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Character Build: Knight-Paladin of Auriel

Tags: #Character Build Crusader  #Character Build Hero  #Character Build Mods  #Rank:Bloodworks  #Race:Altmer  #Race:Falmer 
  • April 5, 2015

    Version 1.3 (added custom skill images from my edited screenshots, shortened for better legibility)    

    Requirements: Dawnguard, Snow Elf race mod (highly recommended)      Playtested on Expert Difficulty

    Introduction

    The Snow Elf Knight-Paladin is a warrior of light who protects the weak and vanquishes the wicked, be it undead, vampire or dragon. Despite the tragic, blood-stained past of his once proud people, he stays true to his beliefs and keeps on worshipping Auriel, the Elven god of the sun, who bestowed upon him the gift of longevity. The Snow Elf Paladin relies on light armor, shields and one-handed weapons as well as bows for long-range attacks. Restoration magic cures his wounds (as well as those of others) and banishes the undead whereas alteration spells increase his survivability. The Knight-Paladin also utilizes magic in order to passively damage and debitate enemies with his auras. Despite an innate magical aptitude, the Knight-Paladin relies primarily on melee mace and shield combat. A combination of swift evasion, skillful blocks as well as focused power attacks in the right moment are the intended core of this build.

    As one of the last of his kind with many of his former brethren thwarted into cave-dwelling, ferocious beasts, he has yet to find his place in a world threatened by forces far greater than those he once knew. Will he stick to the old ways and protect the chantry or will he set out to vanquish new forces that threaten Skyrim?

    May Auriel's light guide you in your darkest hours.

    Lore

    As descendants of the Aldmer, the Falmer (also referred to as Snow Elves or Ice Elves), were the first race to settle in the province of Skyrim during the Merethic Era [1]. They were a proud, highly advanced and prosperous culture that would thrive and dominate Skyrim until the first Nord settlers arrived from the continent of Atmora. The prime deity revered by the Snow Elves is Auriel [3], a deity which is said to be directly linked to the over-soul of the Elder Scrolls Universe, Anu [2].

    "Auriel, Auri-El, Alkosh, Akatosh... so many different names for the sovereign of the snow elves." – Knight Paladin Gelebor [3.5]

    The strong affiliation with the sun is reflected in Snow Elf architecture such as sun shrines or statues depicting Auriel as well as in related weaponry (Auriel’s Shield, Auriel’s Bow, Sunhallowed Arrows).

    At first, the Snow Elves tolerated the Nord settlers and they coexisted peacefully. The Snow Elves would later attack Saarthal, one of the largest Nord settlements of that time. Their motivation for doing so is debated among scholars. Some identify fear of the increasing numbers of Nords, others claim that the cause was an ancient artefact (Magnus’ Eye) whereas some even attribute it to daedric influence [4, 5]. This event marked their downfall since the Nord Ysgramore and his sons survived and would later return with his 500 companions in order to take revenge. Many Snow Elves were slaughtered by the Nords. Some sought refuge whereas some squads as well as the beloved Snow Prince, fought back relentlessly. Their last resort against the Nords was the decisive battle in Solstheim which would eventually lead to the death of the Snow Prince after the Battle of Moesring [9]. The remaining surviving Snow Elves turned to the Dwemer for help. They were provided with a safe haven, however the Dwemer blinded and enslaved the once proud race [8]. The tragedy ended in a rebellion against their former masters during the events of the War of the Crag [10, 10-2]. Over the course of time, they have degraded into the vicious creatures that now roam Skyrim as well as the Dwemer ruins. Knight-Paladin Gelebor would refer to them as “the Betrayed”. He also mentions the possibility of further Snow Elf enclaves that could have survived.  [Further sources: Fate of the Falmer, Vid A, Vid B]

    The Build  Level 60

    Race: Preferably Snow Elf, alternatively High Elf with pale skin

    Stat Distribution:    2 / 3 / 1 ; after stamina hits 200, 1/1/0

    Stone: Atronach +50% Spell absorption, +50 Pts Magicka, -50% Magicka Regeneration

