Naturalist Build

Post » Mon Aug 13, 2012 12:45 pm

Having taken approximately a one month period void of any form of Skyrim (besides some time lurking on these forums) to ponder over some unique character builds that would finally grasp my attention and create a desire for me to return to this amazing role-playing game, I believe I may have just found that in the form of a "Chloromancer" build I found http://theskyrimblog.ning.com/group/character-building/forum/topics/character-build-the-chloromancer on a blog.

Since I have never successfully played through this game as a Bosmer, I think it will be a welcome change to play through as both this race but also as a character utilising various abilities that I generally don't even acknowledge within the game. However, I am going to deter slightly from the build mentioned above, as I certainly don't want to utilise the Sneak skill (as I hate sneaking in Skyrim) in the slightest nor make this a pure mage build. Hence, I am going to be referring to this as a "Naturalist Build".

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I have a few questions that I would appreciate answers for in order for this build to work and, as I receive these answers, I will edit this opening post to include all the latest details on this build for those considering of giving it a go once it has been completed.
  • So, firstly, the two magic schools I shall be focusing on shall be Illusion and Restoration. As a nature lover, Conjuration and the process of summoning the undead certainly goes against this believe. Although Destruction effectively utilises the elements, I want to avoid this so as to avoid turning this build simply into another Spell/Sword combination as we have seen so many times before. My question here is: how can I effectively level up Restoration (as it seems to take forever to level up unlike Illusion or most of the other skills within this game)?
  • As for actual combat, the Bosmer naturally have an affinity for archery. But, I did not pick a Bosmer to necessarily utilise this ability, but rather just because they work best from a lore standpoint. Heck, the nature part is even in their name - Wood Elf. So far, I am thinking of equipping a single dagger for combat and perhaps some magic staffs should I be able to find a good one. My question here is the following: What are some good daggers available to find early within the game along with staffs also?
  • Next, I cannot decide as to what armour I should utilise and would like some help here. Light armour, mage robes or plain clothes? Also, if anyone knows of some green "natural" looking armour, could someone please leave a recommendation in this thread.
  • Finally, I want to heavily role-play this character. I want a good backstory and a rough idea of what quests I should be doing including which faction of the Dawnguard DLC I should join (although I think the Dawnguard rather than the vampires personally). Any help with this would be appreciated, so thanks!
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The Naturalist

Race: Bosmer
Main Skills: Illusion, One-handed, Light Armour
Secondary Skills: Restoration, Alchemy

Personality & Behaviour: The Naturalist is, at heart, a good person and does what he knows to be right in his heart. However, his love for nature can lead him to carry out some extremist actions against the other races of Tamriel (including the humans, Khajiit, Argonians and fellow elven races) - whom he often sees as the polluters of the world. Because of this, he prefers to spend his time within smaller villages and around the people of said villages, as they have caused less pollution amongst the world. However, when his pledge towards nature doesn't interfere, he is more than happy to help people.
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MR.BIGG
 
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Post » Mon Aug 13, 2012 4:52 am

I will update the OP with any revisions to the build or new questions I might have.
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Chad Holloway
 
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Post » Mon Aug 13, 2012 2:33 pm

1. Restoration does level up a bit slower, but a lot of people don't bother to heal while in combat (preferring potions) and a lot of people don't like Turn Undead (they'd rather kill them). Healing a lot in combat seems to level it up better, but you'll likely need to do some retreating in combat in order to heal without being hit.

2. I don't mess with daggers or staves usually, so someone else might be able to help you out there. I'd suggested using Ice and Lightning magic, since thats nature-ish.

3. Most likely light armor. Fur armor, leather, forsworn armor, and hide are all good choices.

4. This character would be less faction focused and more of a person who spends more time in the wilderness, most likely visiting small towns and inns and only spending a limited time in large towns.
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Anna Beattie
 
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Post » Mon Aug 13, 2012 12:03 pm

1. Restoration does level up a bit slower, but a lot of people don't bother to heal while in combat (preferring potions) and a lot of people don't like Turn Undead (they'd rather kill them). Healing a lot in combat seems to level it up better, but you'll likely need to do some retreating in combat in order to heal without being hit.

