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Character Build: The Eternal Ranger

Tags: #Race:Dunmer  #Rank:Recognized 
  • Member
    August 14, 2013

    THE ETERNAL RANGER

     

    An unusual twist upon the usual sneaky archer ranger. An ancient Chimer archer come to protect the land and the people from peril. He is a heavy-armored archer with a strong poison and sword influence. He protects nature too, but does not follow the Green Pact as he never encountered it.

     

    Storyline

    1E 134 Sun's Dawn : I have finally been recruited into the Chimer Army. My unusual passion for archery and nature has always been hard to carry. My father was always disappointed with me because I was exceptional with the bow and blade, but rarely practiced with the blade.  Maybe I couldn't cast a fancy spell, but I could shoot a flying bird from 300m away. Maybe if he hadn't taken my bow away from me I could have saved him from the Dwemer when their legions raided our town. Ever since I've been trying to join the army to avenge my parents. The officer, Alver seems to have trust in my archery skills and has let me join the army as long as I don't brag about my unusual archery skills.

    1E 134 Second Seed : My first battle is approaching. I was sent along with 163 brothers and sisters to ambush a Dwemer legion. Word around the pack is that we are outnumbered 3 to 1. I fear not the Dwemer though. They are but faithless cowards, they choose hiding behind some outlandish machinery and have no god to guide them. Such kind cannot best my brave brethren. We will slaughter them like dogs.

    1E 134 Midyear : The ambush went perfect! While their vile machinery was marching forward, we assaulted their back line, and before they could command the machines to attack, half of them were already dead. While we were in the verge of battle, Alver, my officer, was cutting through their lines slashing and casting destruction in his way, when he got grabbed by one of their giant Centurions. If I hadn't shot its hand and release him, he wouldn't be alive. After the battle he came to me and thanked me, saying he owes me his life, and that he is glad he had faith in my skills. This means so much to me.

    1E 135 Frostfall : The Chimer Army is claiming victories everywhere, it seems we are unstoppable. Yet, I fear that we are not, and that we are walking into a trap. I fear that the sudden losses of the Dwemer have done nothing but attract us deeper into their territory where they are said to be invincible behind their cities walls. General Arvel has ordered that we march upon the city of Nchurdamz. I am worried about this battle to come.

    1E 135 Sun's Dusk : FOOLS! All of them, fools! I warned that damned Arvel about what was to come, but he insulted me, called me useless to the Chimer cause. Yet, here I am, just passed by his dead body after so many of our men have been massacred at Nchurdamz. I wish I was one of them. The Dwemer captured our best warriors and are taking us their city. Damned evil dogs! Gods know what is to come, what experiments they might do on us.

    1E 135 Evening Star : Life here as a prisoner is excruciating. I cannot take this treatment anymore. These demons' cruelty is beyond imagination. Who knows what they will do to us! Word around the cells is that they are draining the life power from our brethren, to empower their own kind. Such cowards! Some days before, I saw some kind of tubes that seemed to be... preserving our brethren, keep them asleep and in power until they drain them, probably.

    1E 136 Morning Star : My time has come. Soon, I will be put in one of those damned tubes too. I am glad this nightmare is over. There are no doubts left, they are draining the life power from my brethren. I have seen Dwemer in these tubes also. I believe they use them to drain the power from Chimer and transfer it to the Dwemer through some outlandish artifact that they put inside a machinery. I hear the cell gate opening, it's my tur...

    Unknown Date 4E 196 Sun's Height : I have awaken to see a pack of my brethren closely studying me. But looking closer to them, they are not Chimer. They claim to be "Dunmer", say that my kind has been long gone, and that they have recovered me from an ancient Dwemer preserving tube from "The Ruins". All of this is so much to take at once, I understand little of it. They have given me a room to stay for the moment.

    4E 196 First Seed : I now understand everything these people told me. They are the descendants of my kind, and have found me in a Dwemer ruin. Apparently, the Dwemer have vanished from the face of the earth a long time ago, due to their blasphemous ways. We are in the 4th Era now, and I bothered not to listen to anymore of their history. I know all I need to know. There is an Empire that rules all of Tamriel, and the existing races are Kha'jit, stealthy cat men, mostly thieves, Argonians, the same, but reptile men, the 'mer are Dunmer, Altmer, Orsimer and Bosmer, and there are Nord-like people, Bretons, Redguards and Imperials. I am now known as a Dunmer, for I chose not to gain too much infamy for being a Chimer. The Dunmer researchers told me I am free to go, for they have gathered enough to complete their research upon my kind. I do not really care for research. I now seek a purpose, for they have told me that the prolonged exposure to the Dwemer preserving methods has rendered me nearly immortal. I wish to spend the rest of my days protecting the innocent from cruelty and unnecessary blood spill. I will now travel the land of Tamriel, seeking a purpose.

