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Character Build: The Executioner

Tags: #Character Build Juggernaut  #Character Build Assassin  #Race:Orsimer  #SE Rank:Novice 
  • February 4, 2019

    Skyrim Build: The Executioner

    Race, Standing Stone, Skills & Stats

    Name: Urok the Slayer

    Race: Orsimer (Ability: Berserker Rage - Deal double damage and take half damage for 60 seconds once per day)

    Age: 31

    Standing Stone: Lover (early), Atronach (mid-late game)

    M/H/S: 0/50/50

    Alignment: Rebel Evil

    Shouts: Dismay, Unrelenting Force & Soul Tear

    Major Skills: Two-Handed, Heavy Armor, Block

    Minor Skills: Smithing, Enchanting, Alchemy



    Urok was born in an Orc Stronghold just inside the border of High Rock. All his life growing up, life was hard. The Chief of the stronghold was especially cruel but never one to break the Code of Malacath. Any failures were met with beatings, whippings & extra labor in the mines with no food and that was on a good day. Urok grew up hard and mean. His bitter resentment towards the Chief only grew overtime, trying to convince himself it was for the good of the tribe.

    One day, Urok was assigned to go and hunt some game and bring it back to be skinned and harvested. Urok and two other orcs he grew up with set off on a cold morning in the middle of Morning Star. They travelled for three days but could not find a single deer, bear or any other animal at all. They began to worry what would happen if they came back empty handed. They travelled for a few more hours then decided to set up camp for their final night.

    As the trio was about to fall asleep, they heard noises coming from some nearby bushes. One of Urok's friends grabbed his bow but before he could nock it back, an arrow screamed through the air and hit him square in his throat and was bleeding bad. Urok was able to get his battleaxe in time before an arrow hit him too. Four bandits emerged from the bushes ready to fight. Urok and the remaining orc fought them off but his other friend didn't make it. Urok killed three of them and the last got away. Urok tended to his wounded friend but was beyond help. He took his friends dagger and gave him a quick death. He buried his friends before he went to sleep, knowing he would have to face the wrath of his Chief upon his return.

    The next morning, he headed for home. When he got there the Chief was immediately on his ass. No food and two of his brothers dead did not make the Chief happy. Urok tried to explain what had happened but the Chief was quick to call him a liar. He ordered two other orcs to hold him down. The chief went over to the smelter and put in some iron ore to melt down. When he came back with the molten metal, he looked at Urok with an almost sadistic grin. "I'm sick of your lying. I wanna hear you sing instead." Urok knew he was about to get a mouth full of metal.

    In a desperate movement, Urok broke his hold from the two orcs and was now under the influence of pure rage. The Chief, in his eyes, was no longer honoring Malacath so he no longer would allow him to lead. In his rage, he began attacking everything that made a move towards him. He grabbed his battleaxe and began attacking the Chief and anyone who stood up for him. He knocked the Chief to the ground and drove his axe right between his eyes, killing him instantly. The rest of the orcs couldn't allow this and attacked Urok but he proved to be too strong for them. When it was all said and done, Urok was the last Orc standing.

    He didn't know what came over him, but he knew he loved it. He realized he took pleasure in killing and was eager to do it some more. He left the carnage at the stronghold as his first calling card and left with his favored battleaxe in hand. He would sell his axe as a mercenary from now on. For the next 10 years, he fulfilled his animalistic bloodlust to his hearts content. But it soon became not enough for him.

    One day, a noble looking type approached him with a contract that would fulfill his new desire. The noble wanted a rival noble, his brother, dead in order to inherit a fortune from their dying mother. Urok agreed and went to the castle. Killing him was easy enough but now Urok had a real problem. He had a whole city of trained guards on his tail. It was the stronghold massacre all over agian. He flew into another rage and began taking the guards down one by one. This proved to be more challenging but when it was over he won, but was seriously wounded. He fled the town and headed east to Skyrim where he was captured by an Imperial patrol who was expecting him and carted him to Helgen for execution.



