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Character Build: The Prince of Ravens

Tags: #Character Build Blacksmith  #Character Build Scout  #Character Build Alchemist  #Rank:Mythic  #Cauthon  #Matrim  #Wheel of Time 
  • April 23, 2013

    The Wheel of Time turns, and Eras come and pass, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the Era that gave it birth comes again. In one age, called the Fourth Era by some, an Era yet to come, and Era long past, a wind rose above the snow-laden peaks of High Hrothgar, also known as the Throat of the World. The wind was not the beginning. There are neither beginnings nor endings to the turning of the Wheel of Time. But it was a beginning.

    The wind rose, heavy and heralding a coming winter, then sank and tumbled down the icy slopes of the great mountain. It gained speed, rushing past trees and battering branches already weakened by the perpetual frost near the mountain’s base. It spun and rushed across hills and into valleys, traveling west, then south towards an unknown destination. It passed through the small town of Riverwood, jarring the signs and sending cabbages tumbling down the street, women swearing as they rushed to salvage the now dirty produce. It spun south, passing a trio of great stones arranged in a triangle, ancient constellations carved into the rock with great care. It rose up the hill, sending red and purple flower petals into the air, tumbling down into the nearby river. It swept over the stone walls of Helgen, over the town’s stone towers and wooden houses, over the great keep. It rustled the hair of a tall elven woman, scowling and gazing upwards, waiting impatiently for the arrival of some very special guests.

    The wind passed by her and her two retainers on horseback, passing through the stone gates with a deep roaring sound. It rushed up the dirt path until it reached the men on horseback, red leather armor protecting them from its bitter sting, steel swords resting uncomfortably against their legs in stirrups. It passed a man in golden armor, his dark and weathered face scarred, his short white hair barely rustling as the wind passed. It flowed up and over to a cart, where four people sat wordlessly, awaiting their fate. Three were awake, the fourth asleep. The wind rushed and howled downwards upon the dozing prisoner.

    Slowly, ever so slowly, the eyes of the Prince of Ravens opened.

    The Prince of Ravens

    The Prince of Ravens is a lightly-armored warrior that uses both strategic and tactical approaches to combat in order to survive. They’re equally adept at fighting alone or with allies, and use everything at their disposal to achieve victory. They are unable to use magic, and view this not as a drawback so much as a method of encouraging creativity.

    Race: Breton or Imperial. The Prince of Ravens is a charmer, but also possesses a significant resistance to most forms of magic. Either choice suits the build equally.

    Stats: 1/1 Health and Stamina. You have no magical aptitude and so you will need equal amounts survivability and endurance in battle.

    Stone: The Warrior stone should be your first choice after leaving Helgen, since it improves many of your skills. The Thief is a viable alternative, but will result in reduced combat effectiveness in the long run. Eventually, your two stones of choice should be the Lover or the Lord, to reinforce your skills and charming qualities, or to once again fortify your resilience to magic.

    Other: The build functions at its best when you follow the following restrictions:

    - No spellcasting of any kind, though staves and scrolls are allowed.

    - No HUD

    - No fast travel, carriages, boats, waiting, or sleeping outside of a city if you can help it

    - Eating, sleeping, and bathing like a normal person

    - Drinking wine and chatting up barmaids when given the chance

    - Taking on any wager that’s made with you, including brawls

    - Following the spirit of a Path as outlined below

    - Taking gold and crafting items when looting but nothing else.

     

    Major Skills

    One-Handed

    Swords aren’t the be-all and end-all, you know.

    Your prowess with light weaponry in close combat is excellent, and is the main method by which you defend yourself. You’d prefer to use a bladed staff, but all of the one-handed weapons you craft can do the job quite well. Swords have speed and you can focus on them for more lucky strikes in keeping with that theme, while axes deal damage over time and serve a more tactical bent to combat. Maces bypass armored enemies with ease, removing their main method of defense. You’re going to want to carry and alternate between all of these weapons as you travel.