    4E 201 Last Seed : In my journeys, I traveled to the land of Skyrim. I went deeper into it, for I felt there was something about this place, something that was calling me. I stumbled upon an ambush and captured by the Imperial soldiers. I do not know where these people are taking us, but I feel like this is the path laid down for me. I am destined to be this land's sentinel, this land's ranger, protector. I will be Skyrim's Eternal Ranger.


    An ancient Chimer, seeking a purpose in Skyrim. He aims to become a protector of the wilderness and the innocent of Skyrim.

    Race: Dunmer

    Stone: Lord

    Points: 1/2/2

    -After you get the Respite perk in the Restoration tree, it will be much easier to keep your stamina up.

    -Whenever you feel your magicka is alright, move the point to health.

    -Whenever you feel like you're okay with your stamina (The build relies on power attacks and precise shots with the bow, so it eats up a lot), dump one of those points in health and leave 1/5 levels for stamina.

     

    Primary Skills

     

    Archery : You have a natural talent for archery, that has gotten you where you are, you will follow this path further on, as this will be your main skill.

    Perks : Overdraw 5/5, Eagle Eye, Steady Hand 2/2, Critical Shot 3/3, Power Shot, Quick Shot, Bullseye.

    Heavy Armor: The elven kind have never liked heavy armor, but as an archer you have always been an easy target, having no magic wards to protect you, and no shield, so you chose to wear it.

    Perks: Juggernaut 5/5.

    Alchemy : Your underpowered attacks would have rendered you useless in the war compared to powerful magic, if it wasn't for the poisons and potions you learned to create by mixing things you found in the forest ever since you were a kid.

    Perks : Everything.

    One-Handed : Despite your sloppiness with swords in your younger ages, during the war you slowly learned how to handle them and gracefully dance through enemies with your blades.

    Perks : Armsman 5/5, Dual Flurry 2/2, Bladesman 3/3, Fighting Stance, Critical Charge, Paralyzing Strike.

    Enchantment : You have always gained the upper hand in conflicts because of your magical effects on your armor.

    Perks : Enchanter 5/5, Insightful Enchanter, Corpus Enchanter, Extra Effect.

     

    Secondary Skills

     

    Smithing : Ever since you were a kid you had to craft things around your house after your parents died. You know how to put a bow together, and you intend in advancing.

    Perks : Elven Smithing, Advanced Armor (for Nordic Carved), Arcane Blacksmith

    Restoration : Many times you found yourself saved by this school of magic, the only one you can actually learn, because of your low magical skills.

    Perks : Respite, Regeneration, Novice Restoration, Apprentice Restoration, (Adept Restoration)

    WARNING : Do NOT use the crafting skills to empower each other. You will not craft fortify alchemy/smithing gear and you will not craft fortify enchantment/smithing gear. You are allowed to use whatever you may find though, but no more than that.

    Gear

    Head : Shrouded Cowl / You can go for another enchanted hood even if it has no armor rating, because you can compensate with your heavy armor.

    Armor : Enchanted Nordic Carved/Ebony

    Gauntlets : Enchanted Nordic Carved/Ebony

    Boots : Enchanted Nordic Carved/Ebony

    Enchanted Rings and Necklaces.

    Weapons : Zephyr, as a trophy from your ancient enemies.

    2 Swords of choice.

     

    Playing Style

    The Eternal Ranger knows no fear, he does not hide within the shadows, he walks up and approaches his enemies raining poisonous arrows at them, finishing them with his swords.

    The bread and butter of this build is being able to take enemies out one by one by isolating the others. For that you will use shouts like Unrelenting Force and Ice Form to take down enemies for a short while.

    The eternal ranger observes an area in a matter of seconds with his eagle eye, takes down the weakest targets with one or two shots from his bow and then engages on the stronger opponents, taking them one by one while freezing, pushing and paralyzing the others with your shouts and poisons. Once he's locked on his target, he poisons it and chooses whether he will sprint to it and finish it with swords or stand back and kill it with arrows while maintaining position to continue the killing.

    As a very versatile character, the Eternal Ranger is a pure fighter, occasionally calling upon restoration when he is in danger. He relies strongly on incapacitating enemies, so his life is rarely in danger, even on master difficulty.

     

    Special Abilities

    1. Slash of Fate (Slowing Poison Arrow + Whirlwind Sprint + Power Attacks while dodging the enemy)

    The Eternal Ranger shoots a slowing dart at his more powerful foe, then jumps to him and dances with his swords around him, slashing him to death.

