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Character Build: The Drunken Master

Tags: #Character Build Mage Armor  #Character Build Unarmed  #Character Build Hero  #Race:Imperial  #Rank:Recognized 
  • Member
    December 1, 2013

    Here is another one of my old builds I dug up from the save files. This guy I believe was either my 4th or 5th character and was actually only made a year or so ago. I have always loved martial arts and wanted to try and bring that to Skyrim as hard as that may seem. As most of you know by now I love builds that are pure play and don't require hours of leveling and this is what you get will this old geezer.

    The Drunken Master

    Once a noble warrior for the Imperial Legion, you fought for the good of Skyrim and its people, always eager to help the needy and defend the weak. Every night to calm and relax your body you visited the local pubs to chat with your drinking buddies and dwell on your adventurous day and then you would crash at the local inn talking to the inn keeper to learn about all the new rumors that are spreading throughout Skyrim.

    You have spent so many years in pubs talking to the pub owner and learning his most secret of recipes that you yourself have become a master brewer able to brew up anything to help you in battle at a seconds notice. Those youthful glorious days are now long gone and you have become a tired and worn man from the amount of grueling fights you have been in defending your countrymen and from the amount of ale your body has soaked up. Your strength is gone and your nerves are no more. You are now only able to walk with the support of your cane(staves) but you continue your journey for the soul purpose of staying healthy and to remain alive as long as you possibly can. You can no longer be the warrior you once were as you have become unable to carry the heavy weight of armor and unable to swing the heavy swords, but a man who sits on the couch and ignores his body's screams for attention will swiftly rot away and you know this all to well as you have seen many of your friends lose hope, desire to live and just sat in their homes as you watched their bodies quickly shut down.

    You have turned to the school of "magic" as some would call it, but you know that it is nothing more than the simple effects of alcohol combined with fire and the effect of it when consumed. For the honor of your fallen friends and for the hope of Skyrim you will not take the path they chose and will stand to protect those who need you!

     

    Race: Imperial (You were a proud Imperial warrior. Voice of the Emperor(Calm) goes good with this character because the smell of alcohol is so strong coming of your breath and clothing that nearby enemies get a contact buzz and become drunk themselves giving you time to recover and turn the tide of the battle) I actually choose Khajiit first for the unarmed attacks but ended up changing my mind to Imperial because you will be using your staves and magic(Alcohol) more than you do unarmed attacks.

    Stone: The Mage Stone then The Lord Stone, once you get the Aetherial Crown use the Apprentice and Lord stones

    Major Skills: Destruction, Alteration, Illusion

    Minor Skills: Speech, Restoration, Alchemy

    Weapons: Your Fists, Fire Spells , Assorted fire staves, you can also dual wield staves with a fire staff in one hand and something like Halldir's Staff or Staff of Paralysis in the other to calm the foe and fill soul gems or paralyze them with a staff filled with the odor of your mead ridden body.

    Equipment: I keep Archmage's Robes and Master Robes of Destruction(I like the Archmage's Robes better just because of the look but the destruction robes are probably better in the long run). The Gauldur Amulet, Aetherial Crown/Mage's Circlet, Ring of Recovery or Ring of the Beast, any boots I choose fortify stamina regeneration boots that I found in some loot because that is the only enchant on boots that really helps any besides the resist elemental boots. Gloves of the Pugilist.

    Shouts: Cyclone(Create a fiery cyclone with the combination of this shout, fire rune, and your ale of course, Fire Breath , Slow Time(You are drunk after all), Marked for Death(for unarmed combat)

    Essential Quests: Main Quest, Dragonborn, Dawnguard, College of Winterhold, Bard's College, Civil War(Imperials), All the rumor quests from the local inns that you stay at, Lost to the Ages.

     

    The Build

    Perk Placement  Magicka - 1/Health - 1/Stamina - 0

    Since you are no longer able to carry the burden of heavy armor and weapons you seek to become a master of magic and go full circle by leaving your legendary warrior status and seeking to become a legendary mage skilled in both magic and unarmed combat to become known as a complete warrior. Adventure out each day to fight the evil of Skyrim and perform random acts of kindness to try and change Skyrim one person at a time. Each night or each time you visit a town head to the local pub, order a drink and talk with the locals to find out information they may have that might be of some use to you. Rest at the local inns each night after your drinking sessions at the pubs to become well rested and ready for the next day of defending Skyrim and banishing evil one criminal at a time.

    Destruction

    Your mastery of "destruction magic" as people call it, actually comes from your knowledge alcohol and flames. Take a big swig of your ale, light up your fingers and spit it out at your enemy covering them in alcohol and flames causing them to burn for several seconds as they are unable to put out the alcohol fueled fire. As you become more skilled in your alcohol fueled fury you learn how to throw bottles of alcohol that explode on contact, create explosive alcohol traps for your foes to fall into, cloak yourself in your own fire, create walls of fire, and create an explosion of fire at your feet damaging nearby foes.