     

    Alchemy

    No wine for me. Strange enough things happen when my head is clear. I want to know the difference.

    Without access to magic, you’re going to get hurt out there, and few (if any) companions can or will heal your injuries. It’s best to carry homemade potions out into the wilds, secure in the knowledge that you can afford to take a hit or two without becoming critically injured. You could buy them in town, but ingredients for many of the most useful potions are found everywhere and you place more faith in your own creations than in those you might find or purchase. They could be fake after all, or worse poison.

     

    Path Skill

    If a man tries to change the direction of his life and the Pattern has room for it, the Wheel just weaves on and takes it in. There is always room for small changes, but sometimes the pattern simply won’t accept a big change, no matter how hard you try…

    The Prince of Ravens has the power to choose his own destiny, to a degree. Lives flicker before him, generals, scoundrels, murderers… he has but to choose. Each has its own advantages, all well as consequences.

     

    Minor Skills

    Smithing

    Your enemies will be the hammer and the anvil, with you the nut between.

    Only a fool enters battle with equipment he’s not familiar with, and what better way is there to ensure the quality of your gear than making it yourself? You can travel confident knowing exactly how far your weapons and armor will go, and knowing their limits helps you learn your own.

     

    Block

    I may be a fool, but I intend to be a live fool.

    The best defense is an active one, and not every incoming blow can be dodged in time. Block vastly increases your tactical options in battle and effectively removes the ability for enemies to land devastating power attacks. If and when you do take damage, you’ll be doing so on your own terms.

     

    Light Armor

    Bite at the flanks, keep them running, and never let them settle to fight.

    When you are hit, and you will be, it’s best to have something between you and your opponent’s weapon. Light armor grants superior mobility than its heavy counterparts, weighs less, and is generally designed to deflect attacks rather than absorb them. It’s also a lot lighter and allows for more other useful equipment to be carried.

     

    Perks

    The Prince of Ravens has a number of Paths listed below, each lists the equipment he should aim for as well as adds an additional skill to round out the abilities and options available to them. The left-over perk points are meant to be invested in that additional skill as soon as the relevant perks are available.

     

    Level 20

    One-Handed: Armsman 1-2, Fighting Stance, 1 point into Hack and Slash, Bone Breaker, or Bladesman

    Alchemy: Alchemist 1-2, Physician

    Smithing: Steel Smithing, Elven Smithing, Dwarven Smithing

    Block: Shield Wall 1, Quick Reflexes, Deflect Arrows

    Light Armor: Agile Defender 1-2, Custom Fit

    Path Skill: 3 perk points

     

    Level 35

    One-Handed: Armsman 1-3, Fighting Stance, Savage Strike, Critical Charge, 2 points into Hack and Slash, Bone Breaker, or Bladesman

    Alchemy: Alchemist 1-3, Physician, Benefactor

    Smithing: Steel Smithing, Elven Smithing, Dwarven Smithing, Arcane Smithing

    Block: Shield Wall 1-3, Quick Reflexes, Deflect Arrows, Elemental Protection

    Light Armor: Agile Defender 1-3, Custom Fit, Unhindered

    Path Skill: 6 perk points

     

    Level 50

    One-Handed: Armsman 1-5, Fighting Stance, Savage Strike, Critical Charge, Paralyzing Strike, 3 points into Hack and Slash, Bone Breaker, or Bladesman

    Alchemy: Alchemist 1-5, Physician, Benefactor

    Smithing: Steel Smithing, Elven Smithing, Dwarven Smithing, Advanced Armors, Arcnae Smithing, Glass Smithing

    Block: Shield Wall 1-4, Quick Reflexes, Deflect Arrows, Elemental Protection, Block Runner

    Light Armor: Agile Defender 1-4, Custom Fit, Unhindered, Wild Walker

    Path Skill: 10 perk points

     

    Gameplay

    He more than merely liked gambling, and battle was a gamble to make dicing in taverns a thing for children and toothless invalids. Lives were the stake here, your own, and other men’s, men who were not even there. Make the wrong wager, a foolish bet, and cities died, or whole nations. At the same time, this was a game that set the blood racing.

