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Ima'be

Hrmmm... FUS RO DAH!
The Horseman/Horsewoman
Race: Nord, Breton, Redguard, Imperial.
Alignment: Chaotic/Evil.
Factions: Dark Brotherhood, Blades, Imperial Legion OR Stormcloaks, Dawnguard (is optional) for Arvak, Companions.
Major Skills: Two Handed, Heavy Armor, Archery.
Minor SKills: One Handed, Restoration, Enchanting.
Perks: Max out everything in Two Handed - except for 2/3 specializations ( only axes in this scenario), Max out everything in Heavy Armor, Max out Everything in Archery. 5/5 first perk in One Handed tree, Fill Restoration as needed, and Enchanting up to Dual Effect, you may choose a weapon damage type in enchanting to help you with weapon damage -- if needed.
Guardian Stone: Lady Stone/ Serpent Stone
Shouts: Dragonrend, Dragon Aspect, Marked For Death, (embarassing) the whisper one :p.
Equipment: Aetherial Crown(For dual stone effect -- optional), full Steel Plate armor, Wuuthrad.
Obs.: Whether it be up close, or at range, The Horseman has got you covered... Upon his/her mighty steed (Arvak or Shadowmere) he/she can wreak havok upon the land-folk, and can easily switch to his/her bow should the occasional dragon pop by to visit. Little stands in the way of conquest while The Horseman rides.
 

Ima'be

Hrmmm... FUS RO DAH!
Swiftblade
Race: Argonian, Khajiit, Redguard, Breton (alternate layout for bretan, see below 1st Obs.) The Khajiit makes a Swiftclaw class, see below Breton Swiftblade for info.
Alignment: Chaotic/Evil
Factions: Thieves Guild, Dark Brotherhood.
Major Skills: One Handed, Sneak, Archery
Minor Skills: Light Armor, Alchemy, Enchanting
Perks: Fill out everything in One Handed - NO weapon specializations (fill dual wield branch), Completely fill Sneak tree, completely fill Archery tree. Fill Light Armor up to the 50% stamina regeneration perk, and for Enchanting, fill up to Dual Effect, and full LEFT branch of the tree (weapon enchanting bonuses), fill Alchemy as you see fit.
Guardian Stone: Serpent OR Shadow Stone(s).
Shouts: Whisper, Marked for Death, Whirlwind Sprint.
Equipment: Daedric Daggers (M.h. enchanted: 20 Fire Damage, 20 Frost Damage)(O.h. enchanted: 25 Shock Damage, Soul Trap (3 seconds)). Light armor that you see fit. Aetherial Crown is optional.
Obs.: The Swiftblade is an instrument of Chaos, Misery, and Domination. Glued to the shadows, the Swiftblade is both your deliverer, and thief - as he ushers his victim to the next world, while sending their soul to the Soul Cairn. His poisoned, and thoroughly enchanted blades are Pain, and Agony, making his mind, and skillset, the Lord of the Battlefield.
Strike hard, fast, and mercilessly; escape untouched, a soul richer, and a kill closer to enlightenment - is his creed.
Breton Swiftblade
Alignment: Neutral
Factions: Dark Brotherhood, Thieves Guild, College of Winterhold
Major Skills: One Handed, Sneak, Conjuration
Minor Skills: Light Armor, Enchanting, Archery
Perks: Fill out Conjuration to master casting, fill out conjured weapons branch in tree, choose one summoned creature branch to fill (Raise undead, summon atronachs), Fill Sneak out completely, Fill One Handed out completely as well, except for the weapon specializations (Fill in dual weild branch). Fill Light Armor as needed for protection, Fill Enchanting up through center branch (ends with dual effect -- fill it), fill Archery as needed/according to your playstyle.
Guardian Stone: Lady Stone, or Shadow Stone.
Shouts: Same as normal Swiftblade.
Equipment: Same as normal Swiftblade, replace weapons with conjured daggers.
Obs.:Breton Swiftblades are a different bunch of the lot... They use either Atronachs, or summoned dead to distract their foes so they can get the most effective backstab possible. Using their conjured blades, they have no need for poisons, and view such concoctions as abominatory influences to strive for unnescesary power -- they've already got all the power they need to wrestle with the most powerful of foes. The key difference between the Breton Swiftblade and the normal Swiftblade is that the Breton doesn't necesarily need to stick to the shadows, nor do they rely upon the shadows nearly as much - just summon your guardian and find the flank.
Khajiit Swiftclaw
Alignment: Neutral (Or however you want)
Factions: Thieves Guild
Major Skills: Heavy Armor, Sneak, Pickpocket​
Minor Skills: Enchanting, Destruction, Block is optional, though in some scenarios, preffered​
Perks: Max everything out in Heavy Armor, Sneak, and follow the main branch in Pickpocket, 5/5 on first perk for pickpocket. Fill Enchanting as you see fit, as well as Destruction, Fill block according to what difficulty you're going to play on. (may consider whole tree if you're playing master).​
Guardian Stone: Lady Stone​
Shouts: Same as Swiftblade layout.​
Equipment: Bound Iron Armor, Bound Iron Shield (If you descide to roll block), Iron Helmet, Gauntlets, Boots.​
Obs.: Using his/her claws, the Khajiit is a fierce cat. When weilding Heavy Armor gauntlets, with the perk, and the enchanted damage boost-- your claws become your key main weapon of offense. Sneak in, pickpocket your enemy's weapon and armor away from them, and swipe for the kill. -- drop their armor after defeating them in mockery of their hatred for the Khajiit.​
-- pure humor build :)
 