    (Novice-Master, Augmented Flames, Intense Flames, Dual Casting, Impact, Rune Master)

     

     

     

    Alteration

    Alcohol has many effects on the body. A drunken man can feel no pain and becomes harmless in his own mind. Use your flesh spells to up your defense and survive even the toughest of battles. The stench of alcohol is so bad on your breath and clothing that nearby enemies literally go stiff in shock of the horrific smell they have just encountered, take advantage of this time and sear their flesh and they lay passed out and defenseless.

    (Novice-Master, Dual Casting, Mage Armor, Magic Resistance, Stability, Atronach)

     

     

     

    Illusion: 

    You have become a master at calming even the fiercest of foes. You have learned to ways to achieve this. One is with your soothing drunken voice as many know drunkards speak the truth and it calms those around them and gives them hope. Secondly just kind of happened, one day you were exploring and realized that not all enemies hate the awful smell of your alcohol drenched body, but some actually enjoy it and receive a contact high from being around you and become cool, calm, and relaxed.

    (Novice-Master, Dual Casting, Animage, Kindered Mage, Hypnotic Gaze,)

     

     

    Speech:

    As stated in the previous perk, drunkards speak the truth and that has many advantages. Use your speech to get better prices on your ale and even gain the advantage of to sale your own ale to whom ever you'd like.(Haggling(5/5), Allure, Merchant, Investor.)

     

     

     

     

    Restoration:  

    This is pretty much here for emergency. Most of the time you want to consume potions acting as if it is Ale to restore your health. But the magicka regeneration is a nice addition.

    (Novice, Dual Casting, Regeneration, Recovery)

     

     

     

    Alchemy:

    You have become your own master brewer. Mead can give you the strength to do anything and make you indestructible in your own mind. Use alchemy to brew up what ever kind of spirits you may need may it be for healing, fortifying destruction, illusion, alteration, alchemy to increase the quality of your brews, increase your magicka, or health. Whatever you need at a moments notice. With so much alcohol in your blood you have become 50% more immune to poison.

     

    (Alchemist(5/5), Physician, Benefactor, Experimenter, Snakeblood)

     

     

    Game Play

    Most of the role playing part is up in the build section. One thing not mentioned in anything above is gonna be the use of your fire staves. Your staves are filled with ale for emergency cravings and the tips of them have a small flame burning to ignite your alcohol on command. Use your staves just as you use your destruction spells and spew ale and fire upon your enemies setting them on fire. Entering a battle you want to swig down some fortify destruction brew, cast your flesh spell, and set a ale trap for defense then throw a flaming bottle of ale at your opponent to lure them into your trap. and use your destruction magic, shouts, and staves to finish off the battle. In some cases you may still get overwhelmed and in this case you need to drink up some fortify illusion or alteration mead and use your Illusion spells to calm the enemy or your alteration spells to paralyze them and turn the tide of the battle back into your favor. If you end up running out of magicka you can either use your staves or convert to your own "deadly weapons", your hands. With Gloves of the Pugilist and Ring of the Beast you should be able to finish off your opponents while your magicka is regenerating.

    Thank you for reading my build, hope you enjoyed it! Suggestions and criticism are always welcomed with open arms and I will always take it well and make the build as best as I can with the ideas I have received.

     

  • Member
    December 1, 2013

    I love the presentation and the idea, although imagining my fire spells as thrown alcohol bottles or spat out flammable spirit somewhat pushes my suspension of disbelief too far.

    Nevertheless, I enjoyed reading this and the presentation is solid.

  • December 1, 2013
    I like the Roleplay for this build and the layout is good. +1 from me
  • Member
    December 1, 2013

    Yeah it takes a little bit of imagination but it is fun. Thank you for the +1!

  • Member
    December 1, 2013

    In vino veritas!!!!+1 I like your build very much!  I have an old similar build focused in fire, sneak, unarmed combat, alchemy and constantly searching new tipe of alchool and recipes. They could drink together! Do you know the king of fighters saga? There was a funny drunken master character called Chin Gentsai in it.

  • Member
    December 1, 2013

    Thank you for the +1! Yes I remember that guy I used to play him all the time, he was my favorite. I considered Alchemy for the back woods moonshine brewing side of the build but he didn't have any real reason to use it besides making restoration potions. That may be something I step into in my later levels. Sneak seems like a good idea to, do spells and staffs benefit from a sneak attack bonus or not?

  • December 1, 2013
    This is good. You're definitely learning from past builds and producing better work. Good job. +1
  • Member
    December 1, 2013

    Spells and staff don't benefit from sneak attack. Alchemy is the only way, because allows you to create fortify destruction potions to enhance incredibly your spells, staffs and eventually enchanted weapons. i choosed sneak only for silent roll and unarmed sneak attack, but obviously mine have another concept.

  • Member
    December 1, 2013

    Thank you. I appreciate everyone's help on my previous builds, hopefully I will continue to get better.

  • C2
    Member
    December 2, 2013

    Not bad. I would have liked to have seen more unarmed combat, as the build name suggests it. I'm with Phil on the fact that this really stretches my suspension of disbelief. This is a bit nit-picky, but the plural of "staff" is "staves."

    A Drunken Master needs Alchemy, it just does. Use it to brew potions to increase your health, stamina, magicka, and whatever else you might need at the time. Alchemy can also be used to enhance your Destruction magic.

    Decent build, but could have been more. +1 for the RP concept.