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WiP Character Build: The Golden Panther

  • Member
    May 31, 2017

    Brutal, sneaky, and silver-tongued, the Golden Panther is a towering, jet-black Khajiit that commands respect from fear on the seas and from wealth on land. He fights with little more than his razor claws and raw strength. Though he is a brutal combatant, he is also a master thief with a sharp wit and a sophisticated mind for fine wine and great music. He has the Abecean Sea under his control by fear and numerous places across Tamriel in his pocket by wealth. Money is his most prized possession, and he will do whatever he must to get it. Loyalty means little to him in the face of pure wealth. (He is called the Golden Panther because of his wealth, not because of his fur, which is actually black. You can skip to the bottom if you want some musical accompaniment to your read.)


    "There are three things in life for this Khajiit, blood, money, and exotic drinks."

     

    Race: Khajiit

    Class: Swashbuckler

    Difficulty: Adept 

    Alignment: Chaotic Neutral, "Free Spirit"

    Stats: 0/1/3 or 4. High Stamina is vital, because it affects how much damage your fists can deal.

    Stone: Thief to start, then either Tower or Steed. If you use the Aurora mod, go with thief for the Blood Money power or Shadow for the extra speed in combat.

    Powers and Passives: Nightingale Subterfuge, Prowler's Profit, Perform

    Factions: Bards College, Thieves Guild

    Requirements and Recommendations: Ordinator is the only requirement for this build, but I also highly recommend Imperious-Races of Skyrim, Aurora-Standing Stones of Skyrim, and Landlord.

         Abandoned by his parents in Stros M'kai as a small cat, Raj'abba the Panther, as he later came to be known, grew up surrounded by smugglers, thieves, and pirates. Developing a quiet step, quick wit, and sharp tongue he was able to take care of himself by stealing and doing odd jobs for money. When he was around the age of fourteen, he was brought aboard a pirate vessel as a deckhand. There, he got a view of wealth, luxury, power, and conquest. He wished to one day be as powerful and wealthy as his captain. So he became after many years at sea. As captain of  a small vessel, The Tainted Skooma, he ran a crew of the most thuggish and brutal men in Stros M'kai. His command was different from other ships, allowing men to do as they pleased, as long as they obeyed orders when he gave them. The men were ranked based on strength. If one could best the other in combat, they would take their position. For several years, Raj'abba held his postion as captain, due to his great, terrifying stature and raw strength. Never leaving The Tainted Skooma he was able to take control of most of the Abecean Sea, amassing great fame and fortune in onle a few short years. He came to be feared and avoided by most men who did not have a death wish. To cross the path of The Tainted Skooma meant either death or mutiny. Men would die by Raj'abba's claws or be manipluated by his tongue. Temporarily giving up his life at sea, he opted for a life of thievery on land to grow his fortune further. Despite his large size, he was exceptionally stealthy, able to run many cities across Tamriel from the shadows with his wealth. Now, his attention has turned to Skyrim, a land rife with burial mounds and ancient crypts abundant with treasure.

     

    Unarmed/Light Armor

    Ordinator adds a lot of nifty stuff, but the addition of an Unarmed skill branch in the light armor is one of my favorites. You can tear enemies apart with your claws and protect yourself with some leather, all with the same skill. The use of this skill is rather straightforward. You swing away at your enemies while maneuvering around them in your lightweight armor. You won't be taking too many of the armor perks, mostly Unarmed. 

     Perks: Mastery(2/2), Iron Fist(3/3), Sweeping Wind, Rushing Tide

    Sneak

    No thief can conduct his shadowy business if he is not able to stay hidden. Staying undetected is the first step to fishing valuables from someone's pockets or breaking into their house. Although this is one of the most important skills, you won't actually be taking too many perks in it. Just enough to keep your steps quiet.

     Perks: Mastery(2/2), Silent Roll, Infiltrator, Spot Detection, Light Foot

    Lockpicking

    Without knowledge of how to pick locks, you would never be able to break into, and subsequently burglarize, homes. How else would you be able to get all the gold and gems out of all of those treasure chests you encounter. This skill, literally and figuratively, opens up new doors. The perk Game of Fate is perfect, because it gives you even more treasure to hunt down and add to your fortune.

    Perks: Mastery(2/2), Game of Fate, Robber's Eye, Nose For Treasure, Gone in Fifteen Seconds, Golden Touch

    Pickpocket

    Getting up close and personal to do your thievery can be rewarding. Anyone who thinks their valuables are safe if they keep them on their person is mistaken. Theft is not the only option given by this skill. With Ordinator's "Death's Emperor" and "Mutiny" you can an entire bandit crew against their leader, just as you used to do on the high seas. I did not opt for "Lawless World" because I think an infmaous thief/pirate would get the occasional "Wait...I know you." from a Hold guard.