Ima'be

Hrmmm... FUS RO DAH!
Ranger
Race: Wood Elf, Nord, Redguard, Imperial.
Alignment: Good.
Factions: Greybeards, Stormcloaks, Companions.
Major Skills: Archery, One Handed (or Two Handed if Nord), Alchemy.
Minor Skills: Enchanting, Restoration, Light Armor, Illusion.
Perks: Max out Archery, everything in One Handed except for 2/3 weapon secializations ( same if 2H) Include the dual wield branch, Fill out Alchemy tree. Fill Enchanting as you see fit, as well as Restoration. Completely fill Light Armor section, and generously spend perk points in Illusion (I think this complements your Alchemy effects?).
Guardian Stone: Serpent, Lady.
Shouts: Whisper, Marked for Death, Whirlwind Sprint, Animal Allegiance, Kyne's Peace.
Equipment: Aetherial Crown, Dragonscale Armor, Leather Gauntlets, Auriel's Bow, Nordic weapons (2 1h weapons of same type, different enchantments -- OR for 2h, one type of 2H weapon.. It's easiest to stick with only one type of weapon usage.). Leather Boots.
Obs.: The Ranger constantly struggles to keep up with the forces of evil - working against them to purge the world from a distance using his/her bow. Should your enemy decide to rush your position, or if you become detected, quickly swap to your alternate weapon type using your favorites menu. Little stands a chance of survival in front of the mighty Ranger. The Ranger is also known for imbuing his/her arrows with nervous poisons, forcing the enemy to flee in terror, or attack his allies -- if the arrow didn't kill it's victim. The Ranger's deadly speed and accuracy outrank all of his kind in the archer family, and his melee combat restrictions are few, making him the deadliest scout class killer known to Tamriel. His blinding speed of movement is matched only by the speed of his/her arrow, and his stealth only matched by the sound of his arrow piercing your heart.
--The closest you'll get to a benevolent assassin.
 

Ima'be

Hrmmm... FUS RO DAH!
The Dwemer Gladiator
Race: Any Elf.
Alignment: Chaotic/Good.
Factions: Companions (NEVER use werewolf form), Blades, Imperial Legion, Any combat-related faction that's GOOD (no D.B., T.G.)
Major Skills: Block, One Handed, Heavy Armor, Archery.
Minor Skills: Restoration, Alteration.
Perks: Fill Block except for center perk, fill One Handed except for 2/3 weapon specializations (Choose Swords to perk in to.), Fill Heavy Armor, Fill what you see fit in Archery ( won't be needed much, but helps with Dragons - Don't fill any if you decide to not do the main story line.). Fill Restoration only with what you'll need, and fill Alteration up to the perk named 'Atronach', perk into any of the branches if you want - though most of them are useless for a warrior build... Atronach helps with charging into combat against spellcasters who can potentially ruin you (great match with the atronach stone... 80% spell absorb, +50 magica for word casting, partially stunted magica (50% regen.)).
Guardian Stone: Lord Stone or Atronach.
Shouts: Unrelenting Force, Whirlwind Sprint, Any shout which doesn't absorb life force/magicka/stamina drain life force, or deal dirrect damage in the shape of an element or daedric power. Fire Breath is an exception.
Equipment: Dwarven Armor set full, Visage of Mzund if you decide to go bossly on your foes. Aetherial Shield (or Auriel's Shield), and Dwarven Sword, Dwarven Black Bow of Fate. In place of a Dwarven Sword, if you want you can use Dawnbreaker - still great, but less flexibility in terms of enchantments/damage improvement.
Obs.: Tink, tink-tink... the sound of arrows hitting your shield as your charge your way into battle. Few stand a chance against your immovable bulwark of layered metals - Dwemer metals to be specific. Your sword is your swift judgement, and your arm is your judge. Your shining armor represents your status - and warns your foes that you are no normal man - you are a Dwemer Gladiator. You fought in the Aetherium Wars, and walked away with a shield (or found a really nice (also Dwemer-made) Shield in a valley long lost to the ages.). Should a blow reduce your health a significant amount, you are trained to know how to use your restoration abilities, lengthening the span of your combat. Using alteration wards, and other armor increasing effects, you are nearly impenetrable to spells and witchcraft. You just very well might be the last of your kind - a Dwemer - and you fight to bring justice to the lands of Tamriel! I think this is my strongest build yet; certainly the most fun to R.P.
This is a Dragonborn heavy build... Some Dawnguard as well, if you don't have either, or play PS3, I'd reccommend sticking to the aetherial shield, and replace the visage with a normal Dwarven Helm. Have Fun :)
--P.S. the equipment takes a while to accumulate and conglomerate on your character - but the reward is well worth the work at the higher levels...
 

