In a Discord chat recently, I was talking about how snooty the Thalmor were and how evil I thought they were. Someone mentioned I hate high elves, and I said no, just snooty anyone, or the Thalmor themselves.
So, here's my Thalmor agent.
Roleplaying hooks:
Agent of the Thalmor tasked to act in secret and destablize Skyrim
As Thalmor, side with the Imperials, but also create chaos in Skyrim.
Join organizations to take them over.
Intimidate rather than persuade.
Bound weapons or an elven dagger.
Be stealthy, or be audacious.
Race: Altmer
Health: 90 Magicka: 115 Stamina: 95
Health regeneration: 0.5% Magicka regeneration: 3.75% Stamina regeneration: 4.5%
Carry weight: 250
Elven Supremacy: Skills are more effective upon reaching skill level 100.
Gold and Glass: When low on Magicka or Stamina, it regenerates faster at the cost of reduced armor and magic resistance.
Shimmering Threads: Weapons and armor are weaker, but enchantments are stronger.
Quest reward - Pluck 40 wings off butterflies to unlock...
Contingency: At will - Weave spells into an auto-cast trigger with specific conditions.
Alternate Start: Thalmor Agent, beginning in the Thalmor Embassy
Stats: 2/1/0 Magicka/Health/Stamina
Standing Stones:
The Mage
Power of the Arcane: Spells are 10% more effective. Scrolls are 20% more effective.
Mage's Path: Learn all Mage skills 10% faster.
The Shadow
Blur: The Shadow increases movement speed by 20% in combat.
Hide in Shadows: When near a wall or obstacle, sneaking and sneak attacks are 20% more effective.
Gear:
Thalmor Robes, boots, gloves or gear needed for infiltration.
Bound Weapons, or elven dagger.
Skills:
Alteration (6)
0 - Alteration Mastery (2) - Cast Alteration spells for 35/50% less Magicka, and Alteration spells last 0.5/1% longer per level of Alteration.
20 - Alteration Dual Casting - Dual casting an Alteration spell empowers it, increasing effectiveness and cost.
20 - Mage Armor (3) - Protection spells like Stoneflesh are 100/150/200% stronger if not wearing armor.
Archery (15)
0 - Archery Mastery (2) - Bows and crossbows deal 25/50% more damage./, and critical strikes with bows and crossbows do 2% more critical damage per level of Archery.
20 - Clean Kill - Bows and crossbows deal 20% more damage to a target at full Health.
30 - Long Shot (3) - Bows and crossbows deal up to 40/60/80% more damage to targets beyond 50 feet. The damage bonus increases as distance increases.
30 - Steady Hand (3) - Pressing Block while aiming will zoom in your view/ and slow time by 25/50%.
40 - Crippling Shot - Arrows and bolts slow a target within 25 feet by 10% for 20 seconds. This effect stacks.
40 - Thread the Needle (2) - Bows and crossbows ignore 25/50% armor if the target is not moving.
50 - Pinning Shot - Arrows and bolts have a chance to stagger a target within 50 feet. More effective against targets with a lower remaining Health percentage. No effect on massive targets.
50 - Ranger - Can move at full speed with a drawn bow.
60 - Quick Shot - Can draw a bow or reload a crossbow 30% faster.
60 - Snipe - Shooting targets you haven't shot within the past 10 seconds inflicts a critical strike that deals three times critical damage, and any weapon enchantments applied by the shot are twice as effective.
Conjuration (8)
0 - Conjuration Mastery (2) - Cast Conjuration spells for 35/50% less Magicka, and Conjuration spells last 0.5/1% longer per level of Conjuration.
20 - Mystic Binding - Bound Weapon spells now summon Mystic Weapons which deal more damage.
30 - Soul Raider - Bound weapons cast Soul Trap on targets for 5 seconds. After trapping 250 souls, all bound weapon perks last twice as long.
40 - Rend From This World - Bound weapons banish conjured Daedra, turn reanimated undead and deal 100 extra damage to non-conjured Daedra.
50 - Void Burn - Bound weapons brand victims with unholy energy for 5 seconds, halting Magicka and Stamina regeneration while draining 15 points per second. When both are depleted, the energy starts devouring their flesh, dealing 15 points of magic damage per second.
60 - Hollow Binding - Bound weapons cut through flesh and spirit, reducing magic resistance by 30% for 5 seconds.
