:59 pm

Post » Fri Jan 14, 2011 2:30 am

Name: Rakishga Indoril
Race: Dumner/Chimer
Specialization: Stealth/Combat
Birthsign: The Lady
six: Female
Source: Morrowind Lore

Class: Ranger
Attributes (2): Agilty & Strength
Major Skills:
1. Blade
2. Block
3. Light Armor
4. Stealth
5. Athletics
6. Marksman
7. Restoration

House Indoril isn't destroyed yet, this is one deadly fox! :ninja:
User avatar
Ellie English
 
Posts: 3457
Joined: Tue Jul 11, 2006 4:47 pm

Post » Fri Jan 14, 2011 10:16 am

Class: Street Rat
Best Race: Anything. But not too pretty.
Best Birthsign: Thief
Specialization: Stealth
Attributes (2): Luck and agility
Major Skills:
1.Security
2. Sneak
3. Marksman
4. Blunt
5. Alchemy
6. Merchantile
7. Speechcraft

Description: Just like what it sounds like -- a child raised on the streets of any city you like. He lives by his own wits, takes what he needs, and fights when he needs too.

Combat Purposes: Blunt -- because blunt weapons such as clubs are cheap and fairly plentiful. And because it makes more sense as an improvised type of weapon.

Magic Purposes: No magic or scrolls because quite frankly, the streetrat is illiterate.

Stealth Purposes: Get things out of people's houses for his own use.

Other Skills: Merchantile for swindling the shopkeepers, speechcraft for sweettalking and begging.

Usefull Factions: Thieves or Assasin's guilds. Possibly fighters.

Roleplay Restrictions: No skill books, no scrolls, and no magic. Remember, you're illiterate so nothing that reasonably needs a book to figure out. And no books as decor in the house. Money should always be tight.

Ideal Mod(s): Anything will work, I only tried on Xbox360 GOTY and the available strongholds.
User avatar
Emily abigail Villarreal
 
Posts: 3433
Joined: Mon Aug 27, 2007 9:38 am

Post » Fri Jan 14, 2011 12:00 pm

Character Name: Blood Ninja

Race: Any

Attribute's: Strength and Intelligence


Stats:
Destruction
Illusion
Hand to Hand
Sneak
Acrobatic
Athletics
Alteration



The Blood Ninja sneak's silently through bases, KO'ing everyone with touch magic. Illusion give's him ability to become invisible easily, while alteration cracks locks and can make enemies like you (until you knock their head off with your hands of course). High athletics lets him out run guard and undesirable's quickly, and acrobatics allows him to death from above.

Role Playing: The Blood Ninja has no real friends. The only time he is friendly is when he see's a person he can use to his advantage. He carries only light items, and is the master of dispatching multiple enemies with silence.

Enjoy
User avatar
Suzy Santana
 
Posts: 3572
Joined: Fri Aug 10, 2007 12:02 am

Post » Fri Jan 14, 2011 3:02 am

The Blood Ninja sneak's silently through bases, KO'ing everyone with touch magic. Illusion give's him ability to become invisible easily, while alteration cracks locks and can make enemies like you (until you knock their head off with your hands of course). High athletics lets him out run guard and undesirable's quickly, and acrobatics allows him to death from above.

Role Playing: The Blood Ninja has no real friends. The only time he is friendly is when he see's a person he can use to his advantage. He carries only light items, and is the master of dispatching multiple enemies with silence.

Enjoy


Poor blood ninja. Does he not have friends cause he keeps KO'ing them? I'm not sure I approve of making people like you and then knocking their heads off. With your hands no less. It seems mean, and certainly doesn't make you any new friends. Are blood ninjas in any way related to regular ninjas, or are they a separate entity?
User avatar
Amber Ably
 
Posts: 3372
Joined: Wed Aug 29, 2007 4:39 pm

Post » Fri Jan 14, 2011 3:41 am

Class:Spy
Best Race:Any who do great at sneaking or security.
Best Birthsign:The Thief, Or The Shadow
Specialization:Stealth
Attributes (2):Agility and Speed
Major Skills:
1.Blade
2.Sneak
3.Security
4.Illusion
5.Acrobatics
6.Anything you want really
7.Anything you want really

Description:The spy, usually employed by a contractor to find out secret information, without being detected. Sometimes they need to kill their targets after getting the information

Combat Purposes:Blade for using a dagger well enough to kill swiftly, or defend against a few people,.