    Perks: Mastery(2/2), Blood Money, Cutpurse, Thief's Eye, Thief's Luck, Death's Emperor, Doomed to Plunder, Mutiny

    Speech

    Pawning oof your goods to make money is a great skill, but it's not exactly waht's important for Raj'abba. More than making money off of what you steal, you'll be hoarding it as a great treasure. So speech is instead used more for bribing guards, intimidating people, and performing for money. Irresistible Dance is not actually used, just taken to get to Encore. I always found myself just hoarding everything I could get and seeling it all to level my speech.

    Perks: Mastery(2/2), Performer, Serenade, Irresistible Dance, Encore, Bribery

         Combat is rather simple with this character, so I'll keep this brief. You simply beat your enemies to death and use the advantage of your feline agillity and your high stamina to dodge their attacks and keep moving aroudnthem. With the Imperious racec overhaul Khajiits move 15% faster at all times, which was a welcome boost. Ranged enemies like archers and mages were no different from melee opponents. I rushed in and ripped them apart. Best of all, you won't even have to deal with dragons. One additional note is that your unarmed damage is based on your current stamina, so you'll want to keep your stmaina as full as possible through alcohol and potions.
         Although he is so sneaky and covert, Raj'abba is anything but in combat. Stealth is rarely a factor here. Stealth factors in in a rather specific way under specific circumstances. If you're up against a rather large group of enemies that you don't think you can beat, sneakily place the Death's Emperor cursed septim into someone's pocket. Then, proceed to unleash hell with the Mutiny power. Instant chaos. As for the rest of your skills, you'll pretty much just use those to steal as many valuables as you can whenever you can.

    Claws: No weapons besides them hands. And a lot of people are gonna catch them hands. With Ordinator's great perks and your natural Khajiit damage bonus.

    Thieves Guild Armor: The extra carry weight is a godsend, not to mention this armor looks snazzy as hell, if you ask me. This would probably be the ideal piece to trade in for an upgrade when you get to that point with the Thieves Guild.

    Thieves Guild Guantlets: An extra boost to lockpicking isn't really anything to write home about if you know what you're doing, but the boost is welcome enough and will save you some picks in the long run.

    Thieves Guild Boots: The final piece to the set, as I opted to forego the hood in favor of a shiny, bejweled circlet. A pickpocketing boost is nice, as you've got less angry people to worry about. 

    Jewelry: Raj'abba loves shiny trinkets and loves to adorn himself with them, I made sure to at all times be wearing the most expensive circlet, ring, and necklace I had. The rest of my jewelry all went to my treasure horde.

    Drinks: As a lover of fine, exotic alcohol, Raj'abba has to carry some around with him at all times, but only the best. I found myself using drinks about as much as I did stamina potions. White-Gold Tower, Velvet Lechance, Cliff Racer, Black-Briar Reserve, Skooma

    Other Items: Lute, Drum, Flute, Horde of Gems and Jewelry

     

     

     

     

     

     

    TO DO LIST

    Fill out Skills and Equipment

    Make Quest and Roleplay sections

    Perkspread

    Add mod links

    Find and add music

    Fix formatting issues

    Finish playthrough

  • May 31, 2017

    I had actually started a build almost identical to this using Ordinator as well but got distracted with another build idea so I abandoned it.  I can't wait to see what you do with this.  The presentation looks awesome!

  • Member
    May 31, 2017
    It's funny to encounter a build you had pretty much the same idea for. I did once and they even had 1 or 2 of the same images I was going to use. Creepy stuff. And thanks, presentation is one of the biggest points for me, so I'm glad it looks good.
  • Member
    May 31, 2017

    I am a simple person, I see a Khajiit thief build, I like. I do have to say why so many pictures XD

  • Member
    June 1, 2017

    Potemus said:

    I am a simple person, I see a Khajiit thief build, I like. I do have to say why so many pictures XD

    Thanks! All the pictures help give more of a visual idea of the character and break up sections so I don't just have a wall of text. Plus it just makes it all look better. 

  • Member
    June 1, 2017

    Blooded said:

    Potemus said:

    I am a simple person, I see a Khajiit thief build, I like. I do have to say why so many pictures XD

    Thanks! All the pictures help give more of a visual idea of the character and break up sections so I don't just have a wall of text. Plus it just makes it all look better. 

    That is what I thought, but it is like pic after pic with no or little words and I was just curious.

  • Member
    June 1, 2017

    [

    Potemus said:

    That is what I thought, but it is like pic after pic with no or little words and I was just curious.

    Yeah, I've still got quite a lot to add. I just always add in my images first, get the formatting down. Dont know why but I can hardly do it any other way. 

  • Member
    June 1, 2017

    I've got no idea what Ordinator does so I can't really comment on gameplay (which I feel I'm saying more and more, must be a great mod if everyone's getting it), but thats not my forte anyway. What are your plans for the RP of the build?