    Blessing: Auriel +10% Fortify Marksman

    Major Skills: One-Handed, Blocking, Light Armor, Restoration, Enchanting

    Minor Skills: Archery, Destruction, Smithing

    Suggested Growth Path: The early primary focus should be light armor, one-handed, blocking and restoration (decrease magicka cost, respite perk in order to restore stamina per heal). High survivability is paramount, therefore use the 2/3/1 stat distribution. Stamina won’t be a problem after a while, thusly invest primarily in health and magicka. Archery has a lower priority, but is still useful against range damage-dealers such as casters or dragons. Mitigate caster threat with the Atronarch stone blessing. The decreased magicka regeneration will be counterbalanced with an Amulet of Akatosh as well as the Recovery restoration perk. Alteration spells are costly at first, however they will become affordable as your magicka pool grows and your armor gets enchanted.

    Constantly refine your equipment as your smithing skill increases, use enchantments to further reinforce armor. Train enchanting and disenchant items with new enchantments as preparation for the final gear. Adjust difficulty setting scaling with equipment quality.

    NB: Ancient Falmer Armor = unique, therefore enchant when max potency + dual enchantment available

    Equipment

    Weapons: Elven Smithing: Elven Bow + Arrows replaced by       Auriel’s Bow + Sunhallowed Arrows
    Elven Smithing: Elven Mace replaced by           Glass Smithing: Glass Mace (E1: Paralyze/E2: Frost)     [10.5]

    (NO Dawnbreaker due to daedric influence; the Paladin serves and worships Aedra)

    Note: Auriel’s Bow as well as Auriel’s Shield are canon since the lore tells us that Auriel wielded these artefacts himself [1111-2]

    Armor: Standard Elven armor and shield 

    Final gear:

    Ancient Falmer Crown ( E1: Fortify Restoration/E2: Fortify Magicka)
    Ancient Falmer Curiass (E1: Resist Disease/E2: Fortify Healing Rate)
    Ancient Falmer Gauntlets (E1: Fortify Magicka/E2: Fortify Block)
    Ancient Falmer Boots (E1: Fortify Stamina Regen/E2: One-Handed)
    Auriel’s Shield

    Amulet: Amulet of Akatosh +25 % Magicka regeneration (lore > A. of Stendarr). [Alternative: Auriel’s Amulet -- MOD]

    Ring: Ring of your choice (E1: Resist Disease/E2: Resist Magic)

    This gear setup enhances the Knight-Paladin’s fighting style. Increased regeneration rates as well as lower casting cost facilitate spell usage. The core battle elements are reinforced (block/ one- handed). Disease resistance helps tremendously against vampires and other vermin.

    NOTE: Maximise gear potential: Blacksmithing 100, Enchanting 100; Smith enchanted gear during crafting, Blacksmith’s Elixir +50% & Enchanter’s Elixir +50% (can be bought from vendors) (If overpowered, increase difficulty setting)

    Abilities:

    • Sailor’s Repose: Healing spells cure 10% more
    • Force without Effort: You stagger 25% less and foes stagger 25% more

    Skills

      Repel Hatred : Auriel’s Shield fully charged (3x) + shield bash

    Auriel’s wrath accumulates with hostile aggression and is eventually reflected back at the aggressor in a radiant explosion of light. Enhances defensive capacities and is emblematic for the paladin archetype (endure, counter, attack)

    Aura of Light:  Stendarr’s Aura + Oakflesh/stronger version

    Auriel’s blessed light serves both as a means of protection as well as source of damage. Highly effective in order to illuminate forsaken dungeons and eradicate undead (AoE damage).

    Aura of Frost:  Cloak of Frost + Oakflesh/stronger version

    Your standard damage aura against non-undead foes. Damage over time + stamina damage debitate your foe and facilitate your melee combat.

