The Character Build Thread

Post » Sun Jun 10, 2012 1:16 pm

As an aid for new players or those seeking a different playstyle, as well as a bit of fun, I thought it would be a good idea to make a comprehensive thread of many different player-builds.

So, the premise is that you post your favourite builds (one post per build will keep the thread neater) and test out those of other players if you so wish. Please make your build as original as possible with a somewhat exact name for what the build does (eg. Tribal Pyromancer, for a light armour, fire and alchemy tribal).

Please follow this general format:

Name of Build
Race
Starsign/Stone
Small paragraph describing basic premise
Major usage Skills and Minor usage Skills
Health, Stamina, Magicka (ratios or endgame stats)
General Perk Allocation
Character gear
Appropriate morality (optional, eg. Lawful Good for a Paladin)
Appropriate background (optional)
Playstyle tips
Picture (optional)
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Carolyne Bolt
 
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Joined: Mon Jul 10, 2006 4:56 am

Post » Sun Jun 10, 2012 6:03 pm

Name of Build : J'Vari the Thief
Race : Khajiit

A Khajiit build to make the most of Khajiit sneakiness, and play through the Thieves Guild.

Major usage Skills and Minor usage Skills:
Major - Sneak and One-Handed (Dual Wielding)
Minor - Pickpocket, Light Armour, Alchemy

Health, Stamina, Magicka (ratios or endgame stats):
Roughly... Health: 60%, Stamina: 20%, Magicka: 20%

General Perk Allocation:
(So Far...) Stealth, Armsman, Dual Flurry, Fighting Stance, Bladesman, Backstab, Deadly Aim, muffled movement, Assassin's Blade, Light Fingers, Night Thief.

Character gear:
Mostly Leather Armour, crafted up, and a couple of occasional enchanted gauntlets or boots.

Appropriate morality (optional, eg. Lawful Good for a Paladin): Man, I barely remember these terms.
He's a Thief with a certain amount of moral code. Albeit a Thief's moral code. Loyal to The Guild. Won't just rob for the sake of it.

Playstyle tips: Sneaking and dual wielding Swords and Daggers. A little bit of Archery. A bit of Pickpocketing in Towns and Cities.

Picture: [img]http://2.bp.blogspot.com/-wmVDpzur8No/TwX6WbuwpJI/AAAAAAAABZA/yDrG_TDzTJw/s1600/jvarisnow1a.jpg[/img]
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Phillip Hamilton
 
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Post » Mon Jun 11, 2012 12:49 am

Nice!

Class: Aegis Knight
Race: Breton

Focused on being a tank and resisting as much damage, especially magic, as possible.

Major Skills: Heavy Armour, One-Handed, Block
Minor Skills: Restoration, Smithing, Enchanting

Stat allocation: 80% Health, 20% Stamina.

General Perk Allocation: All perks in Major Skills. Either up to advanced armour, dragon, or deadric in smithing. Middle portion in Enchanting. Bottom section for Restoration.

Suitable morality: Lawful Good.

Gear: Any quality Heavy Armour. Strong Shield and a mace.

Tips: Buff your magic resistance through enchantments as high as possible and smith your armour to legendary. Play defensive and you can take on waves of enemies with relative ease. Swap out your weapon for a healing spell if you're low on Health (somehow).
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MARLON JOHNSON
 
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Joined: Sun May 20, 2007 7:12 pm