Magic Purposes:Illusion for chameleon/invisibility

Stealth Purposes:Sneak and Security to get into places they shouldn't be, while remaining undetected.

Other Skills:Acrobatics to allow for precision Jumping.

Usefull Factions:None really come to mind.

Roleplay Restrictions:Try to wear clothes that let you blend in with society, so if you are discovered in a bandit cave, they think some random citizen broke in, and let their guard down making them an easier kill. Try to avoid killing unless the contract calls for it. Make up the contracts, and who sends you on them. Do the Counts and Countesses of the land fear a Bandit/Marauder invasion? Investigate, try to listen to a plan of attack, report this to the Count/Countess, so they can prepare the army accordingly. Imagination will enhance the class ten fold.
Ideal Mod(s):Well, none really spring to mind, except if you have a good grasp of the CS, you can try to make these contracts actual quests, instead of your imagination.

Partially inspired by the typical espionage spy, and partially by The Spy from TF2. Hope you all like it :D
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dell
 
Posts: 3452
Joined: Sat Mar 24, 2007 2:58 am

Post » Fri Jan 14, 2011 9:13 am

So this is my custom character:

Class: Murderer(Custom)
Best Race: Dark Elf (nice and balanced)
Best Birthsign:The Thief
Specialization:Stealth
Attributes (2):Agility and Strength
Major Skills:
1.Blade
2.Sneak
3.Marksman
4.Alchemy
5.Athletics
6.Armorer
7.Light armor

Why I chose the skills I did:
I considered taking illusion at first for invisibility but you tend to overuse it, so I skipped it altogether. I'll use potions from alchemy when I want invisibility. I'm also aware athletics is easy to skill up, but I don't want to exploit bugs, and sometimes you just don't do much running/swimming(because of fast travel). I'm really good with lockpicks so I skipped security, there is also the skeleton key which I can get later. Armorer is something I have skipped before(to my regret), I can certainly see its usefulness, so I thought to try it out.
User avatar
Oceavision
 
Posts: 3414
Joined: Thu May 03, 2007 10:52 am

Post » Fri Jan 14, 2011 6:40 am

Class: Shadow Assassin
Best Race: Breton (maybe Wood Elf)
Best Birthsign: Lover, Shadow
Specialization: Stealth
Attributes (2): Agility, Intelligence
Major Skills: Marksman, Sneak, Security, Acrobatics, Alchemy, Speechcraft, Illusion

Description / Bio: "... Haydée "Hand of Night" is an intelligent, attractive woman with an obscure past: no one seems to know a person familiar with her. Amidst her charming smile and penetrating stare, some more observant have a slight suspicion of darker thoughts hidden behind those beautiful eyes.
What is truly hidden, though, is a personal history marred by atrocious acts commited by members of the Imperial Legions, during one of their so called 'civilising missions' in the establishment of a centralised power. As often happens, the Official History of the Empire does not account for every detail on field, and reports from the few bold survivors of her small hometown and Imperial army deserters are easily discredited. But no matter how historians conveniently leave aside what they call 'details unaccounted for', these are true chapters, painfully sown in one’s body and never forgotten from one’s memory… “

Combat Purposes: Archery. The Shadow Assassin's sole weapon of choice is a bow, prefering a carefully studied strategy to deal with each specific situation. Acrobatics is a must, for greater dexterity moves and quick access to difficult areas to hide or escape [ This character has little strength and endurance, thus emphasising the need for an intelligent approach].

Magic Purposes: The Shadow Assassin does not make use of magic - in fact, the profficiency in Illusion is more a consequence of dedicated efforts towards use of techniques involving camouflage, darkness, charming personality and deceit [ this means the only spells she will use are Illusion ones, related to support in strategic attacks ].

Stealth Purposes: The Shadow Assassin and Darkness are as one - or almost. Although camouflage techniques allow for undetected approaches in daylight, it is certainly not a conveninet period for attacks, unless in complete isolation. Night time also is more appropriate for the ways of seduction, where many of her potential targets find themselves vulnerable. This also requires ingenuity when dealing with passages inaccessible to most.

Other Skills: Speechcraft is an essential factor in role-playing this class, for the purposes of gaining trust and inofrmation (which is why it is a major). Mercantile allows better deals for operation fundings, while Alchemy potentialises the lethality of her offensive techniques.

