odark Posted April 24, 2006 Share Posted April 24, 2006 I just looked at it in terms of other classes I've played, and ended up calling myself a Ranger. (Not like it matters... I mean, they never talk about it and it has almost no impact anyway... sigh.) Actually in the instance that you use a vanilla class it does. There are several NPC's that do GetClass checks in scripting. There are some that do GetSkill checks more often though, kind of like how Baurus figures out what kind of character you are for you in CG. Link to comment Share on other sites More sharing options...
odark Posted April 25, 2006 Share Posted April 25, 2006 How about sneak for hunting(marksman) purposes? (after all creatures have alchemy ingrediants on them) Mysticism wouldnt be bad either (detect life was a ranger skill in old school rpg's). Unarmored or Light Armor (obvious reasons). Just some ideas...not telling you how to roleplay your character. Unarmored Mod? Where is it please I'm searchingg for one but the 2 I've found are not like armor but more attribute depending. Please pm me if you've found a worthy one(check out my request for such a mod for info) I don't think unarmored needs to be a skill or a mod really. I mean you can get 70AR in oblivion by putting a 10shield on the following ring1, ring2, amulet, shirt, pants, shoes, hood. It allows you to sneak far better than with armor (at first), jump higher, evade faster, and carry more. If you are quick you could easily out-do most warriors. I play a ninja class myself, unarmored all the way. Redguard - MaleStealthSteedAgilitySpeedAcrobaticsAthleticsBlade - One handed weapons only!BlockMarksman - only for ranged sneak attacks/pullsAlchemy - You're not a ninja without itSneak I think someone needs to make crossbows or handbows really. Assassins used handbows for poison delivery in the old times, not for damage. Maybe a paid content mod? ::Shrugs:: I like unarmored right where it is, since when do you need a skill to wear clothes? Even in morrowind I think it was a bit ehh. If they gave you abilities from it maybe then a mod or skill would work? 0-24 skill maybe make the character capable of combat (more as a mention than skill) in clothing, 25-49 light-footedness ability promoting 25% less knockback/stun time from enemy attacks, 50-74 center of gravity ability 25% lower chance of knockdown from fatigue loss during combat, 75-99 ?, 100 ? I don't know if it warrants a mod or not? There really are a lot of rules in the game set in place for armor and such that aren't really spoken. Magicka recharge in heavy armor VS none for one... Link to comment Share on other sites More sharing options...
thanateros Posted April 25, 2006 Share Posted April 25, 2006 How about sneak for hunting(marksman) purposes? (after all creatures have alchemy ingrediants on them) Mysticism wouldnt be bad either (detect life was a ranger skill in old school rpg's). Unarmored or Light Armor (obvious reasons). Just some ideas...not telling you how to roleplay your character. Thanks for some feedback, and sneak does make sense to go in there. I thought about mysticism, but in all honesty, with Sigil Stones having detect life CE for 180ft on any clothing article I really don't see the need. Mostly they'll rely on stealth to go unseen and get the sneak bonus on a hit. Most of the damage will be based on poisons (I might just name the class Alchemist). Unfortunately, my proness to exploiting the random generator in front of sigil stones makes me incredibly picky, so I'll end up relying on CE Chameleon and/or Invisibility on self and Paralyze on strike. I learned early that if you want to you schools of magic, then you shouldn't go heavy on sigil stone use (having paralyze/ silence on seperate bows is insane if you ask me). Here's what I have so far: AlchemistDark Elf/Wood Elf (I hate the wood elf bodies, otherwise I would go straight for them)Thief Sign (Duh) Agility/Intelligence AlchemyLight ArmorMarksmanSneakIllusion (mostly for command spells, I really want to use them)AcrobaticsAthletics Not exactly the mage orientation that I wanted, but in all seriousness, I don't need to be a mage to join the mage's guild (dumb). I'll probably spend most of the game running around collecting ingredients, not really caring about anything/anyone save for myself. I foresee the fact this character really has no guild association might make for a boring experience, or an unrealistic one as they climb the ranks of the mage's guild with only 2 magic based skills (someone really needs to curb guild advancement dependent on skill level...like in Morrowind; it made so much more sense). Relying soley on Marksman as a combat skill is to see how I can make Paralyze/Sneak/Marksman/Alchemy interact. Seeing as most people could walk through the entire game with just Destruction, I'm trying to build characters whose skills work synergistically. (For some reason commanding an ogre to follow me into the middle of the imperial city and having the spell wear off seems incredibly amusing to me, I'll end up playing this character soley for my own amusment). I don't think unarmored needs to be a skill or a mod really. I mean you can get 70AR in oblivion by putting a 10shield on the following ring1, ring2, amulet, shirt, pants, shoes, hood. It allows you to sneak far better than with armor (at first), jump higher, evade faster, and carry more. If you are quick you could easily out-do most warriors. I play a ninja class myself, unarmored all the way. Agreed it doesn't need to be a skill, if you want to go unarmored though, Alteration is nuts in this game. At master level I made a Shield 100% for 60 secs on self, which is quite sweet. Although so is having 100% chameleon...it's like cheating...but better. Link to comment Share on other sites More sharing options...