Post » Mon Jun 11, 2012 1:14 am

Name of Build: Demon Lord/Voidblade (based on my character Aldmaerius Voidreaver)
Race: Altmer
Small paragraph describing basic premise: Powerful Summoner of Dremora and manipulator of destructive magic, also very capable as a physical combatant with weapons drawn from the void.
Major usage Skills and Minor usage Skills: Dragonhide, Ebonyskin, Paralyze, Blizzard/Ice Storm, Highest Rank of Frost Cloak, Frost Rune, Bound Sword, Fast Healing, Summon Dremora. Going to try and see if Elemental Fury works with Bound Weapons.
Health, Stamina, Magicka (ratios or endgame stats) 80:20 Magic to Health
General Perk Allocation: http://skyrimcalculator.com/#85458 Give or take a few as you see fit.
Character gear: My character is currently decked out in Archmage Gear, Enchanted Circlet with 66% Regen, Gloves with +66 Magick (I think?). Basically go for as much magic enchanting as you can. I think you can fit one-handed damage % on your boots since there's not much else you can do with them.
Appropriate morality: Chaotic Evil
Appropriate background (optional): Ex-Thalmor General notorious for atrocities committed during The Great War, used as a bargaining chip in The White-Gold Concordat and given up for execution for un-sanctioned war crimes. Smuggled out of Cyrodiil by Thalmor agents from his outfit still loyal to him. Attempting to survive in Skyrim.
Playstyle tips: In any situation where physical damage is of remote concern (you are essentially a glass cannon without buffs) immediately two Summon Dremora, sit back and cast Dragonhide (don't dual cast it) and then, if it's only 1 or 2 enemies of any note (Deathlords, Draugr Scourage, Bandit Chiefs, Pillagers etc..) feel free to summon your voidblades and cut them down, any situation with multiple enemies (I.E. prime AoE) unleash your dark Blizzard and watch them wither away to nothing. You're very versatile and can handle many situations. Dragonhide allows your Mage which would otherwise be dead in one swing on Expert to go toe-to-toe with a Deathlord.
Picture: Let me work on this.
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Mike Plumley
 
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Joined: Wed Sep 05, 2007 10:45 pm

Post » Sun Jun 10, 2012 11:38 pm

The Swordsman (ex gladiator) http://www.gamesas.com/topic/1348517-swordsman-long-back-story-included/page__pid__20319550#entry20319550
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Pants
 
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Post » Sun Jun 10, 2012 10:37 am

First of all, this is a great idea for a thread so kudos to you man. Here it is;

Build Name; Light Ranger
Race; Bosmer (Male)
Basic Premise; rely on sneaking and poisons to deliver powerful archery attacks, and use 1-handed weapons/unarmed coupled with light armor during meele to stay light on your feet
Major Usage Skills; entire archery tree, stealth (rank5), backstab, deadly aim, assasin's blade, armsman (rank5), bladesman (rank3), savage strike, most of light armor skill tree (excluding matching set
Minor Usage Skills; none as this is a very tight build
Attribute Ratios; 60% stamina and 40% health
Gear; All fur armor (the type that covers only the waist) and no helmet. Hunting bow and steel arrows for the sake of role-playing and either orcish or steel sword
Appropriate Morality; mostly light-hearted but dangerous if the situation calls for it, also pretty concerned for the well-being of citizens (like a Dunedain Ranger)
Appropriate Background; (I am about to murder the lore guys :biggrin:) part of an organization of warriors from all walks of life bent on protecting the common folk of Tamriel from evil, wherever it may come from (kind of like the vigilants of Stendarr but cool). Sent to Skyrim along with a few comrades after the head of his order recieved news about gathering darkness.
Playstyle tips; Your number one concern is keeping distance between you and your enemies, your number two concern is killing them while doing so. Use sneak and powerful poisons (optional alchemist) to one-hit even more powerful foes. If in meele then engage the enemy only as long as your health bar is comfortable, then seek higher ground (sprinting is absolutely essential here) and fire back at them. Eventually you can take down even the toughest foe and trolls are your only real enemy. Also, if swarmed then run for dear life!
Picture;N/A

I'm thinking about starting a Thalmor conjurer who lets the Dremore do the work for him and will soon have info on that.
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LuCY sCoTT
 
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Joined: Sun Feb 04, 2007 8:29 am

Post » Sun Jun 10, 2012 3:25 pm

Skyrim Spellsword
Race: Imperial or Breton (Vampire)

Premise: This character uses spells and stealth to augment melee and archery attacks. One hand holds the blade, the other hand swaps through many spells to suit situations and aid scouting/combat. Alteration gives use of paralysis, detect life and death, shields, and minor utilities like water-breathing and telekinesis. Destruction is purely used for rune placement for traps and control of chokepoints/proximity warnings. Conjuration simply provides bound swords to the build. Keeping detect life/death up allows all enemies to be located, so runes can be set, and the methods of attacks can be decided. (hiding draugr seen with detect death can be de-loused out of their coffins with runes for example- before you open the trapped chest) Illusion and Alteration are key. Illusion gives invisibility, allowing the spellsword to disengage from combat at will, and calm/frenzy/fear are options.