    Auriel’s Providence: Context-dependent: Whirlwind Sprint, Become Ethereal

    Auriel’s providence imbues the Knight-Paladin and enhances his fighting proficiency. If he finds himself in a bind, he will use Whirlwind Sprint in order to avoid a death blow and to cure wounds. Become Ethereal as a means of last resort will protect him from physical damage for a short period of time.

    Auriel’s Grace cast Fast Healing/stronger version; heal others with Healing Hands

    Your basic healing skill, restores both health and stamina (Respite perk), and mitigates light armor weakness. Combine it with Protective Circle or Guardian Circle when facing undead.

    Ultimate move: Celestial Fury Aura of Light Skill + Ice Form Shout + Sunhallowed Arrow towards the sun followed by several charged melee blows.

    Combine ancestral powers with your Thu’um. The Knight-Paladin uses a suitable combat aura. Subsequently, a well-placed shout freezes most enemies solid and Auriel’s wrath finally scorches them. Survivors are finished off with melee weapons. This skill combines all battle styles of the paladin.

    (Requires Dragonborn: Excel Mode: Draconic Celestial Fury: Dragon Aspect + Dragonborn Frost Power + Celestial  Fury. Cataclysmic damage. Lore-wise not recommended since the paladin recieves the knowledge from Hermaneus Mora, a daedra. The choice is yours.)

    Gameplay

    The Knight-Paladin relies primarily on upfront melee combat with his mace and the shield. The prior one deals heavy damage with well-timed power attacks whereas the latter one blocks enemy blows and counters with a release of stored energy. When his stamina is depleted, he will use a healing spell in order to restore both health and stamina (Respite restoration perk). The Knight-Paladin is constantly in motion – block weak attacks to charge Auriel’s shield, evade power attacks in order to avoid critical damage. Whenever stamina is low, heal. If the magicka pool is low, rely on melee attacks, trigger the Repel Hatred skill (knockback) or block/stall your enemies (i.e. kite them). Read the flow of battle, anticipate and strike in the right moment. If done right, the Paladin resembles the dancing flame of a candle: bright and constant flickering motion that burns with might and precision.

    Auriel’s Bow + Sunhallowed arrows will be you ranged weapon of choice. Engage enemies from afar before you switch to melee combat. Moreover, the arrow sunfire + bow enchantment act as DoT. This is especially useful against casters and other archers.

    The Knight-Paladin enhances his defensive capabilities with his Cloak of Light skill, i.e. protective spells such as Oakflesh- Ebonyflesh and Stendarr’s Aura to deal AoE damage to any undead he may encounter. Massive damage (and lost stamina) is healed with healing spells. On the expert difficulty setting (playtested), casters, Chaurus mass encounters and certain dragon types pose the biggest threat potential.

    Roleplay

    • Reflecting your race: racial ice/cold affinity, therefore use some frost shouts to immobilize your enemies
    • A paladin is just, don’t cut down solely for the sake of killing
    • Vanquish the wicked (daedra, draugr, undead, vampires, beasts)
    • Destroy Dwarven machinery
    • Help people (quests and sidequests), donate money to those in need, no stealing
    • Use soul gems to recharge enchanted weapons, trap only white souls (no black gems)
    • Pray frequently at shrines, provide offerings for Auriel (gems, flowers, Elven armor)
      If you want to take it a step further: no alcohol, celibacy
    • Melee weapon of choice should be a mace. Gelebor ingame wields the unfortunately unobtainable Prelate’s Mace
    • Ranged weapon of choice: bow over crossbow (no Dwemer technology)
    • Abstain from corruption through daedric weapons + vampire/werewolf. Meridia is NO exception as we worship Aedra
    • Do NOT join the Thieves’ Guild (criminals, desecration of Falmer statue) or Dark Brotherhood (murderers)
    • Do NOT join the Companions. They are the descendants of Ysgramore and his 500 companions who killed most of your brethren (lore)
    • Understand your culture (i.e. visit the Forgotten Vale, the Chantry of Auriel, read the unknown books as well as available literature on the Falmer, visit the Snow Elf Statue, visit the Falmer tablet in Markath, explore Solstheim (historical relevance: Moesring), explore Saarthal  (hist. relevance Night of Tears)