Useful Factions: Fighters Guild, Mages Guild, Thieves Guild, Dark Brotherhood, Main Quest - ALL, since her ultimate goal is the destruction of the Tyranny, infiltration in as many guilds as possible enhances the chances of geting access to higher positions through different venues.

Role-play Restrictions: Read above. Also, there is nothing wrong in taking part in quests that are meant to help support the Empire, while keeping in mind her ultimate goal [ here I am talking of this specific character, yet Shadow Assassins may be supporting the Empire for whatever reaons you see fit ]. Use of any other weapon... may be daggers, but the class would not make sense with an 80 kg War Hammer. Also, I specifically think my character should not understand anything of Armorer, despite the clear benefits of the skill (she would personally take her bows to a smith and repair there).

Ideal Mod(s): No idea so far, but aesthetic mods would be good (attraction and seduction, remember ?).
User avatar
David Chambers
 
Posts: 3333
Joined: Fri May 18, 2007 4:30 am

Post » Fri Jan 14, 2011 8:00 am

[quote name='Mr. Oblivion' date='11 January 2009 - 11:44 AM' timestamp='1231638261' post='13601372']
The Elder Scrolls IV: Oblivion
Character Database

Updated February 18, 2010


Moderator: Please remember that this is not a discussion topic, just a thread to post a character.

Here are a few links to help you get the most out of Oblivion and Role Play like a pro:

http://www.uesp.net/wiki/Oblivion:First_Time_Players | http://www.uesp.net/wiki/Oblivion:Leveling | http://www.uesp.net/wiki/Oblivion:Character_Creation | http://www.uesp.net/wiki/Oblivion:Roleplaying | http://www.uesp.net/wiki/Oblivion:Skills | http://linklost.com/occ/ | http://www.uesp.net/wiki/Oblivion:Classes

*Remember! These Classes are not a strict guide for you to follow. You may edit them however you wish to.

Please http://www.gamesas.com/bgsforums/index.php?act=Msg&CODE=4&MID=391374 of any broken links!

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[src="http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__15140346%5dPaladin%205%5b/url%5d%20by%20PaladinOfTheNine%5bsrc="http://www.gamesas.com/index.php/topic/939912-oblivion-character-database/page__view__findpost__p__13702642"]Peasant/Commoner[/url] by Odariz
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http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__14417688 byTh3hntd
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http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__13686306 by Mr. Oblivion
http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__13688842 by Odariz
http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__13784251 by son_of_vazkoz
http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__14143702 by Ninva
http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__14253995 by ElementPunk94
http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__13801036 by Da Body Guard
http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__15083141 by Razorflame
http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__15055440 by UnclePain
http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__14658335 by Elite Birthday
http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__14586101 by Demonic Assassin
http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__15357985 by MrShutIn
http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__14806028 by smelvis
http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__13860446 by Goddess Skadi[
http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__14357659 by Jamesaby
http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__13831830 by Jherrick
http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__15125903 by Clouds
http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__13792564 Dr Maturin
http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__14064768 by KraytoR
http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__14220608 by benn1680
http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__13946593 by Nercule
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http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__14416354 by legohalflife2man
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http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__13738178 by Odariz
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http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__13954757 by shredthegnar10
http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__14260268 by Grom324
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http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__14367648 Mazook
http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__14559331 by House Atreides
http://www.gamesas.com/index.php?/topic/939912-oblivion-character-database/page__view__findpost__p__14121526 by Alleystria




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Class: Psijic Wizard

Best Race: Altmer

Best Birthsigns: Warrior or Mage
Specialization: Magic
Attributes: Strength and Intelligence
Major Skills:
1.Acrobatics
2.Mysticism
3.Light armor
4.Ilusion
5.Restoration
6.Destruction
7.Alteration

Description:

Hairstyle/length: Mahogany red , Long, Pony tail.

Physical appearance: A mature aged Ulfgar Direnni is a strange name for ths character altmer , but interbreeding does happen within races .

Main Clothing/Armour: Grey Psijic robes and hood with white mage shoes, chainmail guantlets with 50 majika enchantment from translucent sigil stones.
Chainmail boots & helm and with strength enchantment so he can carry extra itmes and sword play.