Stat allocation (at level 55) 330 mana 340 health 170 stamina.
Build: http://skyrimcalculator.com/#85465

Character gear: Silver short sword (mod from third era weapons)
Necklaces to buff one handed. Nightengale gloves, Nightengale cuirass (modded to remove the cape!!), (no helmet), and leather boots with muffle enchanted on them.
Ring to buff mana regen rate (Mod allows placement of 4 runes at a time for serious trapsetting) Vampire smithing and necromage boosts blade hits immensely.

Morality: Lawful Neutral

Playstyle tips: use detect life/dead radar, set traps, use invisibility and paralysis. If you can setup a nice chokepoint whip out a bow/arrow and fire till they set off your proximity runes. Shouts used- become etheral for jumping, whirlwind sprint, and marked for death.

mods required for most fun:
extended mage armor duration
four runes
(remove nightengale cloak)!
third era weapons
no helmet required mod
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jenny goodwin
 
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Joined: Wed Sep 13, 2006 4:57 am

Post » Mon Jun 11, 2012 1:37 am

I'm thinking about starting a Thalmor conjurer who lets the Dremore do the work for him and will soon have info on that.

See my post. :biggrin:
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Patrick Gordon
 
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Joined: Thu May 31, 2007 5:38 am

Post » Sun Jun 10, 2012 9:47 pm

See my post. :biggrin:

Yup! gave me the idea! Except I'm going to be a nice guy. :angel:
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kristy dunn
 
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Joined: Thu Mar 01, 2007 2:08 am

Post » Sun Jun 10, 2012 1:27 pm

Yup! gave me the idea! Except I'm going to be a nice guy. :angel:

Well I'll be in the shed carving up Nords if you ever re-locate your elfhood. :devil:
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Heather M
 
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Joined: Mon Aug 27, 2007 5:40 am

Post » Sun Jun 10, 2012 1:39 pm

Merchant

Imperial

A non-combat Class that absolutely refuses to fight (excluding Brawls). Also knows no magic besides Enchanting. Wears Clothes, fur, or leather armor when in the wilderness or combat situations. Otherwise can use anything for crafting (As some fortify gear is Heavy armor). Relies on a follower to do everything that is combat for them (including killing animals for pelts and filling Soul Gems (if you have a Soul Trap weapon for them). You are only as strong as your follower and the gear you give to him. You also take contract jobs like clearing out bandit camps, knowing that your follower would be doing the fighting.

Major Skills:
Speech
Alchemy
Smithing
Enchanting

Minor Skills:
Lockpicking (On chests/doors in the field ONLY, you are an honest merchant)
Light Armor

3:1 Health Stamina ratio. No need for magic

Anything in the Major or Minor Skills

Anything for noncombat skills when out of battle, Fur or leather if you were going to be someplace dangerous. No weapons, no magic. Only what your follower has.

Lawful Good/Neutral Good/Lawful Neutral/Neutral

Currently, using followers to Soul Trap enemies results in an exploit where you can fill multiple gems with one soul. That currently makes the build not work well. I also recommend any mods that allow you to fully change follower gear, as you can't change the bow or some armor in vanilla. Other than that, no fighting, no helping of any kind, you just sit back and make money.
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lillian luna
 
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Joined: Thu Aug 31, 2006 9:43 pm

Post » Sun Jun 10, 2012 12:36 pm

Merchant

Imperial

A non-combat Class that absolutely refuses to fight (excluding Brawls). Also knows no magic besides Enchanting. Wears Clothes, fur, or leather armor when in the wilderness or combat situations. Otherwise can use anything for crafting (As some fortify gear is Heavy armor). Relies on a follower to do everything that is combat for them (including killing animals for pelts and filling Soul Gems (if you have a Soul Trap weapon for them). You are only as strong as your follower and the gear you give to him. You also take contract jobs like clearing out bandit camps, knowing that your follower would be doing the fighting.