2. I don't mess with daggers or staves usually, so someone else might be able to help you out there. I'd suggested using Ice and Lightning magic, since thats nature-ish.

3. Most likely light armor. Fur armor, leather, forsworn armor, and hide are all good choices.

4. This character would be less faction focused and more of a person who spends more time in the wilderness, most likely visiting small towns and inns and only spending a limited time in large towns.
Thanks. I did want to avoid destruction magic though at risk of turning this build into simply another Spell/sword or Battlemage. As for armour, do you know of any armour that is green? And, yes, from a role-play perspective my guy was going to hate most Nords and human races who have destroyed nature with their cities. He prefers to the small villages, such as Riverwood. Restoration is too slow at levelling in my opinion. I may throw in a bit of Alchemy too, as it just seems to fit rather well - don't you think?
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Smokey
 
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Post » Mon Aug 13, 2012 5:24 am

In terms of personality and behaviour, he shall be a rather good guy for most part. He does what he must to survive and is willing to do anything to help nature. He dislikes city inhabitants, who he views as polluters and spends most of his time in small villages and the wilds itself.
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jasminε
 
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Post » Mon Aug 13, 2012 1:40 am

savior' s hide
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Red Sauce
 
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Post » Mon Aug 13, 2012 7:21 am

savior' s hide
But, from a nature perspective, would my guy not side with the werewolves or are they not natural beings?
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Nuno Castro
 
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Post » Mon Aug 13, 2012 10:41 am

I updated the OP with some personality and behaviour information on this build. Keep helping me with my questions and thank you.
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kevin ball
 
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Post » Mon Aug 13, 2012 2:43 pm

it would be good to make him a vegetarian and not a werewolf as for dawngaurd he could join the dawngaurd for the sake of preserving nature or he could become a vampire to end mans crulety to nature
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Alex Vincent
 
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Post » Mon Aug 13, 2012 12:33 pm

But, from a nature perspective, would my guy not side with the werewolves or are they not natural beings?

You have to kill the werewolf to get the hide IIRC.
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Brandon Wilson
 
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Post » Mon Aug 13, 2012 7:07 am

it would be good to make him a vegetarian and not a werewolf as for dawngaurd he could join the dawngaurd for the sake of preserving nature or he could become a vampire to end mans crulety to nature
How would becoming a vampire work? I'd like to be a vampire, as I have yet to play through as one. But, blocking out the Sun would harm nature and vampires are undead and unnatural beings. I was originally going to make him a werewolf, though, as it is effectively becoming one with nature - an animal. What do you all think?
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Claire Jackson
 
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Post » Mon Aug 13, 2012 9:45 am

You have to kill the werewolf to get the hide IIRC.
Yes, which wouldn't work if he is for nature, no?
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Chloe Mayo
 
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Post » Mon Aug 13, 2012 3:28 pm

Should he become a vampire, werewolf or be "pure"?
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xx_Jess_xx
 
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Post » Mon Aug 13, 2012 9:06 am

Thanks. I did want to avoid destruction magic though at risk of turning this build into simply another Spell/sword or Battlemage. As for armour, do you know of any armour that is green? And, yes, from a role-play perspective my guy was going to hate most Nords and human races who have destroyed nature with their cities. He prefers to the small villages, such as Riverwood. Restoration is too slow at levelling in my opinion. I may throw in a bit of Alchemy too, as it just seems to fit rather well - don't you think?

Well, the higher your destruction, the more charges you get out of a staff, so you could do one hand magic, one hand staff. I can't think of any green armor, just brown leather/fur nature type stuff. Alchemy is fine, someone who lives in the woods is likely going to know a lot about plantlife and their benefits.