Weaponry: In battle the Wizard can use staffs and his own powerful master level magic plus enchanted glass bow or longsword at the Journeyman level .

Usefull Factions: Mages Guild (Wizard) and surprisingly the Dark brotherhood (Speaker)?

Roleplay Restrictions: He is not interested in the empire oblivion crisis , hoever he needed a sigil stone to maxamize his magic enchantments.

Personality: Totally devoted to the old ways , however will eliminate threats to his identification to Septim dynasty.

Background: Born to a Nord mother and an altmeri father , vested in both traditions of the Direnni hegmony and Psijic teachings.
sent as an agent to the council of mages to advise on the destruction of Manimarco yet does not carry out the excusion of this role as he obtains the necromacer amulet for his own use .

Residences are Mystic emporium , Anvil lighthouse and the sky castrle on the PC version of the game

Ideal Mod: Mods found at TESNexus and other places
Sky castle , Bravil sea dome.
User avatar
pinar
 
Posts: 3453
Joined: Thu Apr 19, 2007 1:35 pm

Post » Fri Jan 14, 2011 12:09 am

Class: Indep.

Best race: Daedra seducer from RBP, or Imperial unmodded.

Birthsign: The thief.
Specialization: Stealth.
Attributes strength and agility.
Major skills:
1. H2h,
2. Block,
3. Blade,
4. Sneak,
5. Security,
6. Acrobatics,
7. Light armour.

Description:

Hairstyle: Short, neck length over shadowing the face if possible, red flamed or punk.

Physical apperance: Good looking but cruel of features, hollow eyes any age but mid twenties mostly.

Clothing: Tight leather with cloaks optional, hot blooded so cut off pieces to stay cool and lure marks is often used.

Weapons: fists exclusively unless early on and facing immune to normal weapons foes, which case a silvered dagger to represent punch daggers.

Usefull factions: Thieves guild, born as a street urchin and tunnel rat an Indep is at home among knights of the post.

Roleplay restrictions: Alot the most important are to be impulsive and reckless, and that they don't understand the world its customs or the language, so no quests that require knowledge of these things is recomended.

Personality: See above play it rough and mad, whims are your friend and laws are meant to be broken, never give in and take what you want by any means.

Background: Indeps are freedom loving mercs, rogues and merchants that do their own thing, so being summoned and bound to a cage is the worst thing that can happen making revenge on its tormentors a certainty.

Residences: The dock front, any wretched shack, sewer systems are favoured hideouts.

Mods: RBP, LAME, and Intergration are needed for the modded race, and any other mods to suit.
User avatar
Mariaa EM.
 
Posts: 3347
Joined: Fri Aug 10, 2007 3:28 am

Post » Fri Jan 14, 2011 11:50 am

Class: Shadow
Best Race: Dunmer/Dark Elf
Best Birthsign: The Thief
Specialization: Stealth
Attributes: Agility, Willpower
Major Skills:
1. Blade
2. Sneak
3. Destruction
4. Illusion
5. Light Armor
6. Acrobatics
7. Security

Description:
Shadows are an assassin-like class that mix stealth and magic to create a powerful character. However, they are weaker than a warrior when it comes to melee fighting. Their purpose is to get in and out as quickly as possible, leaving no witnesses. In the eyes of Tamriel, they don't even exist.

Combat Purposes:
Shadows are weak when it comes to melee combat, although they can generally hold their own against many opponents. Use a dagger, shortsword or longsword to fight up close, when needed. If you play your cards right, however, you won't need to use the Blade skill much at all.

Magic Purposes:
Use Destruction to take out targets from afar, and up close. Load yourself with Touch and Target spells, possibly with an area of effect if you want. Use Illusion to conceal yourself and Night-Eye so you can see in dark caves and ruins.

Stealth Purposes:
Shadows rely heavily on stealth. Use light armor so you still have protection, while keeping a bit of mobility. Sneak around, don't charge in. A Shadow is patient, and takes great care in their work. Rushing an assassination will often prove disastrous. Use Security to infiltrate houses and shops, and to unlock chests that may have treasure. The combat style of a Shadow involves much acrobatic movement. At least be able to jump over your opponent's head so you can attack from above, confusing the victim.

Other Skills:
Some Shadows use Alchemy to create poisons, and Athletics so they can move quicker through caves and ruins. Mysticism is also particularily useful for Detect Life spells.