Major Skills:
Speech
Alchemy
Smithing
Enchanting

Minor Skills:
Lockpicking (On chests/doors in the field ONLY, you are an honest merchant)
Light Armor

3:1 Health Stamina ratio. No need for magic

Anything in the Major or Minor Skills

Anything for noncombat skills when out of battle, Fur or leather if you were going to be someplace dangerous. No weapons, no magic. Only what your follower has.

Lawful Good/Neutral Good/Lawful Neutral/Neutral

Currently, using followers to Soul Trap enemies results in an exploit where you can fill multiple gems with one soul. That currently makes the build not work well. I also recommend any mods that allow you to fully change follower gear, as you can't change the bow or some armor in vanilla. Other than that, no fighting, no helping of any kind, you just sit back and make money.

Wow, I gotta hand it to you that is ONE UNIQUE BUILD. Must be frustrating sometimes though, right?
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J.P loves
 
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Joined: Thu Jun 21, 2007 9:03 am

Post » Sun Jun 10, 2012 11:20 pm

Name of Build: Tribal Archer (really just a hunter with a twist)
Race: Redguard
Small paragraph describing basic premise: whole background story is in my sig, but basically, he is a redguard hunter that hails from a nomadic Alik'r desert tribe that uses nothing but his father's long bow (gradually improved to flawless), iron arrows (because they're the perfect size for his long bow), and hide armor (because it's light and he's a very mobile archer).
Major usage Skills and Minor usage Skills: Archery and Alchemy are his bread and butter. Light Armor is also perked. Smithing and Lockpicking are secondary.
Health, Stamina, Magicka (ratios or endgame stats): 1:1 health:stamina until 200 stamina, then health all the way.
General Perk Allocation: because I have a lot of fun sprint kiting, I avoided the Ranger and Quick Shot perks which makes it too easy. Smithing only has 2 perks to be able to improve his magical hide armor.
Character gear: already mentioned.
Appropriate morality (optional, eg. Lawful Good for a Paladin): neutral good
Appropriate background (optional): see sig.
Playstyle tips: he uses a lot of slow poisons to be able to kite opponents that can sprint, such as bandits.
Picture (optional): see sig.
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Josh Lozier
 
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Joined: Tue Nov 27, 2007 5:20 pm

Post » Sun Jun 10, 2012 8:27 pm

Name: Inquisitor

Race: Altmer

Premise: The Inquisitor tries to do as much damage as possible with One-Handed weapons and Destruction magic, while always keeping track of his defense with Heavy Armor, Restoration Magic and Resisting enchantments, while manipulating the enemys withCalm and Fear spells

Major Skills: One-Handed, Heavy Armor, Destruction, Conjuration

Minor Skills: Illusion, Restoration, Enchanting, Smithing.

40% Magic, 40% Health, 20% Stamina

Perk Allocation: http://skyrimcalculator.com/#85566

Character Gear: Usually a Daedric Armor, but at the moment a self-enchanted set of Ebony Armor together with a Ring and a Necklace(40% Resistance to Fire and Ice, Fortify Destruction 100%, Fortify Conjuration and Illusion 50% both, Fortify and One-Handed and Carry Weight; the sword is enchanted with Fire Damage and absorb Health)

Appropriate Morality: Neutral to good

Appropriate Background: Rose to power during the Oblivion Crisis as the Champion of Cyrodiil, then he disappeared shortly after the Crisis and the strange appearance of a portal near Bravil. Now he returned to protect the Empire once more and purge the Evil using whatever he can. The end justifies the means.

Playstyle tips: While being similiar to a warrior, the Inquisitor never charges head on into a fight, he searches for other ways to damage the enemys at the beginning, by pushing them into traps or casting Fury or Calm spells. In the battle he first weakens the enemy with dual-casted AOE destruction spells, and then he conjures a Daedra from Oblivion and cleans up in melee-combat.
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u gone see
 
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Post » Sun Jun 10, 2012 9:46 pm

Name of Build: Pin’a Hoh – she is a Master of Death
Race: Nord

Best described as a sniper. She uses stealth and archery for long range kills. Duel wields daggers for melee if necessary.
Put equal amounts of points in health and stamina until stamina reaches 200 and then all points go into health.