See, if I did this build, I'd use a little bit of archery, a little bit of magic, a little bit of staves, a little bit of a lot of things. In the wilderness and survival situations, generally speaking you rely on a wide variety of skills, not on being specialized.
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Scarlet Devil
 
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Post » Mon Aug 13, 2012 4:56 pm

Well, the higher your destruction, the more charges you get out of a staff, so you could do one hand magic, one hand staff. I can't think of any green armor, just brown leather/fur nature type stuff. Alchemy is fine, someone who lives in the woods is likely going to know a lot about plantlife and their benefits.

See, if I did this build, I'd use a little bit of archery, a little bit of magic, a little bit of staves, a little bit of a lot of things. In the wilderness and survival situations, generally speaking you rely on a wide variety of skills, not on being specialized.
Where can I get a staff early on within the game? I kind of want to do staff left hand and dagger right hand. Might be cool. Should be a werewolf, vampire or simply "pure"?
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joannARRGH
 
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Post » Mon Aug 13, 2012 3:02 am

Where can I get a staff early on within the game? I kind of want to do staff left hand and dagger right hand. Might be cool. Should be a werewolf, vampire or simply "pure"?

Definately not vampire, probably not werewolf.

I looked on UESP and you might be able to find some staves at spell merchants, but off the top of my head I don't know any guaranteed places to get staves. Boss mage enemies often carry them.
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Kellymarie Heppell
 
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Post » Mon Aug 13, 2012 5:34 pm

Definately not vampire, probably not werewolf.

I looked on UESP and you might be able to find some staves at spell merchants, but off the top of my head I don't know any guaranteed places to get staves. Boss mage enemies often carry them.
Well, someone here suggested being a vampire, so could that person please explain how that would fit? I thought werewolves would work as they are effectively animals and by becoming one you can become one with nature, no?
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Adam Porter
 
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Post » Mon Aug 13, 2012 12:10 pm

Definately not vampire, probably not werewolf.

I looked on UESP and you might be able to find some staves at spell merchants, but off the top of my head I don't know any guaranteed places to get staves. Boss mage enemies often carry them.
Okay, thanks. Having a stave isn't integral, so don't worry anyway!
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Robert
 
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Post » Mon Aug 13, 2012 7:23 am

So, I can't be a werewolf you think?
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Jack Bryan
 
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Post » Mon Aug 13, 2012 6:23 am

Any ideas?
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Toby Green
 
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Post » Mon Aug 13, 2012 8:38 am

So, I can't be a werewolf you think?

If you're going for a real naturalist, I'd say being a werewolf is your call. I wouldn't do it, but I could see why people would.

Vampires are completely unnatural creatures and not fitting for a naturalist type build.
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Sharra Llenos
 
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Post » Mon Aug 13, 2012 9:32 am

Using turn undead spell will raise resto fairly fast, assuming you have enough mana or take perks to reduce the cost. When you turn then it staggers them giving you enough time to kill them. I can usually raise resto 6-10 lvls just in bleak falls burrow.
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Robert Devlin
 
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Post » Mon Aug 13, 2012 3:45 pm

If you're going for a real naturalist, I'd say being a werewolf is your call. I wouldn't do it, but I could see why people would.

Vampires are completely unnatural creatures and not fitting for a naturalist type build.
I thought so..
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Klaire
 
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Post » Mon Aug 13, 2012 2:18 am

i guess you could be a werewolf but most natrualist in fantasy eat from fruit bearing trees and vegeatables as for the vampire thing you said he often doesn't make the best choices and may out of anger become a vampire to put an end to civilization and let plant life take over and there are plants in TES that grow in darkness
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Solène We
 
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Post » Mon Aug 13, 2012 11:02 am

Personality & Behaviour: The Naturalist is, at heart, a good person and does what he knows to be right in his heart. However, his love for nature can lead him to carry out some extremist actions against the other races of Tamriel (including the humans, Khajiit, Argonians and fellow elven races) - whom he often sees as the polluters of the world.
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Taylah Illies
 
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