    Allegiance

    Dawnguard: You are a warrior of Auriel, therefore to vanquish the wicked and evil (undead, vampires, draugr). Moreover, Vampirism corrupted the Arch Curate [12]. Start this questline immediately (can be triggered around level 9)

    Imperials (opinions may differ): Skyrim is better off with the Imperials (trade, stability). Moreover, you get to slaughter some Stormcloaks if you insist on your ancestral grudge.

    Additional Immersion (MODS)

    GEAR OPTIMISATION

    ADDITIONAL MODS

    • Fahliil Alok: Adds Snow Elf player home in the Forgotten Vale
    • Snow Smithing: Lore friendly mod that allows to forge Heavy Snow Elf armor (if used: heavy armor instead of light armor perks!)
    • LOTR Elven Warswords: Beautiful sword with intricate designs that perfectly complements the Snow Elf armor
    • Much Ado About Snow Elves: Adds lore-friendly Snow Elf weapons and an additional quest into the game
    • Amulet of Auriel : lore-friendly amulet, however overpowered due to 125% magicka regen
    • Sun Enchantment: Adds a suitable enchantment for a warrior of Auriel
    • Prelate's Weapons: Adds the previously unobtainable Prelate's Mace to the statue of Auriel (Forgotten Vale, Chantry). Already sun-damage enchanted
  • Member
    April 5, 2015

    It's nice to see a new paladin build, especially one that uses mods! 

  • Member
    April 5, 2015

    One thing though, I suggest adding tags to your build for people to find it more easily. Here is a link with all the possible tags. I suggest the mods one at least. 

  • Member
  • Member
    April 5, 2015

    Your tags are messed up. It should be "Character Build Crusader" with quotations included 

  • Member
    April 6, 2015

    I fixed the tags for you. Remember next time to write them exactly like this, quotation marks included: "Character Build Mods"

  • Member
    April 7, 2015

    It's detailed and gives quite a lot of info about the race and how to play it. This is by no means a bad thing, but I've found that the more words one uses, the more pictures need to be present. Pictures are the things that sell the build in most cases as they tend to inspire the readers who, after looking at their fifth build of the day, will just skim-read. Making them slow down and pay attention is the key, I think.

    To that end, consider adding a picture to the side of your Equipment section and another near your allegiance section.  

  • Member
    April 12, 2015

    No probs  

    It's not expected as this late in the game's life finding something new like a trick, exploit or the like is hard and requires as much luck as judgement. There's nothing wrong with this build, I think what you are seeing is simply because this particular archetype is so obvious, for lack of a better word. So it could be that those with limited time who have to pick and chose their build reads, and this one may get overlooked because they imagine they already know what it is.

    See, Snow Elf builds come with a checklist: Does it use Amcient Falmer Armour? Check. Does it use Auriel's Bow? Check. Does it use Auriel's Shield? Check. Does it use frost magic? Check...

    There's not many new places one can take it without tearing up that checklist and approaching it from a new angle. In the workshop there is another Falmer paladin concept and I left him the same sort of message.

  • Member
    April 12, 2015

    If you have a concept and can produce builds and layouts of this quality I say go for it. Post your Nord-Hewer as a counterpoint to The Elf Hewer

    Honestly mate, build because you enjoy it, not for the glory. It's way more fun  Also, don't be down this is a good build there is no doubt about it.

  • August 15, 2017

    One Problem.. Without mods, the Ancient Falmer Crown is unobtainable in Vanilla Skyrim.. perhaps you could offer some alternative to it like for example the Aetherial Crown instead?