Major Perks: Archery (to quick shot on left tree, one level of slow time, to the-find-more-arrows on right tree) One-handed, (only the ones that help with daggers no paralyze or sprinting attack) Stealth (only up to muffled on left tree and 15x for daggers), Light Armor (only the first five basic levels)

Minor Perks: Enchant ( up to two per, skipped frost and electric) Smithing (to enchanted then up right side to daedric (for weapons not armor)

Gear: Armor is always light (will mix for the right look or roleplay though) Items enchanted with Fortify Archery, One-handed, Health Regen, Stamina Regen

Cold Weather: Fur Armor, Fur Gauntlets, Forsworn Boots, Cowl (Plain grey-green)

Warmer Weather/Dungeon Delving: Saviors Hide, Dragon Scale Gloves, Forsworn Boots, Cowl

In Town Wear: Tavern Clothes, Boots (Ones with greenish cuffs), Gloves (Plain brown), Redguard Hood (Blue)

Warmer Forests: Miner’s Clothes (one with greenish pants), Boots (Ones with greenish cuffs), Gloves (Plain brown), Cowl

She removes bow, quiver and cowls/hoods in towns or at least cowls/hoods when talking. She carries only three weapons, daedric bow, deadric and ebony daggers all enchanted with fire and health damage. She will use any arrows but favors Dwemer, steel and ancient Nord. (ebony for dragons)

Pin’a is a loner, a calculator. She hates a mystery, so her curiosity gets the best of her. She is compulsive about seeing things to their conclusion. Her moral compass points only at her and her goals. She only takes followers when she is forced to. She tends to do what benefits her but has a strange soft spot for some people and will help them, especially the oppressed. She hates most mages but especially necromancers. (the only magic she’ll use is healing or what she is forced to use) Vampires, Undead and Werewolves die, no questions asked. She hates being told what to do or being forced to do something, so those who do this to her tend to die. Nothing is too unsavory to do if it furthers her goals (or the reward is large enough). She will show compassion at the strangest times. If you attack her, all bets are off, you die. (hence; the Dark Brotherhood being destroyed – they came for her first, although she let the three prisoners go from the Abandoned Shack) She dislikes most authority and snobs. So she hasn’t chosen sides in the civil war. (Empire=Authority, Ulfric=kinda snobby) She’s leaning toward Stormcloaks because of her Nord heritage. The Dovahkiin thing has her confused so she is treading lightly.

Stone: Just the basic warrior stone.
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rae.x
 
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Joined: Wed Jun 14, 2006 2:13 pm

Post » Sun Jun 10, 2012 1:07 pm

Name of Build: Arcane Assassin
Race: High Elf
Premise: Basically a Sneak oriented Mage focusing on Destruction, Conjuration, and stealth attacks.
Major Skills Usage: One-Handed, Enchanting, and Destruction
Minor Skills Usage: Sneak, Conjuration, Light Armor
Health/Magicka/Stamina: Magicka 70% Health 30%

Perks: Kinda spread around in my primary skills. One-Handed, Light Armor, Destruction, Enchanting, and Smithing. A few in Sneak and Alchemy. Heavy focus on Enchanting.

Gear: At the moment I crafted all Leather, improved with smithing and all enchanted. Most enchants to add Magicka.

Morality: Neutral. While I have no problems stealing and pickpocketing, I try to avoid assaults and murders. As much as I would love to kill most of the NPC's in Whiterun's market disctrict, I don't. :smile:

Playstyle Tips: I try to sneak up for an initial attack, staying in sneak. Once I'm discovered, I break sneak, and go all out destruction. Sparks and Firebolt. For a tough fight, boss, or multiple mobs, I will Conjure either Familiar or Flame Atronach. Of course, I try and soul trap as many as I go. I don't use a Soul Trap enchanted weapon as I would rather cast it quick and raise that skill. With my perks and enchanted gear, I rarely drop below half magicka. I don't care for duel-casting spells. I always have a fire enchanted mace ready for a killing blow.

Stone: Steed
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jessica breen
 
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Joined: Thu Aug 03, 2006 1:04 am

Post » Sun Jun 10, 2012 5:12 pm

Great thread!

Name of Build - Khajiit soldier of fortune
Race - Khajiit
Small paragraph describing basic premise - a mercenary relying on archery and hand-to-hand combat. Always on the lookout for the next adventure or job.