Eury

Dovahkiin
Hero of Solstheim
Race: Imperial
Alignment: Lawful/Good
Factions:
Major Skills: Two Handed, Conjuration, Destruction, Enchanting
Minor Skills: Alteration, Restoration, Block
Perks: Skyrim Perk Calculator - Plan the perks for your Skyrim character before spending them!
Guardian Stone: Any
Shouts: Any
Equipment: Chitin Armor, Chitin Bracers, Chitin Boots, Bloodskal Blade.
Obs.: Born in Cyrodiil, raised by his Dunmer adoptive parents in Solstheim. His father worked for the East Empire Trading company and took his son with him to Solstheim when he was a young boy. His father died not soon after arriving and he was raised by two Dunmer people. He started training at a young age with magic and an Elven Greatsword, after a couple of years of training he learned alot about Fire spells and to conjure Flaming Atronachs. One day he had a dream about a powerful sword hidden deep in a cave, and a voice told him that he had to search for a certain man who was looking for a missing person. The following morning he asked around town if anyone was missing a person and eventually met Crescius Caerellius. After a couple of hours, he found a narrow path that led to the room where the sword was. After he returned home, he found out that his parents were murdered by Reavers. He then went to train with Neloth and after a couple of months, the people of Solstheim started to act weird. He travelled to Skyrim to seek answers.
 

Ima'be

Hrmmm... FUS RO DAH!
Adventurer (look to Obs. first)
Race: Any race... make him/her look a lil scrawny, but still well-built...
Alignment: Neutral
Factions: Anything you're interrested in...
Major Skills: Light Armor(or Heavy...), One Handed, Block, Speech.
Minor Skills: everything else
Perks: Try to do your best to distribute your points evenly, sparing a point/spending a point in the perk trees you don't/do like.
Guardian Stone: Depends on how you tend to play... Ranged? Melee? Mage?
Shout: The Adventurer doesn't begin the main quest line... He in turn, begins to set out on a wonderous adventure for whatever is behind the next mountain; though, should he/she happen upon a dragon shrine, surely there's ancient knowledge to be learnt, and some loot :) .
Equipment: Depends on your armor preference... If you go for Heavy armor, I'd suggest leaning more towards a warrior/archer. If you're light armor proficient, try going for a Rogue/ character that knows how to get out of certain situations (I.E.; 4 bears vs. you on master mode; 2 legendary dragons on expert... etc. etc.)
Obs.: This'll probably be the most versatile of any type of builds I produce... The build really revolves arround how YOU like to play... If you've got the Dragonborn DLC, you may want to consider doing the main questline to the point where you are able to get some shouts, and do the Dragonborn quest line, so you can reset perks here and there to try new things. It's up to you. Annnnyway... On to the Lore!

Obs.2: The Adventurer is an idealist traveler who seeks fame and fortune - almost like a treasure hunter, though not nearly as greedy... His/her play style is quite mellow, to say the least, and presents a fun array of possibilities to express your inner adventurer. Is he/she evil? Is he/she good/nice? It's up to you. The Adventurer makes his home in inns and bars to prevent the hassle of having to set up shop at one place, and begin to make a family... You may, if you want adopt children, though they'd most likely have no place to go since you shouldn't be house-browsing :D . (which renders the idea pointless XD ) Who will you help? Who will you doom? How will you play? Will you be a thief, or a patron? How far in to the quest lines will you go -- are the questions the Adventurer will need to ask him/herself.

-- Really fun to RP, I made a some-what utopian adventurer, everything was even, perked into pickpocket to be the trouble-making stranger that happens accross each town(taking souvenirs, of course...), and maxed out speech to bribe guards away from jailing me to allow the smoothest possibly R.P. experience i've tried. Have fun :D Perks in One-Handed are a complement to any type of Skyrim build i've found... Just a few points - not many in the 1-handed tree will get you far in combat situations.
 

Ima'be

Hrmmm... FUS RO DAH!
Christian Lazaro had made a fantastic 'Four Horsemen of the Apocalypse' build set, though I think that it could be improvized with a little umph to make it all the more fun, with just about the same idea...