Useful Factions:
The Dark Brotherhood and Thieve's Guild are the best factions for a Shadow. Some have also been known to join the Mage's Guild, if for no other reason than to gain access to enchanting and spellmaking altars.

Roleplay Restrictions:
Although Shadows are assassins, they are not murderers. Kill only when you have been given a contract to. Do not let guards see you commit crimes of any sort; you may break the law daily, but being caught is by far the most shameful mistake a Shadow can make, no matter how small the crime is. Keep at least two melee weapons on your person. A longsword/shortsword for melee combat, and a dagger for up-close assassinations will work fine. Find a base of operations, whether it be a house, a cave, or ruins. But remember, do nothing to arouse any suspicion within Cyrodiil! When in public, disguise yourself. Do not wear your armor. Wear clothes to make you look like an ordinary commoner, perhaps with a cheap iron sword belted on your hip. For armor, use Shrouded Armor or Black Hand Robe if you prefer robes, with a Shrouded Hood or Black Hand Hood if you don't use modded armor.

Ideal Mod(s):
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=2182 by Dimitri Mazieres - Adds a few new sets of armor and two dual-wielded swords, Twinkle and Icingdeath, inspired by Drizzt Do'Urden from R.A. Salvatore's novels.
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=2110 by Dimitri Mazieres - Adds a few new sets of armor ideal for thieves and assassins.
http://www.tesnexus.com/downloads/file.php?id=13186 by Petrovich - Adds a nice new set of black light armor.
http://www.tesnexus.com/downloads/file.php?id=15508 by Petrovich - Adds a new set of light armor. Similar to the UFF Dark Assassin Set, but with a skirt-like thing around the legs and more akin to the Shrouded Armor.
http://www.tesnexus.com/downloads/file.php?id=24894 by Ranokoa - Adds several unguarded exits and entrances in every city.
http://www.tesnexus.com/downloads/file.php?id=31908 by Sandman53 - Changes many things about stealth. Read the description.
http://www.tesnexus.com/downloads/file.php?id=27308 by Morrowind Fan - Adds entrances to every window in every city except for Skingrad, the Imperial City, and Leyawiin.
http://www.tesnexus.com/downloads/file.php?id=9655 by scruggs - Adds arrows with many different uses, very good for stealth-type characters.

*PLEASE NOT* I play Oblivion for the PS3. As a result, I have not tried any of these mods. I recommend them based solely on the descriptions and reviews.
User avatar
Genocidal Cry
 
Posts: 3357
Joined: Fri Jun 22, 2007 10:02 pm

Post » Fri Jan 14, 2011 1:24 pm

Class: Avenger
Best Race: Dunmer
Best Birthsign: The Apprentice
Specialization: Magic
Attributes (2): Strength and Agility
Major Skills:
1. Blade
2. Marksman
3. Light Armor
4. Sneak
5. Destruction
6. Alteration
7. Mysticism

Description: Bowin Arreaux was born in Cyrodiil, the son of Dunmer refugees from Morrowind. From an early age, his father trained him in the arts of swordsmanship and archery. One day, his father left for Morrowind on what he called "an errand of utmost importance". That was the last time Bowin saw his father alive. When he became old enough, he left home for Morrowind in search of his father. While investigating, he learned that his father had been killed by rogue mages...conjurors. This was only a rumor until he discovered his fathers remains in a cave next to 3 dead conjurors. Deeply saddened and intensely angry, he returned to Cyrodiil to inform his mother of her husband's fate. Upon arrival in Cyrodiil, he was immediately arrested for the murder of his father. Obviously someone didn't want him spreading tales of rogue mages killing good honest men. While in prison, fortune smiled on him. Apparently a secret passage known only to the Blades began in his cell. Uriel Septim himself, along with several of his Blades, showed up one day and Bowin was able to make his escape from prison. What happened in the passages after that is history. Bowin did take the Amulet of Kings to Jauffre in Weynon Pryory, but beyond that...well...he had no time to look for heirs. He needed to get home to see his mother. When he got home, his mother was gone. Nothing but a cryptic note telling him where the armor and weapons that his father had left for him were located. So now Bowin searches Cyrodiil for his mother and to take vengance against conjurors. He will help those in need when asked, and won't kill for the sake of killing...except conjurors, of course.........there is more to this, but too much to write here. Bowin's home and the armor and weapons his father left are in a mod (Laesea's House) that I made for this role-playing scenario.