    This build is mostly a two-handed warrior style build with a much darker emphasis. You'll use potions and poisons when you enter battle (saving your best ones for your assassination targets), while swinging your battleaxe like a madman. Performing public assassinations where everyone can see you is a part of this character and killing guards is part and parcel. You won't murder people not targets of contracts as you just want to put the fear of you into them. You will never spend a day in jail choosing fight over flight. Your armor isn't all that strong so having strong enchantments is necessary for keeping your character alive. You want to look as intimidating as possible so if you aren't satisfied with how you made yourself look in Helgen, the face sculptor is always available for a small fee.

    As for factions, the Dark Brotherhood is a must. You won't join the Dawnguard or Harkon's court but if you can justify joining either of them then go ahead. Another no go faction is the Companions. They are honorable warriors and you are not. You kill for pleasure and coin and not for glory so stay away from them. You can join the Thieves Guild if you want to rid yourself of stolen goods but is not necessary as you are not a thief. You can also do the main questline if you want to get shouts that will make you even more powerful. The college, if you haven't already guessed it, is a no go.


    Essential Perks (Level 60)

    Two-Handed: Urok was trained from an early age to wield a battleaxe and has trained all his life in using it effectively. Few enemies can survive the devastating swings of this mighty weapon.

    Barbarian 1-5, Limbsplitter 1-3, Champion's Stance, Devastating Blow, Sweep & Warmaster (12)


    Heavy Armor: Urok wouldn't be a true Orc if he didn't utilize heavy armor. He has learned to condition his body so that even he can out manuver even the most agile opponents.

    Juggernaut 1-5, Fists of Steel, Cushioned & Conditioning (8)


    Block: If there was one skill Urok had to learn on is own, it was blocking. Attacks from bandits, animals and even monsters were already tough on his armor so learning to parry with his battleaxe was essential to his survival.

    Shield Wall 1-5, Quick Reflexes, Power Bash, Deadly Bash & Disarming Bash (9)


    Smithing: An Orc learns how to smith from the time they come out of their mother's womb. There is no truer statement that defines Orcs than this and Urok is no exception. He learned all the secret of how Orcs smith and uses that knowledge to maintain his armor and weapon to their maximum efficiency.

    Steel Smithing, Dwarven Smithing, Orcish Smithing, Ebony Smithing, Daedric Smithing & Arcane Blacksmith (6)


    Enchanting: Enchanting is a new concept to Urok but has caught on rather quickly to it. With Enchanting he will make his own skills even more powerful and will be able to craft better poisons in Alchemy.

    Enchanter 1-5, Soul Squeezer, Fire Enchanter, Frost Enchanter Storm Enchanter, Insightful Enchanter, Corpus Enchanter & Extra Effect (12)


    Alchemy: Orc poisons are to be feared and thanks to the Wise Woman of his tribe, Urok learned the basic ideals of alchemy and how to concoct poisons that will end his adversaries quickly.

    Alchemist 1-5, Physician, Benefactor, Poisoner, Concentrated Poison, Green Thumb, Snakeblood & Purity (12)



    Weapons: Urok's Cleaver (Daedric Battleaxe w/Absorb Health & Damage Stamina)



    Executioner's Armor (Ancient Nord Armor w/ Fortify Stamina & Stamina Regen)

    Executioner's Boots (Ancient Nord Boots w/Resist Fire & Frost)

    Executioner's Gauntlets (Ancient Nord Gauntlets w/Fortify Two-Handed & Alchemy)

    Executioner's Signet (Bone Hawk Ring w/Fortify Two-Handed & Fortify Alchemy)

    Executioner's Pendant (Gold Diamond Necklace w/ Resist Shock & Magic)

    Shrouded Hood



    Barbarian's Elixir (Fortify Two-Handed, Resist Fire & Regenerate Stamina)

    Bee / Dragon's Tongue / Fly Amanita

    Deadly Toxin (Damage Health, Lingering Damage Health & Ravage Health)

    Imp Stool / Scathecraw / Skeever Tail

    Elemental Resistance (Resist Fire, Resist Frost & Resist Shock)

    Hawk Beak / Snowberries / Fly Amanita

    Nuero Poison (Damage Health, Lingering Damage Health & Paralysis)

    Human Flesh / Imp Stool / Scathecraw

    Physical Invigoration (Fortify Health & Fortify Stamina)

    Boar Tusk / Giant's Toe / Lavender

    Grasp of Sithis (Damage Health, Damage Magicka, Damage Magicka Regen, Damage Stamina & Frenzy)

    Blisterwort / Human Heart / Jarrin Root (use this poison only for the toughest opponents)

    Courier's Brew (Fortify Carry Weight & Fortify Health)

    Giant's Toe / Glowing Mushroom / Scaly Pholiota


    Main Factions

    Civil War: You don't care about the Imperials or Stormcloaks so side with either one if you want to.