The Four Horsemen of the Apocalypse
(There's a purpose behind the colored word: Four...)
War, Death, Famine, and Pestilence.
The First Horseman; Pestilence
Race: Wood Elf
Alignment: Lawful/Neutral
Factions: Dark Brotherhood, College of Winterhold.
Major Skills: Archery, One Handed
Minor Skills: Alchemy, Light Armor, Illusion, Smithing
Perks: Max out Archery, generously apply points into One Handed (not too many...). Max out Alchemy, and Light Armor... rest is up to you.
Guardian Stone: Serpent
Shouts: Marked for Death, Whirlwind Sprint
Equipment: Dragonbone Bow, Dragonbone Armor, Gauntlets, Boots. Jagged Crown. Dragonbone Daggers.
Obs.: His speed and cunning are matched only by that of his plague. What is his plague? Any disease... Insanity, hallucination (forcing others to attack their allies), and ultimately pain. He dares not stand still, and is always on the move... Good luck keeping up with his role in the Apocalypse. The recomended color for the horse is: Pale.
The Second Horseman; War
Race: Nord
Alignment: Chaotic/Evil
Factions: Companions, Imperial Legion, Dark Brotherhood.
Major Skills: Two Handed, Heavy Armor
Minor Skills: Speech, Smithing
Perks: Max out Two Handed - specialize in swords, Max out Heavy Armor. Max out Speech - this is vital. Max out Smithing (Heavy armors side).
Guardian Stone: Lady Stone
Shouts: Unrelenting Force, Whirlwind Sprint, Dismay, Elemental Fury, Fire Breath, Slow Time.
Equipment: Dragonbone armor set full. Daedric Greatsword.
Obs: War... No peace... No rest... War is unrelenting in cruelty in battle - none match his martial skills. His sword is his ally, and his foe is peace - his job is to eradicate any trace of peace; to delve the world into chaos. The recommended color for the horse is: Red (Just use Shadowmere)
Stat placement ratio: 1:3:2
The Third Horseman: Famine
Race: Dark Elf
Alignment: Chaotic/Evil
Factions: Thieves Guild, Dark Brotherhood.
Major Skills: Illusion, Speech.
Minor Skills: Alchemy, Sneak
Perks: Max out Illusion and Speech, max out Alchemy, and Sneak.
Guardian Stone: Shadow Stone
Shouts: Drain Vitality, Whirlwind Sprint.
Equipment: Ebony Mail, Ebony Boots, Guilded Gauntlets, Helmet of your choice, or no helmet at all...
Obs.: The decay of all tangible food other than alcoholic drinks... Famine's job is to steal what food he can and hide it (obviously Skyrim-ized...). The recommended horse color for the horse is: Black (still, use Shadowmere...)
The Final Horseman: Death
Race: Skinny, gangly, High Elf
Alignment: Chaotic/Evil... Wants to kill all Humans
Factions: Dark Brotherhood, anything associated with death.
Major Skills: One Handed, Light Armor(Or Heavy Armor), Destruction
Minor Skills: Alchemy, Speech, Alteration
Perks: Max out One Handed - fill in the axe specialization, fill Light Armor(Or Heavy Armor if you decided to go that way...), Fill Destruction ( only fill in the Ice branch, no Lightning/fire...). Fill Alchemy, and Speech as you see fit, fill Alteration up main branch, to Atronach.
Guardian Stone: Ritual Stone
Shouts: Soul Tear, Marked for Death, Drain Vitality, Whirlwind Sprint, Unrelenting Force, Dismay, Elemental Fury, Slow Time, Animal Allegiance, Kynes Peace.
Equipment: Daedric would seem to match the best... but whatever armor set looks most death-y to you. I mimicked the Equipment i used in my 'The Champion' build. Up to you. Dual wield your favorite One Handed weapon :D , and kick some royal buttooty.
Obs.: Death... the final phase of the Apocalypse.
And so the four horsemen have been corporealized into Skyrim (I made a separate profile for each Horseman, and killed to get to the phase that that horseman was at... it's really fun to R.P.).
Recommended horse color: Polka-dotted white/black horse. **IMPORTANT**: NEVER USE FIRE SPELLS... :p
I hope this is even a match for comparison to Christian Lazaro's form of the Four Horsemen... Have fun :)
-- P.S. I personally love the Death build I had made... R.P. styles match that of what Christian Lazaro had posted in each 'Obs.:' section.​
 

reisbro

New Member
The Last Dovahkiin (Fortify Restoration Glitch Needed)
Race: Nord (Roleplay)
Alignment: Your Choice
Factions: Your Choice (I joined the College of Winterhold only, and just for the spells)
Major Skills: Destruction, Restoration, Conjuration, Alteration
Minor Skills: Alchemy, Enchanting
Perks: Just get magicka cost perks past novice if you need it to get another perk, because with this build, you won't be spending magicka with ANY spell - thats right, 100% reduction in all schools - Don't put points in magicka, and maybe do 50/50 on stamina and health
Guardian Stone: The Lord Stone (For more resistance) or the Ritual Stone (For mass resurrection)
Shouts: Storm Call, Soul Tear, Ice Form,
Equipment: This is where the fun will start: With the fortify restoration glitch, you will make a ring with a single enchantment - Fortify Magicka - with this glitch, I could make a 27 million magicka ring. Since the regen is based on your total magicka, magicka regen is not needed. I can regen 27 million magicka in 10 seconds by default. This is why you won't need magicka reduction perks in any school tree, only if you need them to unlock another perk. With this ring (could be a necklace too), you will basically have the option to wear ANYTHING YOU WANT DESPITE THE ENCHANTMENTS! If you want to wear unenchanted Cultist Set, go ahead, you can do it! If you want to wear a Ragged Clothes, nothing is holding you back! This is the fun of the build, with one single item you have everything you need!
Obs.: The Last Dovahkiin is the newest being with dragon blood on its veins. This Dragonborn, or in other words human with Dragonblood, is extremely skilled in the arts of magic, much like the first one of his kind, Miraak. While Miraak was in such a desperate search for power and had to make deals with Hermaeus Mora, the Last Dovahkiin found its own ways to achieve his goals. He can cast his spells uninterruptedly, he summons almost every type of evil creature seen in lore, and he surpasses the power of many Daedric Princes. The Last Dovahkiin will use its powers to stop anyone that threatens his legacy - he is immortal, and no other Dovahkiin shall grow strong on this world, it will be banished before it can poop on its diapers.
 