    You do not always seek conflict, but when pressed you revel in battle. It excites you in a way little else does, and you find great pleasure in using your superior skills and cunning to best your enemies. Brute force is seldom the answer, instead the calculated use of poison and power attacks leads you to victory. When pressed, your reserve of potions and ability to interrupt and avoid enemy attacks is your best defense.

    The goal is not to attain ultimate power, or to gain mastery over all things, but to become skilled with a variety of weapons and tactical maneuvers. It’s to reach a level of self-confidence where you don’t need maps or mystical symbols to tell you where to go or what to do. It’s reaching the point where you can instinctively predict the moves of your opponent and plan ten steps ahead of him every time. In essence, it’s taking the tools at your disposal and using them to their fullest extent. No quarter is given, no mistakes are made; you slowly become a veteran warrior with more than just a bag of tricks.

     

    Quests and Roleplay

    I’m a gambler, a farmboy, and I’m here to take command of your bloody army!

    You’re going to want to join one of three factions based on your Path, as described below. Besides that, helping the Dawnguard eliminate the vampire threat is a good way to do some good and acquire the very powerful crossbows. Of course, if you’re on the path of the Tainted, gaining the power of the Vampire Lord might tempt you towards a darker path.

    The College of Winterhold is essentially barred to you, so unless you have some VERY specific staffs and magic items, you’re not going to be helping those magic users out. You’re uncomfortable around them enough as it is, no reason to join their little club. Plus, isn’t it supposed to be women-only? Maybe you’re thinking of the wrong tower.

    The Companions might seem like a nice bunch, but the requirements for advancement don’t really suit you. Best to leave such things to big, muscular blacksmiths with a stoic streak.

    Finally, you don’t really feel like the Chosen One type, but if there aren’t any red-headed step-children to step up to the plate, you might as well do what you can. After all, the end of the world means the end of everything in the world, you included, and that sounds like a bad deal.

    When dealing with the Daedra, Sanguine is your best bet, and you’ve had enough experience dealing with madmen to handle Sheogorath’s antics. Both quests give you excellent staffs you can use. Clavicus Vile’s mask may be hideous and heavy, but its effects are worth the weight, and Spellbreaker definitely reinforces your magical defenses (but watch out for the stagger when broken). Unless you’re following the Path of the Tainted, Molag Bal, Mehrunes Dagon, Boethiah, and Namira all involve terrible acts you’d rather not be part of, all things considered. The other Daedra either give useless trinkets or expect you to worship them in return for your service, neither of which appeals to you.

    In terms of miscellaneous quests, the Book of Love is a great way to get some more magic resistance, if you can stomach (bleh) true love. The Heart of Dibella can make you a real lady killer in the literal sense. Completing The Man Who Cried Wolf opens up The Wolf Queen Awakened, and both pay handsomely with a nifty magical shield to boot.

    In general, take any miscellaneous quests that either promises an interesting story or a large sack of gold at the end, preferably both.

    When not adventuring, preparing for your next venture is key. Even when resting, find something to do, someone to talk to, advice or gossip you can pick up. You might as well go on the offense, since adventure has a habit of finding you first. As they say, it’s catch or be caught.

    Strategy (Equipment)

    Only take half of what you have against them. That makes it an even fight, but you’ll have to settle for it.

    The first step in creating any strategy is to know your limits. How much skill do I possess? What tools to I have at my disposal? What can I do to prepare myself for the coming challenges?

    Preparation never stops. Every moment of every day, you should be improving yourself and the scope of your abilities. Mining ore, experimenting with harvested ingredients, crafting and tempering your gear, all of it prepares you for completing your goals. While fighting, take the time to learn the moves and habits of your enemies. Similar opponents will use the same battle tactics, so get to know what they can and can’t do. If you can’t take an enemy on head-first, consider how you can prepare for them.

