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Character Build: The Exiled Falmer

Tags: #Character Build Spellsword  #Character Build Nightblade  #Character Build Acrobat  #Rank:Exemplar 
  • Member
    January 1, 2013

    Updated 14/1/2014- complete overhaul. Previously called: Mathmeldi- The Exiled

    Premise

    The Snow Elves were the original inhabitants of Skyrim but were driven out by the Nords and split into two groups- those who hid and those who became servants of the Dwemer in return for safe haven. The group which were the servants of the Dwemer were blinded by them and at some point they devolved into the Falmer seen in Skyrim today- various Aedra offered their help but the Falmer were so bitter they rejected them all.

    My idea is that one of them, a young noble, accepted the aid of Sai, the God of Luck, while he was in the process of turning into Falmer, but before it was complete. The mental scarring has left him with dual personalities- one of the original Snow Elf noble and one of a bestial Falmer; while the patronage of Sai has given him the ability to take the form of a huge wolf.

    The Exiled Falmer

    Contents

    --Build Overview
    --Concept: Dual Personalities
    --Equipment
    --Skills
    --Snow Elf
    --Falmer
    --Vassal of Sai
    --Lore
    --Conclusion and Acknowledgements

     

    1- Build Overview

    Gender: Male

    Race: a pale Altmer

    Stat Distribution: 1 Magicka: 1 Health

    Standing Stone: the Lady and the Lord

    Major Skills: Destruction; Illusion; One-handed; Sneak

    Minor Skills: Conjuration; Enchanting; Light Armour; Restoration

    Other: Werewolf

     

    2- Concept: Dual Personalities

    Overview

    The two personalities of this character create two different styles of play to match them: one as a Snow Elf noble; and one as a bestial Falmer, which you will switch between- each has its own section below.

     

    Changing Personalities

    As you have two personalities you will be changing between them, this section gives a brief overview of when to do so. I didn’t have any strict rules, but came up with ‘triggers’ which would start a change if they happened, examples are:

    --Be a Snow Elf during the day and a Falmer during the night.

    --Change to a Snow Elf when doing Aedric quests, Falmer when doing Daedric.

    --Become Falmer when seeing Dwemer Ruins, Snow Elf when seeing the Snow Elf architecture in Dawnguard.

    --Seeing Nords, Falmer or other elves could bring a change either way.

     

    3- Equipment

    Weapons

    Bound/mystic sword:  Your starting weapon

    Chillrend: End game Snow Elf, use frost enchanted sword before

    Tear of Icc: Falmer Sword, absorb health (and low frost damage)

    Armour

    Falmer Helmet: Wear when Falmer

    Aetherial Crown: The Lord Stone

    Silver Sapphire Necklace: Fortify Destruction (and Resist Frost)

    Ancient Falmer Armour: Fortify Illusion (and Conjuration)

    Ancient Falmer Gauntlets: Fortify One-handed (and Light Armour)

    Un-cursed Ring of Hircine: Allows unlimited werewolf transformations

    Ancient Falmer Boots: Fortify Sneak (and Resist Frost)

    When Falmer you can use the Falmer Helmet on top of the Aetherial Crown. This is due to a glitch- the Falmer Helmet can be worn on top of any circlet.

     This is how to get Chillrend without the Thieves Guild, make sure to pick it up at a suitable level so it doesn't end up underpowered.

     

    4- Skills and Perks

    Perks: Level 30; Level 56

    Reasoning

    Snow Elves are masters of frost based magic so the destruction school was an obvious choice. Dual casting wasn’t taken because you will always be using a sword, and master destruction wasn’t as blizzard is weak with frost resistance. Illusion can simulate the fear of facing such a mighty foe or the madness caused by dark magic, and adds invisibility, giving extra dimensions to combat. Dual casting isn’t used for the same reason, plus it avoids overpowering it. One-handed was chosen because Falmer use one-handed swords and the perfect weapon for a Snow Elf- Chillrend, is also one-handed. Sneak is for both honourable scouting and dishonourable assassinations, though as you aren’t using daggers only backstab is needed of the right tree.