Ima'be

Hrmmm... FUS RO DAH!
The Defiler
Race: Dark Elf, Breton
Alignment: Evil
Factions: Nobody's friend... He uses factions dealing with magics, assassinations, etc.
Major Skills: Conjuration, Destruction, Alteration.
Minor Skills: Speech, Alchemy, One Handed
Perks: Fill Conjuration novice-master and follow the summoning tree through the undead branch, Fill Destruction novice-master and follow the Ice casting branch - rune master if you want... Perk Alteration novice-master, and pop a perk in the +stoneskin perk, and Atronach. Max speech using the left branch, max alchemy through Benefactor, One Handed is OPTIONAL... you may not even need to charge in to combat unless summoning your minions.
Guardian Stone: Ritual
Shouts: Soul Reap, Marked for Death
Equipment: Any robe you want. Mirrak armor is nice looking, and matches the part for R.P.
Obs.: The Defiler's key role on Tamriel, is to eradicate any all all forms of life, resurrecting them to join his onslaught of 'zombies', through resurrection he bends the will of people and creature, forcing them to do his/her bidding. The Defiler will often be seen consuming potions to increase the duration, effectivity, and potency of his/her spells, as his lust for power is relentless.
 

Ima'be

Hrmmm... FUS RO DAH!
Demigod
Requires Restoration Glitch
Race: Nord
Alignment: Chaotic/Evil, or Chaotic/Good... depending if you like to be the bad guy, or good guy.
Factions: Imperial Legion if good, Stormcloaks if bad. College of Winterhold, Dark Brotherhood, Thieves Guild if bad. Dawnguard, Greybeards, Companions if good. Volkihar is optional for bad.
Major Skills: (Good... One Handed, Block, Heavy Armor ( or light), Restoration.) (Bad... Archery, Alchemy, Destruction, Speech.)
Minor Skills: Enchanting, Smithing, Alteration (all three are optional for both good/bad...)
Perks: (Good... Fill One Handed up to the top perk, picking a weapon specialization, and avoiding the dual wield branch. Fill Block completely. Fill Heavy Armor (or Light Armor) as you see fit. Spend some spare points in Restoration, saving the rest for minor skills.)
(Bad... Fill Archery completely. Fill Alchemy up to the improved poisons perk, other than that points spent are redundant. Fill Destruction up novice-master, picking Rune Master, and one of the spell specializations (fire, ice, lightning), avoid any un-needed perks in destruction. Fill Speech up the branch on the right, other perks are not needed. (unless you plan on robbing people of their gold by selling arrows... XD )
Guardian Stone: (Good... Lord Stone, or Lady Stone) (Bad... Ritual Stone, or Serpent Stone.)
Shouts: (Good... Unrelenting Force, Ice Form, Slow Time, Dragon Aspect.) (Bad... Bend Will, Marked for Death, Ice Form, Ice Breath.)
Equipment: (Good... choose a armor set that you're comfortable with. Make sure it's nice and shiney - for heavy armor users, I prefer to go with some nice Ebony Armor... For Light Armor users, i prefer the Ancient Falmer Armor... Use a Ebony Shield if you chose Heavy Armor, otherwise use Auriel's Shield for Light Armor.) (Bad... Royal Vampire Armor, Vampire Gloves, Vampire Boots. Use Harkons Sword (If you're with Volkihar...) and wield a Destruction spell in your Off Hand at all times... (the hand you decide to not use the trigger most often... in Skyrim I believe it's left trigger/Left Click for all gaming consoles/systems.). Use the restoration glitch to make your armor an obscene amount... (at least 5000 armor rating, and at least 2000 weapon damage. You wield the weapons of a god!! XD)
Obs.: Born of a god, and unexpectedly robbed, to the mortal realm, Demigods have a natural talent for the art of war, and rarely stand still, or lay dormant, for long. (Good obs.) Although you were stolen of your status, your superiority, and your beings, you are grateful to see the mortals of which the Nine had created. Your duty is your sympathy, and your knowledge is your pass to become something greater than a man - to fulfill your role as a man on Tamriel, and work ruthlessly to re-obtain your status as a God.
(Bad obs.) You were robbed of your power, your fame, and your word. The Nine have not even considered the fact that you have survived the impact to Tamriel - and so, you treat them with the golden rule - and join up with the exact opposite kin of Gods - the Daedra. You work to punish the Nine's creations, and you will show no mercy while doing so. The Nine banished you and in return, you will send the corpses of their creations to the afterlife they so willing look forward to - Sovngarde. But you will not allow them to pass freely - the (bad) Demigod will reap the souls of the fallen, and wreak havoc upon their souls - he/she will use them to only strengthen his power.
 

