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Character Build: The Dunveri Sellsword

Tags: #Character Build Spellsword  #Character Build Nightblade  #Character Build Assassin  #Rank:Exemplar 
  • December 25, 2015

     

    (This build is non canon)

    "Mercenary Work. That should keep you busy. Get it right and you'll probably be waltzing Tamriel with a pocket full of septims; Get it wrong and you might end up getting roughed up by a gang of deadbeats, or worse, dead. That reminds me, there are a lot of men who made a living out of it. Some became famous. But not everyone . . .  stood out. Have you heard of  the "Dunevari"? And old bandit tribe of ages past? Known as bunch of rotting marauders, they were shunned by the rest of the society. But one, in particular, did what was contrary. He made a name for himself, re-establishing the Dunevari back into society. Back to their former glory. Not as a war tribe, but a trusty source of the finest sell-swords. Others saw him as a fleet-footed swindler, who kept his job clean and quick. Some say he was a silver-tongued outlaw who gained no competition for all of 'em went cold in a single night. But those who witness the contract being carried out, saw no man - only a ruthless killer whose strategies instilled the ungodly  fear seconds before the target's demise. Someone who got the job done.  Scary, ain't it? Let's just hope he pays his tab if he decides to keep warm in our lil' old tavern, eh?"

    “The Orc Barkeep”  

                                                                                         

     

    Race: Nord Male (Backstory-wise, but if you opt to just play it, Imperials would do just as well)

    Stat Spread (Sellsword): 1M/2H/1S (Level 15)  2M/2H/1S (Level 16+ as Bounty Hunter) 3M/1H/2S (Level 16+ as Smuggler)

    Stone: Thief/Warrior/Lover (Level Gains);  Shadow (Smuggler) Atronarch/Lord (Bounty Hunter)

    Skills (Bounty Hunter): One Handed, Heavy Armor, Alteration, Archery, Destruction

    Skills (Smuggler): One Handed, Light Armor, Illusion, Speech, Destruction

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    "The Sell Sword (Rymon Hearthfell)"

                    Living in the woods was never easy. The boy never liked the damp earth under his feet, the noises that the forest-people made in the middle of the night, the cold mist that never ceased to retreat. All of those that made this particular forest a little bit more unfriendly than the other ones. He had his father train him in the ways of the sword and his mum was an excellent hunter. The young boy was forced to adapt the same skills and had grown weary of his surroundings. Not just of the forest, but of the wholeness of his life. His nights were made of quarrels - Stormy nights, they were. But one particular night was the one he wouldn't forget.

                    As usual there was a storm brewing, his dad was drunk and his mum, tired from the hunt. He knew this wouldn't end well. It was . . . terrifying. He had to run. He had to escape, even if he was to be battered by the coming rain. His poor mum ran after him. But all was cut short, when the lightning struck. A wizened old tree hit by the bolt, collapsed. And lo and behold, it was before his mum. He saw it all. How her demise came under the weight of the great old oak. Her body was never found and grief replaced her in small wooden shack he once called "home".

                    The days became longer, his father's patience, shorter. So caught up by the death of his wife, he had to consort some other company, that of which is alcohol. After alcohol, there was skooma. He wasn't his father anymore, but due to the guilt, he had promised himself to take care of the old coot since he was the only one he had left. But not all good things get reciprocated. He went home one day, only to find out that he was sold. Sold at the highest bidder to the worst of all bandit clans, the "Dunveri". In exchange of what? Why, of course, his father's age-old paramour, alcohol and a few bottles of the sweetest skooma. The sweetest one for the most rotten of souls.

                    He didn't plan on becoming slave. He wasn't born to be just simply maltreated. Gone are days of grieving. Gone are the days of abuse. There he stood before the bandit chieftain, saying, "I am that man no more." He was accepted into the clan, treated like a brother and he learned much of their ways. They were his new family. Misfits, yes. Rough around the edges, sure - but it was his new "home". And with that he promised to bring back their former glory, starting at cold lands of Skyrim. He stepped onto Kyne's borders and the rest . . . is history.

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    "COMBAT (Sellsword)"

    Though not as tough as barbarians, nor as wise as mages, the Sellsword makes it up with his agility (as a basic rogue archetype). It's always a two-step trick, when it comes to him. First, use Magicka to lure the target in - weaken them if you have to. Then second, slit their throat and send them to Oblivion. Stay in your element and do not attack the enemy head-on. A slow but well-planned attempt is better than rushing towards the uncertainty of death. Mind your potions too, a lot of them would help greatly when taking up this build.

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    "The CHOICE"

    In this part of the build, the character (your Level 15 Sellsword) would split into 2 paths depending on his morality. The paths are purely role-play-based but it's also a thematic change in play-style. Will the Sellsword take up the path of the cold-hearted Bounty Hunter? or the silver-tongued Imperial Smuggler?