     

    2. Deceiving Retreat (Damage Health Poison Sword + Whirlwind Sprint + Bow hits)

    The Eternal Ranger is weakened, so he slashes his enemy with his poisoned sword and quickly rushes back to finish him with his bow.

    3. Incapacitate (Unrelenting Force + Paralyze Poison Arrow)

    The Eternal Ranger shouts his opponent away and paralyzes him afterwards, rendering him immobile and too far to pose a threat after he regains sense.

     

    4. Sword Dance (Slowing Poison Arrow + Slow Time + Absorb Health Enchantment)

    The Eternal Ranger starts attacking his enemy at an amazing speed, slashing his enemy while healing his own wounds.

     

     

    5. Feel No Pain (Healing + Fortify Health Potion + Fast Healing/Close Wounds + Absorb Health Enchantment)

    The Eternal Ranger finds himself surrounded and cannot use his voice to immobilize his enemies, so he gains unnatural resistance as his wounds close at the blood of his enemies.

     

    Roleplay and Goals

     

    Quest lines

    -Get Zephyr.

    -The other thing you have to do is destroy the Dark Brotherhood, because you despise their evil nature and cruelty. This is also where you will get your hood.

    -Feel free to join the Companions, but cure Lycanthropy as soon as possible because you cannot allow the inner beast to take control over you.

    -The Thieves' Guild is useless because you don't rely on any stealth skills except archery and alchemy.

    -Feel free to join the Mages' College to improve your restoration skills further.

    -Side with the Dawnguard to fight the great evil that is threatening Skyrim.

    -Side with the Imperials, because Ulfric and his rebellion did nothing but spill unnecessary blood of the people of Skyrim.

    -Do not do Daedric quests, they are evil and despise mortals.

     

    Appearance and roleplay

    Even if you are a ancestor of the Dunmer, you do not look like a common Dunmer, your hair must be very light, same for your skin. Try making your character look as humanly as possible, even with the Dunmer red eyes.

    While talking to people, do not forget that you are a 24 year old, not an elder. You are not mysterious, stable or anything of the kind. Your temper is thin and your enthusiasm is big. Do not forget this when you talk to people.

    Having lost his faith in Daedra, our hero will not do any Daedric quests, despite his Daedra-worshipping ancestors.

     

    Guys this is my first guide so please give me a lot of constructive criticism. I worked my butt off to do this guide and I really wanna know what you think about it.

  • Member
    August 14, 2013

    This is a very good build, especially for the first one! +1

    You might want to tag it with CB Archive official tags and a rank tag (these are documented in this page). On your presentation I can suggest setting the layout of the images in your special moves section to Left, instead of Full. That way the descriptions will be listed next to them and not under them. Also, it can benefit the build if you add the perk progression, linking perk spreads for different levels, like Level 20, Level 35, Level 50. I also have question regarding your last roleplay statement of not using Daedric quests. You see, Chimer worshiped Daedra, notably Boethiah, Mephala and Azura which was one of the main reasons for the war with the Dwemer. They also had divided Daedra in "good" and "bad". The trio mentioned above were "good" Daedra and they warned Chimer of the plans of "bad" Daedra such as Molag Bal (Varieties of Faith in the Empire).

  • August 14, 2013

    4. Sword Dance (Elemental Fury + Slow Time + Absorb Health Enchantment)

    Elemental fury wont work with enchanted weapons.

    Unenchanted swords for this move? or no elemental fury/another shout or move

  • Member
    August 14, 2013

    Yes, sorry apparently I got a little carried away with all the ideas and got this one wrong. Yea, without elemental fury. Initially it was just elemental fury + slow time. My bad. I'll modify :). Thanks for the heads up tho.

  • Member
    August 14, 2013

    I was gonna do the Perk trees, but their site was under maintenance. And for the Daedra, I know Chimer worshipped Daedra, but our hero here lost faith in Daedra seeing his people get massacred by the faithless Dwarves. Now he only seeks to protect and puts trust and faith only in his own forces.

  • Member
    August 14, 2013

    Thank you so much! :)

  • Member
    August 14, 2013

    I think as long as one weapon is unenchanted it works. Like having unenchanted sword in left hand and enchanted in the right hand.

  • Member
    August 14, 2013

    Well it works for the respective hand. It doesn't work for both, just tested it.

  • Member
    August 14, 2013
    Great first build dude! I love the Drizzt pictures and the build itself. My only problem is taking all three crafting skills as it can make things dull if used incorrectly. That's just a personal opinion thought. Overall good work!
  • Member
    August 15, 2013

    Well it's up to you whether you make it dull or not. I'll put some