    Conjuration gives companions all sorts of companions, soul trap, and the bound sword. The potency perks for atronachs and undead weren’t used so you don’t become too reliant on minions. Enchanting is very practical while also matching the advanced society the Snow Elves used to have. Light armour gives protection while retaining mobility, and the Ancient Falmer Armour, our end game set, is also light armour, and only agile defender was needed as we aren’t using a full set. Finally restoration has healing, necromantic healing and sun spells which are practical and role-play friendly.

     

    5- Snow Elf

    Gameplay

    The Snow Elf personality plays as a spell-sword mainly based around melee ranged fighting, but the destruction skill gives ranged ability with a slow component. Sneak should be used to scout out the opposition and decide which to attack first, followed by a power attack. Reverse casting an atronach while having the ability to heal yourself means the atronach won't be targeted much and is free to cause damage. Restoration is obviously used to heal yourself while being effective against undead as Auri-El hates the undead who have sought to escape the flow of time. Illusion can be used to simulate the effect of your presence, for example using fear after a critical charge or killing an opponent, and finally frost spells should be used on any other occasion, while their slow effect makes you agile in comparison.

     

    Role-play

    As a noble who is well versed in combat the Snow Elf will act as a virtuous knight- helping those in need, killing bandits, and generally being a good guy. Since he is an elven noble he will have a sense of superiority similar to the Altmer, but it is tempered by duty. When interacting with others he will always be courteous, while feeling an affinity for others of similar station to himself, so can often be found around Jarls’ courts.

    He does have a few problems with Nords as they are the ones who drove his people from Skyrim, and Dwarven ruins which are where they started to deteriorate. Quest-wise any quests to help people he doesn't hate pretty much sums it up, and he does Thane quests to begin to claim Skyrim for himself again, and the Imperial Civil War to give a taste of defeat to the Nords.

     

    6- Falmer

    Gameplay

    The Falmer is a Nightblade who also has skill in close combat. Fights should begin before the enemy realises that you’re there, by either an assassination or a fear spell to start to even the numbers. Next an ally can be procured via necromancy or a frenzy spell and the real battle starts- wielding your blade of absorb health you can stay alive and do damage while either using frost magic to buff your offence or (necromantic) healing spells to buff your ally. At any point the Falmer can easily drop out of battle via an invisibility spell or by using the slowing effect of frost spells to outrun anyone before healing, sneaking back in and starting the deadly cycle again.

     

    Role-play

    An unstable psychopath the Falmer will spend most of the time inside during the day because of a fear of light, meaning interactions with others are limited. However they will happen occasionally when getting supplies from a town or when scouting for someone to kill, either a target or just on a whim. On these occasions violence lurks just under the surface which is a mask of calm hidden in a hood- if the Falmer was recognised as such he would have to flee or be killed on sight.

    When away from civilisation he cuts loose and works from instinct, hunting or searching for ways to gain power so he can enact his revenge on the people of Skyrim for stealing his homeland and destroying his people. Quest-wise the Dark Brotherhood and most Daedric quests would be suitable, but mostly he just kills whatever crosses his path.

     

    7- Vassal of Sai

    Gameplay

    In general being a werewolf with unlimited transformations is good for travelling if you don’t want to fast travel. Apart from that it depends on what personality you’re playing as when you turn into a werewolf. To get the un-cursed Ring of Hircine go against Hircine’s will in the quest Ill met by moonlight.

    There isn't a huge amount to say about werewolf combat- hit enemies hard and fast, using the huge damage and effect of power attacks to your advantage. To distinguish between Snow Elf and Falmer as a werewolf don't feed as a Snow Elf, you have control enough to not sink that far. In order to balance out the lack of health and time which is a consequence of not feeding use the werewolf shouts, in particular the one granted by the Totem of Brotherhood which summons pack members to take and deal damage.

     

    Role-play

    Turning in to a werewolf in different personalities happens for different reasons and has different consequences. As a Snow Elf beast form is a gift from Sai and should be used in his name- protecting the people of Skyrim, in particular those in villages who are often threatened by bandits and all sorts of creatures. Triggers while a Snow Elf could be seeing citizens in danger (though remember to stay hidden while transforming), or encountering places of danger near settlements etc.

    As a Falmer transformation should be due to a loss of control whether you're injured or anger from seeing racism from Nords etc. Initially the rage and attacks should be focussed on the subject of your ire, but even that control should soon disappear and the character will be acting on it's feral instincts to hunt and kill anything in it's way.