Ima'be

Hrmmm... FUS RO DAH!
Champion of Solstheim
Race: Nord, Dark Elf
Alignment: Chaotic
Factions: Companions, College of Winterhold, Stormcloaks, Dark Brotherhood.
Major Skills: Two Handed, Heavy Armor (or light), Archery.
Minor Skills: Speech, Enchanting, Smithing, Restoration.
Perks: Fill Two Handed up through Sweep, and choose one of the three weapon specializations. Fill Heavy Armor (or Fill Light Armor...). Fill Archery. Spread the remaining perk points among the Minor Skills listed above.
Guardian Stone: Lady Stone, Serpent Stone, or a stone of your choice.
Shouts: All of em.
Equipment: For Heavy armor... Use full Heavy Stahlrim Armor. For Light Armor... use full Deathbrand Armor (obtainable through the Hakmir Deathbrand questchain... start by looting a Bandit camp on North side of Solstheim, or reading Deathbrand.) Use a Stahlrim two handed weapon depending on the weapon special you chose. Use a Stahlrim bow to kill from a distance (highly recommended for the Light armor layout...).
Obs.: Miraak is no more... You've slain the very first Dragonborn, and by doing so you have exalted yourself with the people of Solstheim, Nord, and Dark Elf alike. Ash Spawn still plague Solstheim though, as well as the Draugr, and the rieklings also play their own special role in the progression of Solstheim. Your duty is now to protect both Skyrim, and Solstheim from the terrors of the lands.
Corrupted Champion of Solstheim
Race: Dark Elf, High Elf, Breton, anything that looks like it's innate instinct is to cast a spell...
Alignment: Evil
Factions: Volkihar, College of Winterhold.
Major Skills: Destruction, Alteration.
Minor Skills: Conjuration, Speech,Restoration.
Perks: Fill Destruction, and one type of magic specialization. Fill Alteration up to Mage Armor, Atronach, and the improved -skin spells. Fill Conjuration up the Atronach Branch, and novice-master. Fill Speech as you see fit. Fill Restoration as you see fit, imperative to have the perk which makes all spells deal more damage to the undead.
Guardian Stone: Ritual, or any you want.
Shouts: All of em.
Equipment: Miraaks armor, Miraak, Miraaks gloves, and boots.
Obs.: You were once a champion of Skyrim, and you were the noble Dragonborn that everybody needed you to be... but then you slew Miraak, on Solstheim, in Hermaeus Mora's realm, in a tremendous clash, and the power of Hermaeus Mora had corrupted you... And so the onslaught of tyranny shall begin, as Miraak intended...
 

Ima'be

Hrmmm... FUS RO DAH!
Thief/Assassin/Cutthroat
Race: Any you want.
Alignment: Evil
Factions: Dark Brotherhood, Thieves Guild.
Major Skills: Pickpocket, One Handed, Light Armor.
Minor Skills: Alchemy, Illusion, Sneak.
Perks: Max out Pickpocket, and One Handed (except for 2/3 of the weapon specializations in One Handed...), Max out Light Armor. Fill Alchemy as you see fit, same for Illusion. Max out Sneak.
Guardian Stone: Shadow Stone.
Shouts: Any you find suitable to your play style.
Equipment: Anything that looks assassin-y or thief-y...
Obs.: You spot your foe. You steal his weapons, and his armor. Then you strike for your victims life using his/her own weapons against him/her. What better way to die, than at the blade of your own weapon? Keep the armor, or sell it for coin - either way you'll be paid for your contract.
 

tonj

Master of Distraction
Opportunist
Race: Dark Elf (or any)
Alignment: Neutral/Evil
Factions: Leader of all available factions (to maximize profit, content, holdings, unique items)
Major Skills:Sneak, Pickpocket, Speech
Minor Skills:Enchanting, Archery, Lockpicking
Perks:Perk Tree to 81

Guardian/Shrine:Steed Stone, Dibella or Zenithar​
Shouts/Powers: Black Market (DB) Bend Will (DB) Summon Spectral Assassin (Dark Brotherhood) Vampire's Seduction (DG) Ice Form, Throw Voice​
Equipment: Shrouded Hood (35% archery) Dragon Scale Armor enchanted with stamina and stam regen, Dragon Scale boots with fortify carry weight and stam regen enchants, Dragon Scale gauntlets with carry weight and pickpocket enchants, Silver and emerald necklace enchanted with lockpick/pickpocket a silver ring enchanted with pickpocket/lockpick, a gold and diamond necklace enchanted with fortify carry weight and barter and a gold and diamond ring enchanted with carry weight and pickpocket​
Obs: The Opportunist isn't really evil, more like indifferent. He would rather not have any NPC die, especially at his own hand for fear they could have been useful to him in the future in terms of acquiring quest items or loot. He enters a room in crouch mode and checks every nook and cranny for treasures. He pickpockets quest items off people without ever picking up the related quest, and no locked door bars his curiosity. Deadric quests are favored as the items are valuable and unique treasures. Prefers to run around Skyrim (hence all the stamina and the resto perk that fills stamina) rather than fast travel or even use a horse and refers to his follower as a "pack mule". This type loves to explore and find neat things, and everything he can collect he will, even from his own children's dressers.​
 

mINImal

Member
Shadow Assassin:

Race: Khajiit
Alignment: Chaotic/Evil
Factions: Thieves Guild, Dark Brotherhood
Major Skills: Sneak, One Handed, Lockpick, Light Armor
Minor Skills: Archery, Alchemy, Pick Pocket
Perks:
http://skyrimcalculator.com/270971

Guardian Stone: Thief Stone
Shouts: Whirlwind Sprint, Become Ethereal, Marked for Death, Shadowcloak of Nocturnal
Equipment: Nightingale Set, Blade of Woe, Ebony Dagger, Nightingale Bow
Obs.: Deadly from behind, the shadow asassin remains unseen until it strikes its deadly backstab blow. only one blow is necessary for his victims to go, and it might come in several ways, from daggers to bows. the shadow asassin is also a very agile lockpicker, the reason for his big amounts of coin.
 