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    [Companions (Up until "Silver Hand"); Thieves Guild (Incomplete); Dark Brotherhood; Dawnguard; Certain Bounties In Every Hold]

    The Dunveri taught him that "fortune was power". Unfortunately, the Thieves Guild of Riften was a lost cause. Amidst all the efforts he had done, the place was still a shadow of its former self. It wasn't much of a ticket towards fortune and what he wanted was something that would earn him a little bit more septims. Septims of his own, not shared earnings. Bounties, on the other hand, were limitless. The whole affair had what he was looking for: Septims and Cold Blood. He sought after another kind of Guild, one that had more action, one that was darker and far more powerful. Lo and behold, it was them that found him.

    The Bounty Hunter Abilities

    Seal of The Hunted (Marked for Death) = A unique ability that allows the Bounty Hunter to instill ungodly terror among his victims. Combining both Dunveri teachings and ancient Dark Brotherhood techniques, the Bounty Hunter has modified "aural projection" as a tool of fear that makes targets more vulnerable to incoming assaults.

     

    Dunveri Searing Trap (Flame Rune) = An automated flame mechanism that is fueled by Magicka, that when stepped on,  causes a powerful explosion often igniting the victim. Often used as preliminary technique to cause massive fire damage onto the target before the actual assault.

     

    Dunveri Frostbite Trap (Frost Rune) = An automated frost mechanism that is fueled by Magicka, that when stepped on, cause a simulated blizzard that hinders enemy movement. Often used as a preliminary countermeasure against enemies of greater size or of faster movement.

     

    Antlion Bomb (Ash Shell) = Bounty Hunters often finish off their enemies then take much of their prized possessions. Some want preserved parts as proof of the kill while others prefer to take the bounty alive. The Bounty Hunter has developed this certain technique based off the behavioral pattern of certain Antlion species in Hammerfell where they spray the victim with a mixture of toxic Antlion saliva and regurgitated desert sand. This prevents movement but at the same time protects the target from exterior damage.

     

    Huntersight (Aura Whisper/Detect Life) = An innate ability that allows the Bounty Hunter to determine the positions of targets. This allows him to plan the next move and ensure the effectiveness of the kill tactic.

     

    The Bounty Hunter Tactics

     

    A Sound Bounty = A calculated plan wherein the Bounty Hunter determines the location of the target (Huntersight) and setting up any of his two traps (Searing/Frostbite Trap) as a form of countermeasure should the target escape. Once cornered, the Bounty Hunter goes in for the kill by exploiting the vulnerabilities of the target (Seal of The Hunted).

     

    A Safe Bounty = Used for stronger and more threatening targets, the Bounty Hunter takes them by surprise by the use of paralysis (Antlion Bomb). This gives him ample time to set up traps (Searing/Frostbite Trap) before the toxin wears off. This ensures that the traps would go off once the target is lured right after their paralysis has expired.

     

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    "COMBAT (The Bounty Hunter)"

    The Bounty Hunter plays it smart before heading towards danger. Stealth is the primary option during excursions and can be carried out effectively with the use of Huntersight (Aura Whisper/Detect Life) so that you know the enemies' lines-of-sight. If a battle is triggered, reserve Seal of The Hunted (Marked for Death) for bulkier enemies or for threats that need immediate execution so as to not give them any chance to attack. Use the crossbow for stealth kills and use different types of bolts for certain enemies (Flame - Common; Frost - Warriors/Rogues, Shock - Mages) to maximize effectiveness. Only use axes when spotted and if you're caught in between a large fight. Antlion Bomb (Ash Shell) to pick out certain enemies and to buy you time to get distance. It is also advisable to use the "A Safe Bounty" Tactic (Antlion Bomb + Traps) for enemies with large pools of health. It could also be used as an escape tactic or for returning to stealth mode (if single enemy is present).  Use the Dunveri Searing Trap (Flame Rune) / Dunveri Frostbite Trap (Frost Rune) for maximum carnage since they can either cause massive damage for crowds or dismantle enemy positions. They also coincide when luring certain types of enemies in corridors.  Overall, The Bounty Hunter, when used effectively and flexibly, could manage to sway the tide of battle even if there are many archetypes present.

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    [Thieves Guild (Complete); Empire Civil War; Rise In The East; Bard's College ; Lights Out, Any Side Quests that involves theft]

    One small droplet can create the biggest ripple. Re-establishing the reputation of the Thieves' Guild in Skyrim was no meager task. Years of successful heists and dodging the authorities soon paid off as new recruits came bustling through the Cistern. During those years, he learned that the wit was the most efficient weapon rather than the blade.  With it, he established various connections throughout Skyrim, serving under different banner-men. His influence spread wide and soon, lady fortune smiled upon his graces - The Empire wanted him as an associate.

    The Smuggler Abilities

    Imperial Fire Bomb (Fireball) = The Smuggler throws a Magicka-infused vial that explodes upon contact. It is wise to maximize its effectiveness during battles with multiple opponents but take caution because your allies might get caught in the explosion as well.