Major usage Skills and Minor usage Skills -

Major skills:
Archery (this is the primary damage dealer, at least at range)
Heavy Armor
Speech

Minor skills:
Sneak
One-handed (may need to use this in the early stages, before Fists of Steel perk is acquired and Heavy Armor skill is raised)

Health, Stamina, Magicka (ratios or endgame stats) - No points in Magicka; otherwise, roughly 60/40 Health/Stamina

General Perk Allocation - Aim for Fists of Steel ASAP; otherwise, focus on Juggernaut perks. Other Heavy Armor perks may not be necessary.
Aim for all Archery perks.
Focus on the left side of Speech perks (aiming for merchant-related ones)
Don't perk Sneak - only use it early on when vulnerable, and for later-game tough fights where you *need* the advantage

Character gear - Steel armor looks good. I prefer to go without a helmet, for looks. After Fists of Steel, grab the best Heavy gauntlets you can find.
For weapons, choose a relatively fast bow; probably Hunting or Imperial. It's nice to also carry a sword (or two, or a dagger) for those situations where you want to keep foes a little farther away than your claws. Scimitars look great with this character.
Buy up health, stamina & resist potions whenever possible.

Appropriate morality (optional, eg. Lawful Good for a Paladin) - Chaotic good.

Appropriate background (optional) - Oh, I dunno, former guard for one of the Khajiit caravans, looking to strike out on his own?

Playstyle tips - Realize that your claws are actually stronger than most weapons you can pick up early on. Don't be afraid to use them! Work up heavy armor so you can stay in the fight longer, and Stamina for those power attacks.
At the outset of a fight, open up with a bowshot or two; continue to shoot as long as you can/want, then drop the bow and bring out the claws when the foe gets close. When fighting hand-to-hand, note that you'll need to be right in the enemy's face - otherwise, you'll miss, and end up wasting your Stamina on whiffing power attacks.
Do lots of buying & selling to work up your Speech.
Always look for work - bounties, appropriate mercenary-style jobs, whatever. Otherwise, no major questlines - you're a free agent, not some guild slave.
Favor the Khajiit caravans when you see them - accompany them on the roads when possible. Try to get a Khajiit companion if you want a little backup.
Choose a hated enemy - bandits make the most sense here, as they ambush & kill your people. It's payback time.
Apart from that bit of vengeance, play the character as a casual, confident, Han Solo of the cat people.

Edit: Forgot to mention, Steed stone is a nice fit for this build.
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adame
 
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Joined: Wed Aug 29, 2007 2:57 am

Post » Sun Jun 10, 2012 11:33 am

Name of Build: The Pusher
Race: Breton

A psionicist… based upon the http://en.wikipedia.org/wiki/Pusher_%28The_X-Files%29. I thought it would be an interesting build to run through the Mages’ College and the Dark Brotherhood quest lines.

Major Skills: Illusion, Alteration, Speech
Minor Skills: Sneak, Conjuration, One-Hand/Archery
Health, Stamina, Magicka (ratios or endgame stats): Magica 2:Health 1:Stamina 1 (Max Stamina at 150)
General Perk Allocation: Illusion, and Alteration heavily perked. Conjuration just for bound weapons, which represent The Pusher’s psionic power in a perceived physical manifestation (i.e., humans and animals can be hurt by them because they “believe” they can be hurt by them. Undead, automations, etc. are unaffected, therefore, he can’t use bound weapons against them (until he gains the appropriate high-level illusion perk). Also, sneak attacks obviously wouldn’t work with bound weapons under this premise either.
Character gear: Non-descript clothes. Travels very light.
Appropriate morality: Neutral Evil

Not much of a dungeon crawler (unless accompanied… you can always role-play mind-control of a follower). Generally try to be as manipulative and selfish as you’d like. Create a grudge against a town/race/faction, and go to it.
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Lexy Corpsey
 
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Joined: Tue Jun 27, 2006 12:39 am

Post » Sun Jun 10, 2012 8:09 pm

Name of Build : Ten Skull Jaguar Paw
Race : Nord

A journeyman who seeks out knowledge and one with nature, strives for balance resembles a native american Indian


Star Sign: any sign except for Ritual, Serpent or Shadow stone

Major usage Skills and Minor usage Skills:
Major - Sneak, Marksman
Minor - Light Armour, Alchemy, Illusion, Alteration (later stages alteration)

Health, Stamina, Magicka (ratios or endgame stats):
Roughly... Health: 40%, Stamina: 40%, Magicka: 20%


Character gear:
Mostly Leather Armour, crafted up, and a couple of occasional enchanted gauntlets or boots.