    However, remember that there is always another battle on the horizon. To expend too much of your resources on a single fight can cripple you, you want to avoid these Pyrrhic victories at all costs. Avoid unnecessary battles and focus on the ultimate task at hand.

    You’ll be switching between a sword, war axe, and mace as you encounter different enemies who require different tactics to overcome. If you find yourself only using one of those weapons, you can choose to specialize in it alone but it will reduce your versatility somewhat. You’ll want to progress from Iron -> Steel -> Elven -> Glass, though Nordic looks excellent and is as effective as Elven but also weighs less. Light-type Faction armors are quite useful as well, though their armor rating is reduced until Arcane Smithing has been acquired.

    As soon as you’re able, you’re going to want to head down and meet with the Dawnguard and acquire as many crossbow schematics as you can. You’ve always been fascinated by explosive devices, and the coveted Explosive Dwemer Fire Bolts are a dream come true. When used alongside your Enhanced Dwarven Crossbow,

    You’ll want to wear a full set of Light armor and have a similarly crafted shield, though depending on your finances certain sets can be quite difficult to acquire. If you craft them yourself, they should progress Leather -> Elven -> Scaled -> Glass, though technically a full Elven set will eventually be all you require to maximize your armor’s potential. A Steel shield can also work quite well at lower levels.

    Smithing materials are vital to your ability to function, and you’ll want to accumulate the following if possible: Gold, silver, iron, corundum, quicksilver, ebony, moonstone, and malachite. Dwarven metal is easy to find and useful to the General and Scoundrel, but the Tainted can ignore them as they wish. Leather is also useful, but you should have no trouble harvesting it from the many deer, wolves, foxes, and bears that roam the land.

    Alchemy ingredients are incredibly useful and should be taken whenever they are seen, within reason. Since they grow back over time, it is in your best interest to travel across the entire land. When forced to backtrack, take a slightly different route in order to find more ingredients you may have missed before.

    Soul gems are largely worthless to you unless they’re filled, at which point you can recharge a magic item in your possession. You’re not an enchanter by any means, so just break down any enchantments that are no longer useful and be satisfied with the knowledge you gain therein. You don’t trust magic very much, aside from the passive benefits that some armor pieces will grant, so use unenchanted weapons if possible.

    In terms of rings and amulets, you’ll want to use any you find that increase your damage or armor bonuses, and ones that increase your Health and Stamina capacity or recovery are excellent choices when venturing through a dungeon. If you can acquire an Amulet of Resist Magic, wear that over any other options, especially if it’s silver. When wearing normal clothing you prefer to wear something green, preferably with a set of soft brown boots.

    Tactics (Special Moves)

    There was no such thing as fairness in war. You took your enemy from behind, when he least expected it, when and where he was weakest.

    Without easy access to magic, the number of pure options you have is somewhat limited. Hundreds of spells will remain forever out of easy access, but there ARE other options available to you: staves and scrolls. These otherwise undervalued pieces of equipment are perhaps the most valuable things you can ever possess, aside from your weapons and armor. The effects of these consumable items vary and are universally useful, so do not be afraid to use them. Better drained magical items than dead.

    The Dawnguard Rune Hammer allows you to create Fire Runes on surfaces you bash. While you’re not very proficient with heavy weapons, the ability to set magical traps is incredibly useful. It also increases your Destruction skill, which lowers the drain of Destruction-based staves and enchanted weapons you use.

    The Wabbajack and Sanguine Rose give you transformative and summoning options, respectively, and both have quite a few charges. They’re best used before the battle begins, or as a useful distraction if things get too rough.

    Auriel’s Shield is able to absorb the power of impacts that hit it, and then release the energy the next time you bash with it. Since you’re not specialized in terms of bashing ability, this lets you knock enemies incredibly far, as powerful as Unrelenting Force. This is useful since that shout is not available to you in gameplay (see Shouts below).

    Finally, your lack of magic makes Shouts themselves special moves in their own right.