Combat Purposes: Self Defense and Vengance

Magic Purposes: Self Defense, exploring ruins and caves, healing. He joins the Mages Guild to learn the ways of his enemy...conjurors. However, he refuses to use Conjuration spells because of that same enemy.

Stealth Purposes: Sneak attacks and quest completions.

Other Skills: Built from Minor Skills - Restoration, Illusion, Block, Armorer, and Alchemy

Usefull Factions: Mages Guild

Roleplay Restrictions: Cannot use conjuration spells at all, from scrolls or otherwise.

Ideal Mod(s): Laesea's House (Available on the Nexus)
User avatar
Chloe Yarnall
 
Posts: 3461
Joined: Sun Oct 08, 2006 3:26 am

Post » Fri Jan 14, 2011 12:08 am

Class: Marsh Ranger
Race: Argonain
Birthsign: The Thief
Specialization: Stealth
Attributes: Strength and Intelligence
Major Skills:
Armourer
Blade
Marksman
Alchemy
Conjuration
Security
Light Armor

Description: Marsh Rangers are Argonian warriors situated in the depths of Black Marsh. They roam the swamps and marshes, fighting the dangerous creatures and keeping the people safe. They are occasionally hired by travellers from other continents of Tamriel as bodyguards through the swamps due to their in depth knowledge of their homes. They are slow to trust others and eager to learn about the creatures they fight. They almost always travel alone so need to be self sufficient.

Combat Purposes: They use Longbows to dispatch their enemies from a distance, if the enemy survives the ranger uses their sword to finish them off.

Magic Purposes: Potions to poison their weapons and for the rare instances of disease. They use Conjuration in dire situations when they are overwhelmed (Summoning a storm atronach can really help)

Stealth Purposes: Although stealth is not a major skill, all Marsh rangers use it for damage benefits in combat. Security is used to gain entry to secret places and hidden treasures which quenches the Ranger's thirst for know;edge.

Other Skills:Stealth (mentioned above), Restoration (To heal themselves and others in need).

Usefull Factions: Mages guild (To enchant weapons and armour.), Fighters guild(To train combat skills).

Roleplay Restrictions: Don't always stick to roads. Head in to the wilderness for a couple of days, kill some monsters and bring some trophies home. Don't take on big quests (Like the main quest)--Help out a villager or someone in need.

Ideal Mod(s): I play on Xbox so I don't know anything about MOD's.
User avatar
Richard Dixon
 
Posts: 3461
Joined: Thu Jun 07, 2007 1:29 pm

Post » Fri Jan 14, 2011 9:01 am

This is based on the MW class in lore/rp and I have used the OB pre-made class.

Class:Crusader
Best Race:All races can work if you are devoted to it.
Best Birthsign: Mage, Ritual or Warrior(depends on what suits the race)
Specialization:Combat
Attributes (2):Strength and Willpower
Major Skills:
1.Athletics
2.Blade
3.Blunt
4.Hand-2-Hand
5.Heavy Armor
6.Destruction
7.Restoration

Description:
Crusader was once a term used for warrior championing a cult. They were carefully chosen, tested and trained to ensure survival. Now the term is used on any spellcasting warrior with a good cause. Dedicated to rid the world of evil they hunt villains, monsters and undead. Defending the weak from harm they make a living by plunder and donations. Most Crusaders work solo, but a few join forces for the good of Tamriel.
Combat Purposes:
In combat a Crusader focus on taking down his enemy before he can get hurt. Being fast and strong warriors they charge in wit two-handed weapons, but can fall back on his fists if necessary. They rely on their heavy armor to keep them safe.
Magic Purposes:
The Crusader use restoration and destruction extensively. Destruction can bring even the most powerful opponents to its knees, while restoration can tip an impossible battle in your favor. It is important to focus on willpower early to enhance your spellcasting abilities.
Stealth Purposes:
“Stealth? Why sneak up one someone when you can charge straight in and finish the job in half the time?” Quote from my Nord Crusader Harald.
Other Skills:
Armorer and block will be prefered to raise due to their usefulness in and out of combat, as well as the endurance bonus.
Alchemy can also be useful and it helps your intelligens.
Usefull Factions:
Any guilds that have a good cause.
Roleplay Restrictions:
Do what ever you must to destroy the evils of this world, but do not endanger the citizen of Tamriel. Like the Imperial Arena: Anything it takes to win.
Ideal Mod(s):
User avatar
Anna Beattie
 
