Foreword: This build is the "final draft" of a build I originally theorycrafted a long time ago, while creating another spellsword build. It is based on the Pilgrim class from Oblivion, a wanderer or adventurer that is also skilled in the marketplace. This fits well into Skyrim with its lucrative potential for a treasure hunter. The idea of an "adventuring spellsword" was the anchor behind decisions for skills, equipment, and roleplay. Hopefully, the build feels like an enchanted warrior.
Roleplay: Neutral Good. This character went through a few iterations, but I eventually settled on an adventurer that enjoys the journey, but especially enjoys the pot of gold at the end of a rainbow. The discovery of incredible enchanted items would be the high points of this character's journey.
Quests: In My Time of Need, CoW, Missing in Action, Interception (CC), fetch quests (radiant), Shalidor's Insights (radiant), Sergius' enchanting (radiant), rescue quests (radiant), treasure maps, exploring quests (radiant), touch magical fractures (Tall Papa), Agent of Mara (Tall Papa is married to Morwha/Mara), Neloth's apprenticeship, Lost to the Ages
Mods: Mannaz/Freyr/Audugan, Vokriinator, Wintersun, Odin/Apocalypse, Summermyst, Reliquary of Myth, Missives Voiced and Quest Expansion, Redguard Elite Armaments (CC), Redguard Elite Armaments - Voiced Narrative, Staff Enchanting Plus
Until Althing releases, every build I post will use base Vokriinator as that is the closest option to it. Obviously, once Althing releases, all builds will use it going forwards.
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Race: Redguard (Dragonborn, optionally). I'm pretty sure Ruptga is analagous to Akatosh. I didn't consider that when creating this build, but the connection is there.
Stats: 0M/1H/1S. We won't need Magicka since we'll be using Vancian Magic.
Standing Stone: Serpent, Shadow, or Tower all provide interesting gameplay options. The Serpent Stone lets you use your Alteration skill offensively by poisoning nearby living enemies based on your Alteration level. This is the Stone I chose for my playthrough since I like the unique application of Alteration as a source of damage.
However, I think the Shadow and Tower are better thematically, and even better if combined with the Aetherial Crown. The Shadow Stone grants you a wish on a timer, a passive called Jinniya of the Lamp, and Tall Papa has a genie lamp associated with him. Starlit Shores from the Tower Stone lets you teleport to a random location in the world, perfect to explore or find a new adventure., and fits with his lore of learning how to reach the Far Shores.
All-Maker Stone: The Beast, Tree, or Water Stone all work well. Forty Thieves summons 3 Shehai, simultaneously providing damage and distraction. Vultures is essentially the Orc's Berserk as long as you are stronger than your opponent (in Redguard fashion), and Distant Oasis restores 250 points of H/M/S, which is helpful since we have no dedicated source of healing outside of potions.
Deity: Tall Papa. He enhances our enchanting and adds in little reality fractures to the world you can interact with. His most important boon is the ability to resurrect us in combat if combat ends within the allotted time period.
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Equipment & Enchantments: I liked the color scheme of the Remnant Armor from the CC quest, and purple is one of Tall Papa's motifs. Alternatively, glass armor is a choice. I don't like the helmet, so I'd probably replace it with a hood personally. There is also a black/gold retexture of the CC armor if you prefer that. I chose a glass sword as I thought it provided a nice contrast to our main armor. Any sword could work though.
Glass Sword: The mainstay of the build, more so than any spell, scroll, or staff. Delivers potent enchantments to enemies. Balefire + Chaos Damage + Power Surge (Vultures or Distant Oasis). Other potential effects include: Primal, Shifting Earth, Goldstrike, Skyhook, Radius, Roulette, Lingering Fire, Drain Armor/Skills/Damage
Staff of Paralysis: Our main off-hand tool, this staff casts the possibly most powerful Alteration spell on your enemies, while also enhancing our self and sword thanks to Enchanting perks.
Remnant Shield/Glass Shield: Another off-hand tool, primarily defensive in nature. Best used to contest powerful melee opponents, or deny archers as you close the distance. Fortify Blocking + Unbreakable
Remnant Helmet/Aetherial Crown: Either a helmet that boosts your survivability when either you or your enemies are below a certain threshold or the powerful Aetherial Crown. The helmet synergizes with Tall Papa's devotee power as well as the Redguard's "if you are currently stronger than your opponent" mechanic. Imminent Victory + Cheat Death/+5% chance to reflect melee damage and 5% better sneak + sneak attacks
Remnant Armor/Glass Armor: Gives a chance to restore your attributes and provides temporary resistance to elements. Windfall + Reactive Barrier
Remnant Gauntlets/Glass Gauntlets: Makes power attacks cheaper as well as increasing our defense while casting with a spell, scroll, or staff. Fortify Power Attacks + Shalidor's Shield
Remnant Boots/Glass Boots: Movement speed and the ability to teleport backwards, hopefully for a moment of reprieve. Fortify Speed + Rollback
Amethyst Ring: A unique self-enchanted ring that gives you a chance to restore attributes and also resists incoming elemental damage, or a ring that gifts you enchanted items. Link Health & Stamina + Fortify 1H/Magic Find + Generate Weapons
Jeweled Amulet/Gauldur Amulet: Either a useful, defensive, self-enchanted amulet, or an amulet that adds an ability to revive you every nine minutes, giving you a second way to avoid death. Fortify Armor Rating + Magic Resist/+30 H/M/S, +15% H/M/S regeneration, and self-res.