     

    8- Lore

    Snow Elves

    I find Snow Elf lore fascinating, with their advanced society, beautiful architecture, worship of Auri-El and heroes such as the Snow Prince painting a positive picture. They have a darker side though, with the Night of Tears, their loss of Skyrim, slavery to the Dwemer and eventual transformation into Falmer.  This matching of beauty and darkness is what I find interesting.

    Sai

    Sai is a little known God of Luck who was once a mortal before dying in battle and being transformed by Ebonarm. He fell in love with a mortal woman and settled in Skyrim with her and his wolf, even having a son, but his presence upset the natural balance to such a degree the Nords were able to drive the Snow Elves out of Skyrim and conquer large sections of Morrowind and High Rock. Because of this he was banished from the mortal plane and can only infrequently visit in spirit or as a wolf.

     

    9- Conclusion and Acknowledgements

    Thanks for reading and I hope at least a few of you got this far! As soon as I played through Dawnguard I wanted to role-play as a Falmer, and with Dragonborn promising spears (the most common weapon of the Snow Elves) I came up with this concept. Unfortunately spears didn’t appear, but I think the build still works pretty well.

    If you like builds about the Snow Elves/Falmer I can point you to two excellent ones: Sean’s The Falmer; and Sage’s The Betrayed.

    Finally I have two thanks to give- the first to Vix whose help was invaluable and whose build style inspired the depth of this; and the second to Phil for a detailed and insightful comment on how I might improve this build which eventually led to this overhaul.

     

     

     

     

  • Member
    January 1, 2013

    I would have put more into illusion but because of the number of skills I ran out of perks annoyingly. I tried to show that the impact perk is to be used more for role play as you said, and when you're showing all you can do.

    Thanks for both the like and the helpful feedback 

  • Member
    January 4, 2013

    Nice build. Not much is known of the Falmer or Snow elves, so you had to improvise or think of details. Fantastic. But if I may, Snow Elves had a similar culture to Aldmer (as they were "cousins"), so maybe Elven gear could be used. I know chillrend is glass, and glass is actually elven, but it might be nice adding it. A part from that, why not use Auriel's bow? It's one of the few remaining Falmer artifacts, and arrows are given from a Snow elf. Both of these opinions regard the snow elf way.

    That aside I can only say it's a really good build.

    Edit: I forgot, if you had a closer look at some feral falmer, they had appendixes (wing begginings) like Vampire Lords, so it would actually make sense them joining the Volkihar.

  • January 4, 2013
    I don't know why, I just can't like this build. I love the snow elves, I love roleplaying, I love the presentation... And yet I still don't like this...
  • Member
    January 5, 2013

    Thanks for the good feedback,

    Elven gear is an option, for the reason that you mentioned, I intended to say that and will put it in now. I also wanted to use Auriel's Bow but I was already using too many skills unfortunately. If you dropped block you would have enough perks for archery I think, and it shouldn't be too much of a problem, so should I put that in as an option?

    I hadn't noticed that on the Falmer, very interesting. That would work then, but you would have to drop being a werewolf which is important for the roleplaying.

  • Member
    January 5, 2013

    Haha I'm afraid i can't help you there!  let me know if you do figure out why...

  • Member
    March 10, 2013

    Thankyou very much, I appreciate it.

    Oh, I didn't realise that I hadn't included the switches at all, or that the choice could be seen that way. I will clarify the armour choice, and add in a section on when your character is likely to be in or switch states, but that will take a while, so the next paragraph is a brief overview.

    The choice at the beginning was meant to be mainly for armour depending on which of the styles you thought you would use more. How I played it was about 70% snow elf and 30% falmer; i switched to Falmer against opponents who he had a grudge against, as if he was losing control, and then stayed in the feral state for a while afterwards, but I didn't have any rules per se.

    Thanks again for taking the time to read and identify your problem, then giving helpful feedback around it

  • Member
    March 10, 2013

    Exactly. I should be able to make that section in a few days, so if you check back on Thursday everything should be covered

  • Member
    March 11, 2013

    Just amazing...

  • Member
    March 11, 2013

    Just so you know, the Ebony Blade is going to be fixed in the new 1.9 patch, meaning that you'll need to take perks in Two-Handed to make it an effective weapon.