Posts: 3512
Joined: Sat Nov 11, 2006 4:59 am

Post » Fri Jan 14, 2011 1:50 am

Inspired by Odariz Bonelord, but with tweaks.
Class:
Death Knight

Best Race:
Any

Best Birthsign:
The Mage, The Warrior, The Lady or The Atronach

Specialization:
Magic

Attributes
Endurance/Willpower, Endurance/Intelligence or Intelligence/Willpower(base in the weakness of the chosen race).

Major Skills
1.Blunt or Blade
2.Heavy Armor
3.Destruction
4.Mysticism
5.Restoration
6.Conjuration
7.Illusion

Description
Necromancers that have taken up arms and armor to augment their magical abilities they are seen as evil by most people and called Death Knights by those who hunts them, but this is only half the truth. Most have started to train in melee because they are hunted by factions like the Tribunal in Morrowind, groups of witchhunters and lately the Mages Guild. They focus on their own survival first and morals later, but some Death Knights have taken up a cause to fight daedra, conjurers and other evils. Why they have chosen this is not known, but it may not be out of general goodness.

Combat Purposes
The heavy Armor keep the Death Knight safe from harm, while they use their chosen melee weapon skill to take down their opponents.

Magic Purposes
Destruction is used to weaken or kill those who threaten the Death Knight, Restoration is used for both offensive(with absorb) and defensive(with healing and fortify), Mysticism is used to dispel, reflect and soultrap, Conjuration is used to summon undead servants for aid, and Illusion is used for Invisibility, Silence, Paralyze and Light.

Stealth Purposes
No stealth skills.

Other Skills
Alchemy and Block might be considered as minors to augment melee combat, and Armorer for repairing.

Useful Factions
Mages Guild, Fighters Guild, any that fit your morals

Roleplay Restrictions
The only restrictions is that you should only conjure undead minions. You are not a being consumed by evil and can chose your own destiny. You are portrayed as evil by those who hunt you, but if you truly are is up to you.
User avatar
Naomi Lastname
 
Posts: 3390
Joined: Mon Sep 25, 2006 9:21 am

Post » Thu Jan 13, 2011 11:06 pm

Class: Battlemage
Race: Breton
Birthsign: The Mage
Specialization: Magic
Favored Attributes: Intelligence, Endurance
Major Skills:
Blunt
Heavy Armor
Alteration
Conjuration
Destruction
Illusion
Mysticism

Description

Just as strong as a pure mage when it comes to magicka use, with five schools of magic as a major. The absense of Restoration is not a problem since the other five schools make up for it and this is primarily an offensive build with aggressive magic. The +10 bonus Bretons get with Restoration and the specialization bonus also ensures that it will start off at 20 as a minor, so essentially all six schools of magic can be used to great effect, while also having the combat abilities (Blunt and Heavy Armor) to stand up to enemies. Why be a simple mage when you can be a heavily armored mage, skilled in blunt weapons?
Relies primarily on the five schools of magic listed. Destruction and Conjuration will be doing most of the work summoning creatures to aid while also blasting enemies apart. Illusion is also used to aid in offense with paralyze and silence spells. While Mysticism and Alteration are used for defensive purposes, with reflect and shield spells. Blunt and Heavy Armor ensures that you can stand on your own in close combat. But mainly the Heavy Armor is there to provide defense when using on touch spells.

Factions

Mages Guild only.

Equipment Restrictions

No Blade weapons
Limited to only one-handed Blunt weapons. (Maces and War-axes)
Heavy Armor only. No helmets or shields. Can only wear boots and gauntlets. This is because these are the only armor pieces that can be worn with a robe and hood, which is what this character should primarily wear. If you are playing the Main Quest however, you are allowed to wear a full suit of armor minus a helm and shield.