     

    Shouts

    Marked for Death

    The ruby-hilted dagger from Shadar Logoth has changed you, given you the power to corrupt people with the power of the Shadow. Use this power sparingly, as each time it brings you closer to the influence of the Shadow. Only use this shout after you strike with a dagger, preferably the Blade of Woe.

     

    Call of Valor

    The grave is no bar to my call.

    So it is written upon the legendary Horn of Valere, an artifact the prince of crows is uniquely attuned to. Once gained, he can temporarily call upon the great heroes of old to fight for him, and they will aid him in the Last Battle. Only use this shout if one of your hands is free.

     

    Slow Time and Elemental Fury

    Groggily, he moved by instinct without thinking. The blade came out of his sleeve, left his hand as if floating through jelly. Only then did he realize what he had done and stretch out desperately, trying to snatch it back. The hilt bloomed between her breasts.

    At times of great stress and desperation the prince of ravens has been known to act faster than the human eye can see, frequently dodging attacks faster than would otherwise be possible, or striking faster than the eye can see. Only use this shout when fighting with a weapon in one hand and nothing in the other.

     

    Become Ethereal

    The prince of ravens has occasionally survived falls that would otherwise kill a normal person. Only use this Shout to reduce falling damage.

     

    Path of the General

    Uncase the banner. This time, we’ll let them know who’s killing them.

    You specialize in fighting with allies and against large groups of enemies, your companions’ presence alerting your foes as you attack from the shadows and flank them. In order to equip yourself and your allies and gain an extra advantage, you craft and use crossbows with great skill, allowing far greater damage output against long-range foes. You’ll most likely join the Imperial Legion in order to subdue the rebel Stormcloak forces, and you have a knack for rising through the ranks quickly, even unintentionally so.

    Weapons: Glass or Nordic Sword/Axe, Enhanced Dwarven Crossbow with a variety of Exploding Bolts.

    Armor: Elven or Glass.

    Bonus Skill: Archery

    Everything always changes! The best plan lasts until the first arrow leaves the bow.

    You’ve been trained how to fire a bow, and it’s useful in a pinch, but your real love is crossbows. Useful in a pinch and requiring less skill to use, advanced crossbow technology lets you create explosive bolts, an invention you take no small amount of pride in. Your only weakness is your lack of mobility while firing and reloading, but the incredible range and armor piercing of the weapon more than makes up for it.

    Perks: Overdraw 1-5, Steady Hand 1-2, Eagle Eye, Power Shot, Quick Shot, Bullseye. Remove the Arcane Smithing perk.

    Favored Shout: Call of Valor

     

    Path of the Gambler

    Dovie’ani se toyva dagain. It’s time to toss the dice.

    You’re more of a loner, fighting on your own terms and taking life one day at a time. You’ve joined the Thieves’ Guild for fun and profit, and as such have focused more on picking pockets and rendering many enemies unable to fight back effectively. The increased funds from doing so allow them to purchase more equipment and ingredients as well, ensuring they’re always fully stocked. Companions you work with should be skilled at sneaking, which you’ll use frequently but won’t really invest perks into.

    Weapons: Chillrend, Enhanced Dwarven Crossbow, Dwarven Fire Bolts

    Armor: Thieves’ Guild Armor or Thieves’ Guild Master Armor or Nightingale Armor

    Bonus Skill: Pickpocket

    Bad habits pay off in the long run

    Whether it’s pilfering a purse of coins or swiping a distracted enemy’s sword, you’ve light fingers and faster reflexes. You’d cheat with dice as well, but you’ve always been lucky with games of chance. When you’re down on your luck or just short a few coins to affording that shiny axe, you can always count on the generosity of strangers. A good paralysis poison slipped into their mug also never hurt your chances either.

    Perks: Light Fingers 1-5, Night Thief, Cutpurse, Misdirection, Perfect Touch, Poisoned.

    Favored Shouts: Slow Time and Elemental Fury

     

    Path of the Tainted

    I’m no lord. I’ve more respect for myself than that.