Rhydderch Hael Posted April 26, 2006 Share Posted April 26, 2006 In a glib, lighthearted way, I have the idea of creating an Orc mage class called the Enchanter, and naming the one (and only) character to fit the class 'Tim'. On another tack, if I'm stumped as to naming a class, I'd simply call it the Cook. If I learned anything from Steven Segal's Under Siege movies, is that cooks can be Special Forces-trained. Just be sure that you have a spoon or other form of cooking utensil in your inventory at all times. In a more serious vein, the 'Harbinger' is a pretty good custom class name that can fit either Stealth or Warrior types. A harbinger is sent ahead of an marching column to secure a village or town ahead for food and quarters. In that sense, it's the closest medieval/fantasy equivalent of a modern paratrooper, tasked with holding a forward area against any enemies until the heavy reinforcements can arrive. Different from a scout, since a scout goes back to the main body of troops to report findings. With a harbinger, the body of troops come up to them. Link to comment Share on other sites More sharing options...
Killians5 Posted April 26, 2006 Share Posted April 26, 2006 On another tack, if I'm stumped as to naming a class, I'd simply call it the Cook. If I learned anything from Steven Segal's Under Siege movies, is that cooks can be Special Forces-trained. Just be sure that you have a spoon or other form of cooking utensil in your inventory at all times.I made a similar custom class that was Steven Segal inspired, it was called "worst actor ever". My character only talks in robotic bad acting sentances (like William Shatner) only void of any emotion what so ever (Steven Segal). The only things I carry with me are tons of food (to make my self the fattest martial arts actor ever). :DActually my class is Temple Knight it's a basic Fighter Class (blade, heavy armor, marksman - I hit with poison arrows till enemies get close that I hot key to my blade) with some healing effects (alchemy, restoration) also have speechcraft in there as any honorable knight should. Link to comment Share on other sites More sharing options...
Rhydderch Hael Posted May 8, 2006 Share Posted May 8, 2006 When "Knight" and "Crusader" won't do, I named my Breton's custom class the "Paladin". The story on the fellow is that he's a Breton focusing on sword, shield, and heavy armor—using his natural magic abilities in a defensive fashion to supplement his melee combat skills. In retrospect, however, I should name any combat-oriented Breton wearing Heavy Armor as a "Porter" instead. As in the Fighters' Guild boys who offer to repair your gear. :glare: Link to comment Share on other sites More sharing options...
SoulBlazer_87 Posted May 9, 2006 Share Posted May 9, 2006 I don't think unarmored needs to be a skill or a mod really. I mean you can get 70AR in oblivion by putting a 10shield on the following ring1, ring2, amulet, shirt, pants, shoes, hood. It allows you to sneak far better than with armor (at first), jump higher, evade faster, and carry more. If you are quick you could easily out-do most warriors. I play a ninja class myself, unarmored all the way. Redguard - MaleStealthSteedAgilitySpeedAcrobaticsAthleticsBlade - One handed weapons only!BlockMarksman - only for ranged sneak attacks/pullsAlchemy - You're not a ninja without itSneak I think someone needs to make crossbows or handbows really. Assassins used handbows for poison delivery in the old times, not for damage. Maybe a paid content mod? ::Shrugs:: I like unarmored right where it is, since when do you need a skill to wear clothes? Even in morrowind I think it was a bit ehh. If they gave you abilities from it maybe then a mod or skill would work? 0-24 skill maybe make the character capable of combat (more as a mention than skill) in clothing, 25-49 light-footedness ability promoting 25% less knockback/stun time from enemy attacks, 50-74 center of gravity ability 25% lower chance of knockdown from fatigue loss during combat, 75-99 ?, 100 ? I don't know if it warrants a mod or not? There really are a lot of rules in the game set in place for armor and such that aren't really spoken. Magicka recharge in heavy armor VS none for one... I did find an acceptable unarmored skill . By the way high unarmored does not mean being able to use clothes rather thann an almost instinctive "roll with the damage" in order to reduce the impact of the blow. It should also represent a characters innate feeling of survivaland minor backsteps or whatever. Link to comment Share on other sites More sharing options...
Rhydderch Hael Posted May 9, 2006 Share Posted May 9, 2006 I did find an acceptable unarmored skill . By the way high unarmored does not mean being able to use clothes rather thann an almost instinctive "roll with the damage" in order to reduce the impact of the blow. It should also represent a characters innate feeling of survivaland minor backsteps or whatever.The aforementioned Shield spells aside, a high enough Block means your bare fists can help you absorb a bunch of that damage, and high enough Acrobatics gives you the ability to dodge. A hefty amount of Block means you need Endurance (which gives you a big enough health pool to shoulder that damage) and good Acrobatics means a good amount of Agility, which keeps you from being knocked out of control. Play around, and you may find the character can handle unarmored combat pretty well. Against physical damage, at least. I have no illusions about what magical attacks will do against such defenses. Link to comment Share on other sites More sharing options...
baileyjb2 Posted May 9, 2006 Share Posted May 9, 2006 I once saw a Khajiit fan art that made me want to REALLY play a light armored, ferrocious, fighter Khajiit. http://mr-18650.v-mirror.spb.ru/img/fanart...t_c1_work10.jpg So, needless to say, that picture inspired me to make the Elswyerian Tracker. Link to comment Share on other sites More sharing options...
Guest Posted May 10, 2006 Share Posted May 10, 2006 Scholar... all the magic skills, plus speechcraft (for giving lectures). :P Link to comment Share on other sites More sharing options...
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