Roleplay Restrictions:

Since magicka is the primary tool of a Battlemage, weapons should only be used under three circumstances:
1. You run out of magicka
2. An enemy comes up one-on-one with you (Even then on touch spells can always be used)
3. An enemy is immune/strongly resistant to most magic that you can use on it.
User avatar
Josh Trembly
 
Posts: 3381
Joined: Fri Nov 02, 2007 9:25 am

Post » Fri Jan 14, 2011 12:44 pm

Class: Nisse
Race: Bosmer
six: Yes, please! :tongue:
Birthsign: The Thief
Specialization: Magic
Favored Attributes: Intelligence, Luck
Major Skills: Mysticism, Destruction, Illusion, Marksman, Light Armor, Blade, Armorer
Abilities: Command Creature (daily: 20 pt. Touch for 1 min.), Resist Disease (constant: 75 pt. Self)Description

Description: Nisse's are in the family tree of the Fairies, most closely related and cousin to the Pixie. Being a magical race, they have quirks most like any other. Very stealthy, nimble female creatures, who like pretty things. Originally, they were called Tomte, but decided they did not like this title. It did not sound at all pleasant to the tongue, nor feminine. They decided to approach the Nisse, another magical creature who today we call a Gnome, about this fact. You see, the Nisse are very mischievious, and cunning. After buttering up the old men with much flirtation, the old Nisse went away thinking their new title of Gnomes was much more manly than a sissy title such as Nisse! After swindling their new pretty name, the Nisse made no attempt to alter the history records. Rather, they found it quite hysterical that people believed their race to be hairy little old men that took care of farms. They had many fits of laughter, after much wine, describing how scary they were when they shapeshifted into a great big grizzly bear!!! :rofl:

Nisse were believed to take care of a farmer's home and children and protect them from misfortune, in particular at night, when the housefolk were asleep. The tomte/nisse was often imagined as a small, elderly man (size varies from a few inches to about half the height of an advlt man), often with a full beard; dressed in the everyday clothing of a farmer. However, there are also folktales where he is believed to be a shapeshifter able to take a shape far larger than an advlt man, and other tales where the tomte/nisse is believed to have a single, cyclopean eye. In modern Denmark, nisses are often seen as beardless, wearing grey and red woolens with a red cap. Since nisses are thought to be skilled in illusions and sometimes able to make himself invisible, one was unlikely to get more than brief glimpses of him no matter what he looked like. Norwegian folklore states that he has four fingers, and is hairy all over, sometimes with pointed ears. His eyes glow in the dark.


Factions: Typically, Mages Guild and Thieves Guild. No limitations, as they are very curious! If she joins the Dark Brotherhood, be very open to how your character can play this role. She might simply decide to examine each person in town, wondering if she could kill him, or her. She is extremely loyal, and if a dear friend is injured, her revenge is swift.


Equipment Restrictions:
Typically, Nisse do not wear much armor, as they would much rather prefer to run around naked. They may wear only clothing, or a few choice pieces of light armor.
She finds axes, and maces to be unbeautiful weapons. Long swords are too cumbersome, she will not use them.
Perferring bows and daggers, they must be attractive light weapons. Don't be surprised if she's attracted to a Daedric bow or an Ebony dagger!
She may hunk around her alchemy set from one hideout to the next, as she relies on this skill to keep her out of jams. Or pickles! :teehee:
If you try to make her wear a shield, she may toss it off her horse while fast traveling. She finds them useless, as they only get in the way of her dagger.
She relies primarily on her sneaking ability, along with magical assistance of chameleon, or invisibility.
You may find it fairly difficult to level efficiently, as Nisse are very quick creatures. They walk fast, talk fast, eat fast and kill fast. But they take their time undressing, especially when being watched :blush2:

Roleplay Restrictions:
They are very mischievous, impatient, and can become ill-tempered if they're not getting their way. For instance: when picking a lock, if it does not open within a few tries, don't be surprised if an open lock scroll becomes missing from your inventory. Don't expect this often though, as Nisse are very lucky :turtle: When in this flustered, upset state, elemental magic has been known to be cast on many creatures :flamed: Many are easily distracted, and quick to lose interest. This may cause your character to have quite a few open quests, yet unfinished. Simply, they do as they please. Annoyed by a lot of conversation, they are known to paralyze the source of the annoyance and walk away. Unless the target is of interest, she may first decide to check their pockets. This happens quite often, as Nisse are very attractive, and wear very little. What's very Ironic, is that Nisse become very talkative and giddy when they drink alcohol.

:obliviongate:
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Lyd
 
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Joined: Sat Aug 26, 2006 2:56 pm

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