    I'm feeling that you're gonna go with the Thieves Guild as your gang (or whatever pirates have)? Especially because Vekel the Man would fit perfectly with the focus on drinks and stuff, plus being able to fence off your plunder is an essential part of being a pirate. But Riften is as far away from the sea as you can get... How about using the Khajiit caravans like your crew, selling them stuff to 'transport' it back to your ship, while they give you the Skooma you've been stashing back on the boat.

    Also, the Dawnstar chest could be used, like your crew dropping off their loot they've been gathering while you're inland.

  • Member
    June 2, 2017

    Zonnonn said:

    I've got no idea what Ordinator does so I can't really comment on gameplay (which I feel I'm saying more and more, must be a great mod if everyone's getting it), but thats not my forte anyway. What are your plans for the RP of the build?

    I'm feeling that you're gonna go with the Thieves Guild as your gang (or whatever pirates have)? Especially because Vekel the Man would fit perfectly with the focus on drinks and stuff, plus being able to fence off your plunder is an essential part of being a pirate. But Riften is as far away from the sea as you can get... How about using the Khajiit caravans like your crew, selling them stuff to 'transport' it back to your ship, while they give you the Skooma you've been stashing back on the boat.

    Also, the Dawnstar chest could be used, like your crew dropping off their loot they've been gathering while you're inland.

    Always love to  see your in depth comments, Zonn. I have plenty of ideas for RP. I am most definitely rolling with the Thieves Guild. I'm not too worried about it ebing far from sea, because he has actually taken a temporary leave from the sea life, to amass more of a fortune. He believes a great pirate is meant to leave behind a great treasure.The caravans are something I didn't consider, but I don't know if they quite make sense, because I stated that Raj'abba's crew was not so much a coherent group as a band of pirates and thugs that Raj'abba forcefully took leadership. So they wouldn't exactly keep working for him after he left the ship. I do have an idea for a Redguard pirate that is more of an actual captain with men standing behind him, so I'll certainly implement those ideas there. 

    What I plan on doing is just amassing as much gold and valuables as I can, then finding somewhere to eventually stash them, as that will be my great pirate treasure. With the Landlord mod, you can actually store valuables in a bank vault, so I've been doing that. I've currently got around 12,000 septims worth of treasure in there. It's pretty cool, as the mod also allows me to buy parts of businesses. 

    Thanks for the great feedback and the cool ideas!

  • Member
    June 2, 2017

    Blooded said:

    Always love to  see your in depth comments, Zonn. I have plenty of ideas for RP. I am most definitely rolling with the Thieves Guild. I'm not too worried about it ebing far from sea, because he has actually taken a temporary leave from the sea life, to amass more of a fortune. He believes a great pirate is meant to leave behind a great treasure.The caravans are something I didn't consider, but I don't know if they quite make sense, because I stated that Raj'abba's crew was not so much a coherent group as a band of pirates and thugs that Raj'abba forcefully took leadership. So they wouldn't exactly keep working for him after he left the ship. I do have an idea for a Redguard pirate that is more of an actual captain with men standing behind him, so I'll certainly implement those ideas there. 

    What I plan on doing is just amassing as much gold and valuables as I can, then finding somewhere to eventually stash them, as that will be my great pirate treasure. With the Landlord mod, you can actually store valuables in a bank vault, so I've been doing that. I've currently got around 12,000 septims worth of treasure in there. It's pretty cool, as the mod also allows me to buy parts of businesses. 

    Thanks for the great feedback and the cool ideas!

    Cheers mate, once I get a RP idea I just can't stop writing it down!

    Fair enough about leaving the sea life behind, I saw it it the backstory but I wasn't quite sure to what degree it would be (I mean, I've said I'd leave chocolate behind for good and that didn't last long :P), but it's nice to know my ideas may find use somewhere else.

    Where's the bank vault where you're keeping all your valuables? If it's in a city, bribing or intimidating the guards (sneaking into their quarters and dropping off some money/mead/skooma etc, standing in front of one and acting tough, or even rifling through their drawers and chests until you find some 'incriminating evidence', like skooma bottles or letters from an affair, to blackmail them with) to make sure the vault is kep secure could be cool. Or if it's in the wilderness somewhere (or somewhere like Lakeview Manor, out in the countryside), just bribing the nearest bandit group to make sure no one comes near would be interesting. Of course, you'd have to think of countermeasures to put in place in case some people got greedy, murdering a member of the group (a bandit or a guard) every now and then might work, taking out the unreliable ones, but with bandits exterminating the whole lot and finding a different band would probably make more sense.

    Making guards your own would also explain the lack of a criminal system in the game - someone gets their house robbed and no one bats an eye can be explained as the guards saying they'll look into it, but in fact they'll toss the case out the windor.