Skyrim Character Building » Discussions


Character Build: Whispering Death

Tags: #Character Build Illusionist  #Character Build Assassin  #Character Build Acrobat  #Rank:Exemplar 
  • August 25, 2014

    Her deeds are not sung in taverns, but muttered in silent dread. She is a killer reputed to lurk within every shadow, waiting patiently for her target to make a fatal mistake. There is no lock she cannot pick. No fortress is safe from her reach. And no matter the social standing or heroic deeds that her quarry has achieved, their blood calls to her with the intensity of a savage predator. Her name is a mystery to the folk of Skyrim, but its criminal underworld both dreads and reveres her well-earned nickname...

    Hello everyone, and welcome to my second character build. For this one, I've decided to write up a build based on the popular assassin playstyle -- except with a twist that draws inspiration from traditional Japanese shinobi (namely that this build focuses on evading combat as much as possible). This build is also inspired by the Infiltrator build by Curse-Never-Dying, whose work incidentally brought me to join this very site in the first place. Now, to get things started, let's begin our build with...

    I honestly hate applying races to builds; if you ask me, that's a choice better left to the player. But in keeping with the traditional build format, I'm going to suggest an Imperial female (in reference to my own resident assassin Rikka Northwing), but a Khajiit or Bosmer would be suitable as well. Gender, too, is up to the player. 

    Now onto the stats. For this build, you'll be spending each level-up exclusively on stamina and magicka, as this character is designed to evade and out-wit her adversaries instead of fighting them upfront. The recommended spread for this build in this area is three stamina per one magicka; stamina will let you move fast and strike harder for a longer period of time, while magicka can get you out of a tight spot if needed. As for health, that's out of the picture altogether. This will be explained later.

    Major

    Stealth: Being one with the shadows, you'll be spending most of your missions sneaking around (hopefully) without getting caught. After all, you're no simple lunatic with a sword -- you're a trained professional. And a professional assassin's presence is never made known to anyone who should not know of it.

    One-Handed: No archery here, except on rare occasions. Instead, you'll be getting up-close and personal with your targets, relying on your swords and daggers to get the job done. This not only increases the risk factor, but the overall fun that comes with the build.

    Illusion Magic: Again inspired by the ninja, who were believed to possess magical powers. From time to time, even the most skilled of assassins can make mistakes. That's when illusion magic comes into play; with the enemy's mind distracted, you're free to either escape or launch a counter-attack. But as you've only got so much magicka at one time, you'll need to be careful not to get caught very often.

    Minor

    Lockpicking: Most of the time, your targets will be at their most vulnerable behind the safety of a locked door. Pick the lock, and the job can be carried out with efficiency. I don't recommend any of the lock-picking perks, however, as I feel it's far more immersive and rewarding when locked doors aren't easily opened.

    Archery: Sometimes you can't kill a mark up-close. Whether it's due to their regular schedule, a special event, or a glitch that for some reason keeps them from sticking to their normal schedule, you may find yourself needing to kill from a distance. Though if you're especially crafty, you may not even need to use archery at all.

    Armor: Here's where things get really interesting, in that there is no armor in this build. Instead, you'll be killing people in light, silent, not-protective-whatsoever clothing and/or robes. My personal recommendation is anything from the College of Winterhold (or, for anyone willing to apply a mod to the build, look for Reko's "Black Mage Armor" on the Nexus). For roleplaying purposes, this is so that you will be able to move quietly and not be hindered by the weight of armor... but the downside is that, in situations promising a confrontation at even the slightest error, you're at an extreme disadvantage if you're forced to fight your enemies upfront.

    Weapons: Being that this is based on traditional Japanese ninjas, the Blades sword is a definite must-have for the build. Plus it's easily obtainable as it's made available early on in the main storyline, so there's that extra bonus. Also recommended are the steel dagger, long bow, and steel arrows. Enchantments to your weapons are heavily discouraged, in order to keep things more interesting; after all, magic is a last resort to an assassin who prefers the reliability of the old-fashioned approach.

    Your footsteps are never heard. Your presence is never seen. You are a killer of the highest caliber, whose blade can pierce even the most heavily-defended throat. But this infamy comes with a price; as your methods rely on the element of surprise, you cannot afford to make even the slightest error in your duties. You are frail and delicate, and while this has given you a sinister advantage in the shadows, it has left you a feeble and inept fighter in the light. Therefore, you must always pay close attention to your surroundings; where are those footsteps coming from? Where are they going? Whose are they? How many others are walking around? How brightly lit is the next room, and how many people could spot you in it? These questions are an example of the mindset you must adopt as this character; even the tiniest of details can collapse an otherwise brilliant strategy, and you're not one to overlook details.

    Also, there are a few rules that you must follow on the job that may make certain situations especially difficult; for starters, when you're on a mission to kill a specific target, then that target is the only one that you're allowed to kill (unless you're forced into a confrontational situation). Don't go nuts and kill everyone in sight; you're called to be more precise than that. Not to mention, that sort of strategy is more likely to bring you face-to-face with hordes of armored enemies, and that's never a good thing.

    This leads into the second rule of the build: never kill an innocent bystander. You are an assassin, yes, but you are not scum like the bandits, who kill needlessly. If an innocent charges forward with a weapon, knock him/her away by hitting "attack" while blocking with your sword, then sip an invisibility potion (or alternatively, cast an invisibility spell) and flee the vicinity. Let it be an experience to learn from, so as to make sure that you aren't caught again.

    The third and final rule of the Whispering Death build is to never reload a save in the event of a bounty or failure, unless absolutely necessary; part of the fun of this build is the intensity of being virtually defenseless, therefore having to out-think your opponents before they even know you're there. This can be especially challenging in bandit camps and other such places, where you're effectively pitted against several armored thugs who could drag you out of the shadows and butcher you at a moment's notice. So to preserve the intensity, think before you sneak and plan your approach carefully before going in for the kill.