    Main Quest/Dragonborn DLC: Learning Dragon Shouts is not a requirement for this build however it can provide a big extra umph to your playthrough.

    Companions: Even though you are warrior-based, you will not join the Companions as they are honorable fighters where you fight dirty and unfair.

    College of Winterhold: There is no reason to join the College however if you can justify it, then go on ahead.

    Thieves Guild: Optional guild. If you happen to come across a lot of stolen goods, then joining them is good to get rid of it.

    Dark Brotherhood: This is the big one. This is the guild you will spend the most time with. Murder, slaughter and execution are your forte and the Dark Brotherhood provides this.

    Bards College: Nothing to gain here. Don't join.

    Dawnguard/Volkihar: If you must take sides here, you'll reluctantly join the Dawnguard to destroy the Vampires taking away your business. Plus you'll need to do this questline if you want Soul Tear.


    Side & Daedric Quests

    A Return to Your Roots: Complete the research a legendary alchemist (Reward: Sinderion's Serendipity - 25% chance to make a duplicate potion when using alchemy)

    The White Phial/Repairing the Phial: Retrieve a legendary artifact to fulfill a dying alchemist’s final wish (Reward: The White Phial - Choose "I want to be tougher in battle").

    Discerning the Transmundane: Help a brilliant but mad scholar unlock a dwemer lockbox (Reward: Ohgma Infinium - Choose the Path of Might).

    The Heart of Dibella: Find the Temple of Dibella's newest Sybil (Reward: Agent of Dibella - Permanent 10% bonus damage to female characters).

    The Book of Love: Help varieties of couples find love throughout Skyrim (Reward: Agent of Mara - Permanent 15% magic resistance).

    Black Book Quests

    Epistolary Acumen: Through the knowledge of the first of the six Black Books, you will elect to receive the Dragonborn Force ability, which makes your Unrelenting Force shout more powerful and has a chance to instantly kill non-essential targets.

    Filament and Filigree: Through the knowledge of the second of the six Black Books, you will elect to receive the Secret of Strength power, making all power attacks cost nothing for 30 seconds.

    The Hidden Twilight: Through the knowledge of the third of the six Black Books, you will elect to receive the Mora's Boon power, restoring your magicka, health & stamina by 1000 each.

    The Sallow Regent: Through the knowledge of the fourth of the six Black Books, you will elect to receive the Seeker of Shadows ability, permanently making all your stealth skills 10% more effective.

    The Winds of Change: Through the knowledge of the fifth of the six Black Books, you will elect to receive the Lover's Insight ability, granting you 10% bonus damage against female characters and 10% better prices from female merchants.

    Untold Legends: Through the knowledge of the sixth and final Black Book, you will elect to receive the Black Market power, which summons a Dremora Merchant that you can barter with for 15 seconds. Carries 2000 gold.


    What are your thoughts? Let me know what you think in the comments.

  • February 6, 2019

    This is a good build, but the backstory, equipment, and abilities don't necessarily scream "executioner" to me; it's more of a "juggernaut" style, in my opinion. Otherwise, good job!

  • Member
    February 9, 2019

    I like this build a lot. The layout is really good, and it's obvious a lot of work went into it.

    When I think "Executioner's Axe" I tend to think of a weapon that dishes out max damage with one hit. I probably would have focused on maxing out the axe and slapping on more Fortify Two-Handed enchants instead of resists and tossing Chaos/Fiery Souls on the axe. Your setup works perfectly, but that's just what I'd do.

    I don't really know what kind of alignment "Rebel Evil" is supposed to be. Typically Executioners are lawful agents of the government, but since your build is a chaotic evil murderhobo then that would work too.

    Overall a very fun read! Thanks for posting it!

  • Member
    February 10, 2019