Appropriate morality: similar to greybeards, does not care for anything but nature and the free flowing cycle of life.

Playstyle tips: Sneaking and hunting, gathering plants learning the secrets of alchemy
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Bird
 
Posts: 3492
Joined: Fri Nov 30, 2007 12:45 am

Post » Sun Jun 10, 2012 8:01 pm

Healer

Altmer, Breton, Imperial or Nord.

Called from the Temple to administer to the men and women fighting in the army, you use your spells and alchemy to heal those wounded in battle, but have found the need for other skills to defend yourself when the fighting has spilled over and the hospital tents have been over run by godless enemies. You eschew armour, but have found enchanting your clothes to increase your healing power useful more than once when faced with the wounded from a large battle.
Your charges have come to rely on your soothing words as well as your magic and potions, you have learned to haggle for the best prices on food and ingredients, and are one of the few mages to get the respect of the general populace.

Major skills : Restoration, Alchemy, Speechcraft.

Minor skills : Enchanting.

Skills needed just to survive : Either One handed and Destruction, you have had need to kill as well as heal, such is the price of war on your morality, or Illusion, even your work with an army in the field will not sway you from your primary calling, as Temple Healer, not a spiller of blood, but you have used your spells to calm those who have meant you harm.

No Stamina, 4:1 magicka and health.

Perks : All restoration, all non-poison alchemy, persuade, merchant, non weapon enchantments, just a few on survival skills.

Character gear : Enchanted clothing, Robes of Restoration.

Appropriate morality : Either saintly, or religiously zealous.

Tips : When faced with powerful foes, your potions can be your best friend, particularly fortify health. Get respite as quickly as possible, you can take punishment, but don't hit hard, so if you need to run or fight for your life, your magic can give you the stamina you need.

[ Edit. Star Sign : Lady. ]
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Sami Blackburn
 
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Joined: Tue Jun 20, 2006 7:56 am

Post » Sun Jun 10, 2012 11:50 pm


class: Spellsword


race: Breton


Description: Basically a heavy armored mage who uses swords/axes as a back up when enemies get to close or if he runs out of magic.


Skills/Perks: Max out heavy armor, max out everything in destruction except runes, take everthing in restoration except ward absorb and necromage, make sure to get magic resistance and atronach from alteration, take everything in conjuration except oblivion binding and choose between normal summons or necromancy, max out one handed for either axes or sword, get smithing to atleast 90 to get daedric, make sure to get the lord sign for added overpowered goodness. Choose Atronach or Apprentice if want to be less OP.


Health, Stamina, Magicka (Magicka and Health are your most important attributes, get magicka to at least 300, stamina depends on how much you use swords) My final stats are 500 Hp 400 MP 250 Stamina


Character gear: Daedric set enchanted(my set gives me more magic, stamina, health and regen)


Appropriate morality: Optional(Necromancer-bad, non Necromancer-good)


Appropriate background: Your choice


Playstyle tips: Get bound sword and mystic binding immediately, this will give you a ebony quality weapon at the beginning of the game. you shouldn't have trouble with this build if you are a breton with the lord sign and are in a set of heavy armor. just shoot things with spells and when they get to close use sword/axe.


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Justin Bywater
 
Posts: 3264
Joined: Tue Sep 11, 2007 10:44 pm

Post » Sun Jun 10, 2012 6:49 pm

Name: Ben
Race: Altmer

A high ranking Thalmor agent ordered to go incognito and destroy both Stormcloaks and Empire. Destroying the Empire is a given win for the Thalmor, so with no moral he has joined the stormcloaks to end the Empire.