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1H: Enhances our skill with the sword, raising base damage before enchantments. The combination of 1H and Enchanting results in a high damage output.
Block: Pretty self-explanatory. Empowers the defensive capabilities of our shield. Useful versus melee weapons, arrows, and magic.
Alteration: No surprise here as we're going for a magical warrior vibe. Many useful perks and spells come from here. Also grab Vancian Magic and Dungeon Master then specialize for additional casts and increased attack damage when out of spell slots. For Alter Self, I chose additional Health and Fire/Poison resistance. Tall Papa is said to have discovered how to avoid Satakal's (Alduin's) hunger, and I thought this was the best representation of that.
Enchanting: Our most important skill thematically, and probably the strongest skill for this build. Empowers all of our equipment, gives us a chance to find enhanced scrolls, and lets us cast spells using power attacks.
Light Armor: Provides defense, speed, Stamina regeneration, and some resistances.
Lockpicking (optional): Unnecessary thanks to Alteration, but it fits for a Pilgrim since you can get extra loot from chests you find thanks to perks.
Speech (optional): Not strictly required, but highly recommended. Sell your loot to all vendors, access private inventories for enchanted gear, and the ability to persuade others. Also, it just fits for the character. A unique interaction for this character is selling valuable enchanted items that would otherwise be lost thanks to the Preserver perk.
Conjuration (optional): Purple is the color associated with Tall Papa, and a Bound Sword could fit the vibe of an enchanted warrior. Up to you, since you'll have to give up an enchanted sword, but the Bound Sword is plenty strong as well.
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Gameplay: You are basically a Spellsword with extra steps. You are limited to Alteration spells, but there are plenty of useful combat and utility options. The main spells I'd use would be Strength of the Earth, Enfeeble, and Dire Corrosion (via Spellscribe). Your staff is more offensive, enhancing your sword and letting you cast Paralyze. Finally, scrolls are an infrequent but powerful ranged option. They are your only source of ranged damage.
Defensively, we gain: 15% Magic Resist (Agent of Mara) + X% MR (Jeweled Amulet), 35% Elemental Resist (Resist Elements) +25% Fire Resist (Alter Self), 40% Poison Resist (Tough Hide) + 35% PR (Resist Elements) + 25% PR (Alter Self), 40% Disease Resist (Tough Hide), +50 Health +Y Health (Link Health & Stamina), +Y Stamina (Link Health & Stamina), +50 Armor Rating (WDA) + 75 AR + 100 AR (Ebonyflesh) = (15 + X)% MR, 95% PR, 60% Fire Resist, 35% Frost/Shock Resist, +225 AR, + (50 + Y Health), +Y Stamina. Even while using Light Armor w/o Smithing, we'll be able to get a very solid AR.
Greater Haste for Ocato's, Resist Elements for Medora's, and Ebonyflesh for Silmane's. +10% attack damage, +50 Armor, +20% Alt. Duration from Welloc's Dormant Arcana. Don't forget that you can cast Shehai to gain a temporary ally. One of your Redguard passives lets you sprint faster for less Stamina, great for closing the distance.
Progression: Early game, you are basically a pure warrior. Grab whatever sword, shield, potions, and light armor set you can to help you survive. I would prioritize obtaining some enchantments, but it will take some time to acquire a collection of viable enchantments. You could join the Companions as spells aren't really something you'll use much early game outside of Oakflesh/Stoneflesh/Feet of Notorgo. Just beware of them sending you to face mages or vampires at level 1. I would leave once you find out they are werewolves.
Midgame, I would join the College. I have a mod that adds a 3000 septim tuition to the college, so I can't get there too early. I wouldn't become Archmage, but it's a great place to study and get radiant quests. I would recommend completing In My Time of Need and Interception (CC) around this time. Help Saadia, then get her arrested once you talk to Kematu. I would use the enchanted armor set from Interception until your Enchanting is strong enough for the Miracle perk. The Staff of Paralysis can be acquired at a certain cave.Snapleg Cave
Late game, I would recommend preparing to enchant your final armor set. Collect the Aetherial Crown if you plan on using it. Study under Neloth and obtain access to the Staff Enchanter. Train Alteration and Enchanting with Tolfdir, Sergius, and Neloth. Complete the Sallow Regent Black book and obtain Seeker of Sorcery to enhance your enchantments by 10%. Grab a few Elixirs of Enchanting for when you are to perform your final enchantments. Stop Alduin/Miraak if you choose to be Dragonborn.
Your end goals should be to master Alteration and Enchanting to mirror Tall Papa reaching the Far Shores.
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Strengths: bandits, animals, Forsworn, Falmer
Weaknesses: dragons, giants, werewolves, frost damage, centurions, vampires