    You’ve been tainted by the power of the Shadow, and have gone down a far darker path than most. You’ve joined a group of assassins hiding out in Falkreath, and enjoy killing the weak as much as any of them, perhaps more. You’ve mastered the art of stealth and assassination, and you’ve likely taken the path of the Vampire Lord for the sheer power it brings. Any allies would most likely get in your way, so traveling alone is probably your best choice. Any you DO bring with you would only serve as a distraction while you killed from the shadows.

    Weapons: Blade of Woe, Nordic War Axe, Glass Bow with Glass Arrows.

    Armor: Shrouded Armor or Ancient Shrouded Armor, Elven or Glass shield.

    Bonus Skill: Stealth

    A beautiful battle is one you don’t have to fight

    Your words have a double meaning – avoiding fights is wonderful, but slaying your opponent without resistance is even better. Attacking from stealth can grant you a decisive victory if using a dagger, or a significant advantage if using your bow. You take perverse pleasure is watching your enemies search for you in vain, their last moments consumed in terror.

    Perks: Stealth 1-3, Backstab, Deadly Aim, Assassin’s Blade, Muffled Movement, Light Foot, Silent Roll, Silence, Shadow Warrior. Remove the Dwarven Smithing perk.

    Favored Shout: Marked for Death

     

    (I do not own any of the images use above or the rights to any Wheel of Time characters. This is intended for fair use only)

     

     

     

     

  • April 23, 2013

    Well, this is my first character build. I've playtested this quite a bit and researched relevant quotes from the book, and I hope it came out alright. I play on Xbox so video capture was unfortunately not an option. The build is incredibly fun to play and has radically changed the way I approach Skyrim with my other characters.

    Also, I seem to have made a mistake with the tags. I'm obviously new to this, if someone could help me with those that would be great. Thank you, and enjoy.

  • April 23, 2013
    My only problem would be that your paths section that you talk so much about is at the end... Maybe make it higher?
  • April 23, 2013
    Also, Damn you Chris! I have like 8+ characters I want to play and now I have even more...
  • April 23, 2013

    The paths I feel are secondary to the roleplay and approach of the build, they're a final element to consider once you've read through everything else. I considered placing them higher but felt it would disrupt the flow of the build.

  • Member
    April 23, 2013

    Wel, it do regonize a lot of this from your story. Stats, no magic use... Whe have been reading how you made your character build! (A general at that.) Now thats cool  +1 for that alone.

    More on topic, I think is this is a good notch above avarage. Wel written if not a bit long for a character build. Just not my cupper. I like my no weopons build more

    (You did inspire me for the 1/1 ratio do. You need it at legandary.)

  • April 23, 2013

    The build is very similar even if the lore behind the characters is not. I playtested the different paths with other characters I played using the same (or very similar) builds.

    It's a bit long but it's mostly roleplay and combat advice. It's a roleplay build first and foremost, so the more advice the better I think. I wanted it to be accessible to players who were new to Skyrim while still providing a fun challenge, thus the advice and roleplay restrictions.

  • April 23, 2013

    i loved the different paths that you added. Great Build!!

  • April 23, 2013

    Thank you!

    The notion of alternate timelines is pretty standard to the Wheel of Time mythos, so I figured three different versions of Mat would be reasonable and give some excellent options to the build. The General is closer to the real Mat's progression (though perhaps more accepting of his military destiny), the Scoundrel is "What if Mat never became a hero?", and the Tainted is "What if Matt never got rid of the dagger from Shadar-Logoth?"

    I've playtested each of the three Paths and they all work quite well. I tried to design the core of the class so it would be flexible enough to handle alterations, yet solid enough to stand on its own. I'm glad you liked it!

  • April 23, 2013
    Path of the gambler sounds a lot like my bard character so I might be able to edit some of the things about him and make this e playstyle (do wish there were more chances to gamble... I loved that with Fallout: NV (among other things), it helped my gambling addiction :D)