     

     

    Advanced Septim Shock (Chain Lightning) = A small party trick taught by one of recruits in the Thieves' Guild and is now a common technique practiced within its walls, Septim Shock detects who might be carrying septims by taking advantage of their electrical conductivity. The user fires a weak bolt of lightning that bounces around the purses of possible targets, making the septims emit a faint glow. The Smuggler amps it up a bit more by using the offensive counterpart rather than just using static.

     

    Laying Low (Muffle + Invisibility/Shadow Stone) = When worse comes to worst, it is best to retreat rather than get involved with the bloodshed. The Smuggler hides himself in the shadows and waits for the chaos to die out or if any case, should the authorities appear.

     

    Swindler's Reflexes (3 Words of "Slow Time" Shout) = The Smuggler, though already a professional in the game of quick reflexes, exerts a bit more effort to increase his speed during brewing troubles.

     

     

                      

    The Art of Diplomacy/Violence (Pacify/Frenzy) = The Smuggler has learned      that there are many ways to coax clients into giving him what he wants. Diplomacy is for strong-willed clients, who you know would dominate during deals. This lets them feed their ego, making them feel good about themselves and letting them be passive when you break out your own dealings. Dim-witted opponents can be coaxed into drawing their swords if they ever decide to be stubborn about the deal.

     

     

     

     

    The Smuggler Tactics

     

    Outmaneuver = Though not the best decision, retreating is sometimes the smartest decision. The Smuggler retreats into the safety of the shadows after a mishandled deal. It's best to opt the deal out until they all come back to their senses. (Laying Low [Muffle + Invisibility]  + Swindler's Reflexes ["Slow Time" Shout])

     

     

    Dirty Dealings = Sometimes, the client can be quite stubborn and is the one rubbing too much off the others making the other deals look bad and stale. The Smuggler takes it upon himself to eliminate the competitor and gut him as quickly as possible, while causing chaos in the crowd.  (Swindler's Reflexes ["Slow Time" Shout] + Advanced Septim Shock [Chain Lightning]/Imperial Fire Bomb [Fireball] + Basic Attack)

     

    Non-existent Dealings/Staged Riot = If a deal goes bad, it's up to The Smuggler to either opt out of it as though it never happened in the first place or to create chaos as to which he could escape from the authorities with the use of an angry crowd. (The Art of Diplomacy/Violence [Pacify/Frenzy] + Laying Low [Muffle + Invisibility/Shadow Stone])

     

     

     

     

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    COMBAT (The Smuggler)

    The Smuggler opts to fight the battle head-on and controls it if he ever gains the lower hand. When facing multiple enemies during a confrontation, The Smuggler can use the "Dirty Dealings" Tactic if he is confident that they could prevail against the enemy, or wait for them to loosen their ranks with the use of the "Non-existent Dealings/Staged Riot" Tactic. If escape is much needed, use The Art of Diplomacy/Violence (Pacify/Frenzy) beforehand. Laying Low (Muffle + Invisibility/Shadow Stone)  is best opted for single-out tactics and escape. Swindler's Reflexes (3 Words of "Slow Time" Shout) is a viable skill in any situation, either for taking enemies down or escaping imminent. Overall, The Smuggler is for those who want to make decisions during the battle rather than planning it all out. This allows him to be very adaptable in confrontations, where you choose whether to fight or run.

    (To understand more of the character and his gameplay mechanics, HEROICX made a video for the build, Thank you yer again)

    https://www.youtube.com/watch?v=__kiaPBhObk

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    CLOSING REMARKS

    well, my first build is finally finished. Hopefully, you'll enjoy it and also, I take constructive criticism so please tell me what needs to be done for I'm sure there's a lot of space for improvement in this build. For now , I wish you liked it and please, comment below on what needs to be added or fixed. - The Orc Barkeep (Production, Conceptualization, Primary Page Draft, Play-Testing)Hahaha.. - Nozomi, the Tinkerer (Proofreading, Image-Editing)

     

     

     

     

     

     

  • Member
    December 26, 2015

    It's so well presented, I dig the pictures. 

  • December 26, 2015

    Thanks dude I'm glad you liked it

  • Member
    December 26, 2015
    Great build.
  • December 26, 2015

    Thanks

  • Member
    December 26, 2015

    This is insanely good for a first build. Nice work, dude. +1

  • Member
    December 26, 2015
    It's been a while since I've had a Skyrim read that's refreshing as this. Also, can't believe this is a first build... Keep this up and far it is shall you go. +1 from me and keep up the good work!
  • Member
    December 26, 2015
    Looks really good! You can't cast more than one rune at a time though, since you've mentioned doing that in the Bounty Hunter section ("setting up traps").
  • December 26, 2015

    Edited. Thanks for the notif

  • December 26, 2015

    Thanks man