JDStang

New Member
True Assassin
RACE: Wood Elf/Khajiit​
Alignment: Evil/Neutral​
Factions: Dark Brotherhood, Thieves Guild​
Major Skills: Sneak, Archery, Alchemy​
Minor Skills: 1 Hand, Light Armor, Pickpocket​
Stone: Thief then steed or shadow after skills have been maxed​
Shouts: Aura Whisper, Throw Voice, Unrelenting Force, Marked for Death​
Equipment: Ancient Shrouded Armor or Nightingale Armor (I prefer Shrouded) as for weapons you gotta go with the Nightingale bow and sword and for your dagger either the Blade of Woe or Mehrunes Razor.​
The way you pull off your kills is entirely up to you but the dagger is what you should aim for. Use the bow only when the numbers of the enemy are vast and when fighting bosses or dragons. Otherwise.... POISON, POISON, POISON!!!​
This build is a LVL 50 build. It can be improved at higher levels if you wish to go higher. Personally I play on master difficulty and with an assassin its way too easy, the sneak buffs are so OP. So to make this a "true" assassin, the powers gained from nocturnal should not be used nor should illusion magic. The Alchemy tree will more than make up for them anyway.​
Hope you enjoy the build it is rather fun if played this way.​
 

Tyrellius

New Member
I redid some existing ones and based them off of playthroughs I've done:


The Knight
Race: Imperial, Nord, Redguard, or Breton
Alignment: Lawful/Good
Factions: Companions, Imperial Legion, Dawnguard
Major Skills: One-hand, Heavy Armor, Block
Minor Skills: Smithing, Speech, Archery, Two-hand
Perks:http://skyrimcalculator.com/292338
Guardian Stone: The Lord
Shouts: Battle Fury, Dismay, Elemental Fury
Equipment: Steel Plate armor or Heavy Dawnguard Armor, Steel Shield and Sword. (can also use any metallic based heavy armor of user preference)
Personality: Sworn to protect the weak and innocent, the Knight is a champion of all that is good. The Knight travels the nine holds in search of honor and glory. Eager to help local lords and civilians alike, the Knight is a beacon all can call upon in their time of need. (can enchant weapons/armor to ‘name’ them. Don’t recharge unless it's a unique item)

The Shaman
Race: Orc, Argonian (can be anything if you truly want)
Alignment: Neutral
Factions: Orc strongholds (if orc), College of Winterhold
Major Skills: Destruction (lightning), Block, Light Armor, Restoration
Minor Skills: One-hand, Conjuration (atronachs), Alteration, Enchanting (elemental weapon enchants)
Perks:http://skyrimcalculator.com/292542
Guardian Stone: The Lord
Shouts: Clear Skies, Elemental Fury, Storm Call, Whirlwind Sprint
Equipment: Forsworn, Hide, Scaled or Fur armor. Comparable shield/one-hand mace or axe
Personality: The Shaman is an elemental battle mage, wielding magic imbued weapons, a shield in his offhand, deadly lightning spells and restoration spells to heal himself and his allies. Closely attuned with the elements, the shaman can summon elemental atronachs as well as strike his foes from either afar, or melee range. Many pursue a greater breadth of knowledge and will render their services to the mages guild, or if an orc their allied strongholds.

The Warlock
Race: Breton, Altmer, Dunmer
Alignment: Chaotic/Evil
Factions: College of Winterhold, Dark Brotherhood, Volkihar Vampires
Major Skills: Destruction (fire), Conjuration,
Minor Skills: Illusion, Alteration, Enchanting
Perks:http://skyrimcalculator.com/292545
Guardian Stone: The Atronach
Shouts: Bend Will, Become Ethereal, Dismay, Drain Vitality, Fire Breath, Marked for Death, Soul Tear
Equipment: Black robes, with a hood, Naahkrin or Konahrik. Staff if desired.
Personality: An evil mage, solely bent on increasing his power and influence. The Warlock is a master of terror, unleashing powerful fire spells, and draining the life forces of those he has slain to fuel his sinister dark magic. Although he doesn’t care for civilized laws, he will abide by them when it best suits his interests, but he makes little effort to hide his malicious intentions. Many warlocks pursue Daedric artifacts, or experimentations with vampirism as they pursue their endless thirst for power.

The Ranger
Race: Bosmer, or a human race if desired.
Alignment: Lawful/neutral
Factions: Thieves’ Guild, Bard’s College, Companions
Major Skills: Archery, Alchemy, Light Armor
Minor Skills: Speech, Sneak, One-hand
Perks:http://skyrimcalculator.com/292547
Guardian Stone: The Lady
Shouts: Animal Allegiance, Aura Whisper, Elemental Fury, Kyne’s Peace
Equipment: Leather based armor, hood, bow, dagger or sword.
Personality: The Ranger is a stealthy, skilled hunter, deadly with the bow, and master of the woods. He is capable of concocting powerful poisons to debilitate and weaken his enemies. Although he focuses on fighting from afar, he is still capable with a sword in close combat. Deft of tongue, the Ranger can persuade most men easily. Well attuned with nature, he often can be found in the company of wild animals, who bear him no ill will. Traveling throughout Skyrim, these talented adventurers seek work throughout the land.

The Archmage
Race: Breton, Altmer, Dunmer, Imperial
Alignment: Lawful/Neutral
Factions: College of Winterhold
Major Skills: Destruction, Alteration, Illusion
Minor Skills: Conjuration, Alchemy, Enchanting
Perks:http://skyrimcalculator.com/80033
Guardian Stone: The Apprentice or the Atronach
Shouts: *Become Ethereal, Fire Breath, Frost Breath, Ice Form, Slow Time, Unrelenting Force
Equipment: Archmage Robes, other robes, staff if desired.
Personality: An all powerful mage with an unquenchable thirst for knowledge and power. A devoted scholar, the Archmage is a master of all forms of magic and pushes to expand his control of the supernatural. Far less sinister than Warlocks and Necromancers, the Archmage is willing to help those truly in need of his knowledge and skill. At other times, he is devoted to his research, searching for texts and knowledge throughout the depths of Skyrim’s many caverns and dungeons.