Major Skills: Destruction Conjuration Alteration

Minor Skills Restoration Enchanting
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Pete Schmitzer
 
Posts: 3387
Joined: Fri Sep 14, 2007 8:20 am

Post » Sun Jun 10, 2012 5:36 pm

Name of Build - Barbarian (character's name, Elfreda)
Race - Nord
Stone - The Warrior, although the Lady or the Lord would also be good choices, especially once you're at or near 100 in skills.

An offensive-focused light warrior who avoids using direct magic entirely.

Major usage Skills - Two Handed, Light Armour, Smithing
Minor usage Skills - Block, Marksman
Health, Stamina, Magicka - Around even (possibly slightly more towards health) for the first two, none to Magicka.
General Perk Allocation - Focused in the major skills, of course. I went with the axe perks in Two Handed, but swords would make a good variation.
Character gear - Two-handed axe, bow, Saviour's Hide, Scaled boots/bracers/helmet (though I might switch to Dragonscale when I get the perk to forge it)
Playstyle tips - Dish out damage as quickly as you can, and keep moving/use your block to avoid being hit in turn. Still, keeping up with armour and using smithing to improve it as much as possible is a very good idea. And make sure you know how to use your Dragon Shouts!
Picture - http://img.photobucket.com/albums/v44/Maccabeus/elderscrolls/elfreda5.jpg
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Stacey Mason
 
Posts: 3350
Joined: Wed Nov 08, 2006 6:18 am

Post » Sun Jun 10, 2012 3:14 pm

Name of build- Cleric
Race- Breton

A priest of one of the Divines (mine happens to worship Stendarr), who roots out the abomination of the undead and daedra (and those who would summon them) from the land. Wields enchanted maces (no bladed weapons, ever).

Major Skills- Restoration, Alteration, Enchanting
Minor Skills- One-handed, Illusion
Health, Stamina, Magicka Allocation- Mostly in Magicka, but boost health every few levels.
Guardian Stone- Atronach
General Perk Allocation- Restoration (full tree, except for dual-casting and healing=stamina), Alteration (full tree, except for dual-casting), Enchanting (most of tree, though you can choose whether weapon or armor enchants are more of a priority), One-handed (damage and maces perks only), Illusion (I recommend sinking enough points in that you can at least get Hypnotic Gaze).
Character Gear- Enchanted mace, enchanted tailored-to-fit clothing.
Playstyle tips- This one can be a little tricky starting out, so make good use of your Alteration armor skills, and invest in the Mage Armor perk ASAP. Since the focus is on the undead and daedra, a true Cleric won't be killing anyone who isn't associated with these practices. That's what Illusion is for, and why the focus in that perk tree should be getting your Calm spells buffed up. Turn Undead spells are your friend in group fights.

Note: There's an obvious "dark" version of this class, which would go for Conjuration over Illusion. And pretty much do the opposite of everything else here.

Edit: Also, this character would eschew potion-brewing and use, preferring to rely on the gods for that sort of thing. That said, it's hard to not use potions in the early game, so you can consider yourself less devout before then.
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James Rhead
 
Posts: 3474
Joined: Sat Jul 14, 2007 7:32 am

Post » Sun Jun 10, 2012 3:26 pm

Name of Build - Viking
Race - Nord

A powerful physical warrior loyal to his homeland.

Major usage Skills- Two-Handed, Heavy Armor, Archery
Minor usage Skills- Alchemy, Smithing, Speech, Lockpicking
Health, Stamina, Magicka: 1:1 Health to Stamina
General Perk Allocation - You can max out the Two-handed tree or specialize in one type of weapon (I am using swords). Smithing is only used to get Arcane Smithing so that you can improve your found enchanted loot.
Character gear - Skyforge Steel sword, Steel/Steel Plate/Iron armor
Playstyle tips - Kill them before they kill you. You will be unstoppable engaging single enemies; if you have to take on 3 or more at once you will be in trouble. Stock up on potions!
Appropriate morality - I generally do not kill civilians unless attacked (this includes animals). When the battle begins no mercy is shown however. The only exception is that Thalmor must be attacked and killed on sight.
Stone - Using the Warrior Stone right now but could switch to the Steed stone later on.
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Tinkerbells
 
Posts: 3432
Joined: Sat Jun 24, 2006 10:22 pm

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