    There are some unique strategies that come with this build, since it's gonna take more than charging into battle to keep you alive. One suggested strategy for larger groups is to pinpoint their strongest warrior, then cast "fury" on him (or alternatively, shoot the warrior with an arrow dipped in frenzy poison). If you're undetected, he'll proceed to turn on his allies and a battle will commence -- the perfect chance to discreetly pick off the weaker enemies one at a time. Daggers are recommended for this strategy, since they're soundless.

    Then of course there are the dragon battles, which are sure to be immensely challenging without armor. This would be a good place for stamina to come into play, so as to avoid the beasts' attacks. It's worth pointing out also that dragons are susceptible to poison, therefore firing a few venomous arrows into its body could wind up turning the tide of battle.

    The Dark Brotherhood instantly comes to mind for this build, and it is indeed a suitable way to not only cement your status as a master assassin, but also to receive training for your unique line of work. Granted you won't be able to use the Shrouded Armor, but the Shrouded Robes should suffice. The Thieves Guild is also a highly-recommended faction to join, with its emphasis on stealth tactics and outsmarting an opponent instead of killing (plus, the Shadowcloak of Nocturnal can prove to be a real game-changer in a pinch). And of course, the College of Winterhold is the place to go for training in illusion magic (and you can get through virtually the whole questline without knowing any spells aside from the three you get at the beginning, apart from Tolfdir's ward spell at the start, meaning that you won't need to focus on learning unnecessary spells).

    Become Ethereal: Are the guards coming to avenge your crimes against Skyrim and her people? Have a group of bandits caught you in the act of killing their leader? Three magic words can save your life by turning you into a spiritual form that can neither harm, nor be harmed. This can either buy you some time to hide, or can allow you to have a dramatic escape by falling an impossible distance without taking damage.

    Aura Whisper: When you're creeping around in a place that's crawling with heavily-armored marauders, it's good to know who's where at any given time. This shout can do just that, to very handy effect. Plus since it's a whisper, it's far less likely to draw undue attention if you're careful.

    Disarm: When you've got one enemy charging you down with a weapon at the ready, it's a good chance to even the playing field in your favor. With three words down, the bandit will frown and bid his weapon goodbye, leaving him with only his armor to save his sorry life.

    Dismay: Or, if you'd prefer staying out of combat when an enemy's charging in your direction (like, say, an innocent civilian), you could always shoo him away with the Dismay shout. This can buy you enough time to escape a scene if you're caught in the act, plus it keeps you true to rule #2.

    Slow Time: Picture this: you're in a room populated by three mighty bandits and their chief, who happens to be your target. You know you'll need to act fast to avoid undue confrontation, but with such cramped quarters things could get messy unless you're able to respond quickly to your surroundings. Fortunately you've got just the shout you need at your disposal, giving you time to both dispatch the chief and evade his mighty henchmen.

    Whirlwind Sprint: Sometimes a job will require you to reach a place that seems altogether unattainable. But you have an advantage -- you are the infamous Whispering Death, and you happen to have an ace up your sleeve for just this sort of situation. All it takes is three words to send you flying wherever you're looking, which itself comes with numerous advantages (such as breaking into fortified castles and evading enemy forces).

    Shadow Blade: Sneak + Slow Time + Silent Roll + Critical Charge + Invisibility Potion
    Your target never knows what hit him. Before the very eyes of his faithful guards he falls to the ground, at the hands of what looked to be a streak of steel. What's best is that, so long as the Slow Time shout is still active, you can perform this move again and again if you're feeling especially bloodthirsty and wish to slaughter the chief's henchmen too. Furthermore, a variant of this attack can be put to great use against dragons, whether or not you can successfully manage to sneak-attack it.

    Frightful Vanish: Fear/Rout/Hysteria + Invisibility/Shadowcloak of Nocturnal
    "You have committed crimes against Skyrim and her people! What say you in your def-- AAH! Don't hurt me!" To quote Liam Neeson, theatricality and deception are powerful agents. You must become more than a mortal in the mind of your opponent, especially if that opponent has found you skulking around. And what better way to be rid of him than to scare him out of his mind before vanishing in a puff of smoke? Such is the essence of the Frightful Vanish.

    (More special moves may be added later on; keep in mind that I'm new to this)

    This concludes my second character build. Thoughts? Critiques? Let me know in the comments section below. Thanks for reading, and have fun!

  • Member
    August 26, 2014

    Markus, this is amazing

  • August 26, 2014

    You think so? Thanks!  But I'm curious; why so?

  • Member
    August 26, 2014

    The presentation, the images, plus, ninja-like character

  • August 26, 2014

    Much obliged.  I hope it gets more recognition, but I am skeptical; of the 271 people that have read this Build, only 7 people liked it.

  • Member
    August 26, 2014

    Two of those people are Ben C and Lozhar 

  • August 26, 2014

    Yes, two big names in the Blog.  But my concern for the Build revolves around the recognition system, which is based around how many "likes" a post has (for instance, Whispering Death is currently in the Bloodworks). But then again, the admiration of two big names is a definite plus. 

  • Leader
    August 26, 2014

    Don't worry fella, the 'likes' will grow for this 

    The site is still settling down after the switch back to Ning 2.0, but this is a good build and you'll see it rise out of the Bloodworks quite rapidly

  • August 26, 2014

    I'm honored that you like it so much, Paul.  I look forward to having it more publicly recognized. Heck, maybe it'll be eligible for a Build Deathmatch?

  • Member
    August 26, 2014

    Alongside my Legendary Corsair, only two likes, no comments as of now, hah