Faceless Ones
Race: Any.
Alignment: Chaotic/Neutral
Factions: Dark Brotherhood, Thieves’ Guild, Volkihar (if you want to be more evil)
Major Skills: One-hand, Sneak, Alchemy, Light Armor
Minor Skills: Archery, lockpicking, pickpocket
Perks:http://skyrimcalculator.com/292553
Guardian Stone: The Serpent or The Shadow
Shouts: Elemental Fury, Marked for Death, Throw Voice, Whirlwind Sprint
Equipment: Shrouded Armor, Linwe’s Armor, Nightingale Armor, Leather Armor, daggers and/or Swords
Personality: The Faceless Ones are master assassins, incredibly devout in their worship of Sithis; sworn to deliver the gift of death to whomever their God targets. Masterfully trained in every way of eliminating a target, their blades are coated deadly poison, as well as being trained in the art of lockpicking, pickpocketing and archery to assist them in their missions. After a kill, it is customary for the faceless ones to smoke Skooma, and they are forbidden from engaging in another kill in Sithis’ name until this has ceremony has been completed.
 

cyberius

Dunmer politician and battlemage.
Name: Burglar
Race: any
Alignment: chaotic/neutral
Factions: thieves guild
Major skills: lockpicking pickpocket sneak
minor skills: one handed illusion alchemy
Guardian stone: thief
Shouts: aura whisper
Armor and weapons: clothes, light armor, daggers, swords
Obs: burglars are thieves that pick the lock or use the owners key to steal anything in their house.
They avoid combat, but when forced will fight with swords, dagger, and even their fists
 

The Wanderer

Young Heritic
Merchant



Race:Nord/Breton
Alignment: (Lawful/Evil)
Factions: Khajit Caravan, Bards College
Major Skills:Speech, Two Handed, Smithing, Enchanting
Minor Skills:Alteration, Illusion, Restoration
Perks: (http://skyrimcalculator.com/294108)
Guardian Stone: Thief
Shouts: None
Equipment: Simple Clothes, and you buy better ones the more wealthy you become, and A giant hammer on your back when you must defend your self
Obs.: Not a very Combat oriented class, Have a Body Guard of your choice with you at all times to protect you when searching for things to sell, use your crafting to make Awesome things to sell as well. Be Well respected in your Favorite holds so they will turn a blind eye to the fact that you also traffic Skooma on the side.
 

bcettinger

New Member
Class: Vindactor (Based off of Captain America)
It is suggested you use the SkyRe mod from the nexus! :D
Race: A Human Race (In reality, any race works)
Alignment: Lawful-Good
Factions: Imperials
Companions, just dont use werewolf form.
(Im not familiar with all factions yet)
Major Skills: Block
Light Armor (If using SkyRe)/ Heavy Armor (If using Vanilla)
Light Weaponry (Only if using SkyRe)
Minor Skills: Speechcraft
Perks: Get as much defensive perks as you can if playing Vanilla. If playing with SkyRe, there are Unarmed Perks you can and should get.
Guardian Stone: I would suggest starting with Warrior Stone then changing to The Lady or The Lord
Shouts: Shouts aren't a must, so what ever you feel would fit your play style and character. I would stay away from more of the less normal shouts, like breathing fire and summoning dragons.
Equipment: Just you, your shield and your armor. Time to beat some kids!
Obs.: You are a hero to many! It is your duty to act noble in all actions and encounters. Fighting with your fist and a shield, you bash and beat your foes down. You are loyal to the King and help the Imperial even if you don't always feel as their judgements are best. You don't steal from people and you gladly help those in need, you are the Vindicator!
 
The Mane
Race: Khajiit
Alignment: Chaotic Neutral
Factions: Champions (the Circle), Thieves Guild (Nightingale), Dark Brotherhood (Listener), Archmage of Winterhold, Blade, Greybeards, Bard's College, Dawn Guard (simply because they insult your lycanthropy, but you could go full vampire as well), Coven of Namira
Major Skills: Archery, Sneak, One-Handed
Minor Skills: Destruction, Restoration, Enchanting, Heavy Armor, Smithing
Perks: http://skyrimcalculator.com/#305095 (Max out Werewolf Perks)
Standing Stone: The Lord Stone
Shouts: Whirlwind Sprint, Unrelenting Force, Aura Whisper
Equipment: Daedric Armor and Mace of Molag Bal
Obs.: The Mane is a formal title given by the Khajiit race to their spiritual leader. The type of Khajiit that is born, whether more cat-like or not, is determined by the two moons they are born under. The Mane is the exception, being determined by a third moon appearing in the sky. Usually they lead their people to a peaceful time, but such is not always the case.

So it is now. For reasons the Mane does not speak of, this Khajiit was either running to or from its homeland. Mired in a revolution not understood, the Mane has devised its own plans based on its own goals. It appears to be giving itself to every daedra and divine that tells it that its soul shall be theirs upon its passing. What this will accomplish is unknown, but the Mane obviously wants a conflict to arise from his machinations.
 

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