70 - Dark Whispers - Bound weapons induce a battle rage in their wielder, granting 20% extra attack damage and 100 points of armor rating for 5 seconds when a target is struck.
Destruction (17)
0 - Destruction Mastery (2) - Destruction spells cost 35/50% less Magicka, and Destruction spells are 0.25/0.5% more powerful per level of Destruction.
20 - Ionized Path (2) - Shock spells and effects cast on others are up to 20/30% more powerful, based on the target's missing Magicka percentage.
30 - Static Field - Shock spells that would leave their target above 75% Health deal enough additional damage to make up the difference.
40 - Arc Burn - Shock spells hitting targets that are not fire resistant cause a plasma that deals 5 points of unresistable fire damage per second for 4 seconds.
40 - Harsh Lesson - Destruction projectile spells interrupt targets that are casting a spell. Does not work on massive targets.
40 - Runecaster - Can place runes 75 feet farther away, and place three times as many runes at a time.
50 - Magnetize - Shock spells have 15% chance to lift the target into the air for 2 seconds, preventing movement.
50 - Robe of the Magi - If wearing robes and no light or heavy armor, Destruction spells are 30% more powerful.
60 - Nova Charge - Dual casting 6 shock spells in combat triggers a shock nova that deals 200 points of shock damage to nearby enemies and staggers them. This can only occur once per battle.
70 - Electroconvulsions - Shock spells incapacitate living targets below 25% Health if they are not shock resistant.
70 - War of the Elements - You deal 40% more attack damage to targets that are taking damage from the burning ground created by Conflagration, Scorched Earth or Pyromancer Ascension or are being affected by Electroconvulsions or Hypothermia.
80 - Elemental Specialization - You may choose one element (fire, frost, shock). Spells and effects of that element are 15% more powerful, while spells and effects of the other two elements are 15% weaker.
80 - Show Them All - Shock spells and effects drain 50% more Magicka.
90 - Stormblast - You accumulate static energy from the ambient air. Every 6-12 seconds in combat, your next shock spell triggers a ground discharge that radiates outward from the target. All enemies in the area take 60 points of shock damage to Health and Magicka.
100 - Absolute Power - Aiming a Sparks, Lightning Bolt, Chain Lightning, Thunderbolt or Lightning Storm spell directly at a target will magnetically levitate them in front of you for 6 seconds, reducing magic resistance by 25%. This effect has a 45 second cooldown.
Enchanting (8)
0 - Enchanting Mastery (2) - New enchantments are 20/40% stronger. Soul gems provide 2/4 extra weapon charge points per level of Enchanting.
40 - Gem Dust - You may choose to destroy a Flawless Gem when you begin the enchanting process and sprinkle its dust on the Arcane Enchanter. New enchantments are 25% stronger when placed upon an item of the type corresponding to the gem.
60 - Regalia - New enchantments placed upon robes, circlets, hoods and necklaces are 30% stronger.
70 - Attunement - All enchantments on equipped weapons and armor are 10% more powerful and last 10% longer.
80 - Twin Enchantment - Can place two enchantments upon the same item.
90 - Arcane Nexus - You may choose to upgrade one arcane enchanter to an Arcane Nexus for 2500 gold. New enchantments created at an Arcane Nexus are 25% stronger. Can be "Disassembled" by sneaking, allowing you to upgrade another.
100 - Miracle - You put your heart and soul into the next item you enchant at an Arcane Nexus, placing up to three enchantments upon it that are 25% stronger. Try as you might, you will never be able to repeat this feat.
Illusion (3)
0 - Illusion Mastery (2) - Illusion spells cost 35/50% less Magicka, Illusion spells last 0.5/1% longer per level of Illusion, and mind affecting Illusion spells (Calm, Fear, Frenzy, Rally) are 0.1/0.2 points stronger per level of Illusion.
40 - Quiet Before the Storm (1) - All spells you cast from any school of magic/, as well as all shouts, are silent to others.
One-Handed (10)
0 - One-Handed Mastery (2) - One-handed weapons do 25/50% more damage./, and critical strikes with one-handed weapons do 2% more critical damage per level of One-Handed.
20 - Disciplined Fighter - Reduces the Stamina cost of power attacks with one-handed weapons by 15 points.
30 - Ravage (2) - Dual wielding attacks are 20/35% faster.
40 - Furious Strength - Power attack damage with one-handed weapons increased by 15% plus 0.1% per point of Stamina. Unlocks decapitations.
60 - Man O'War - While dual wielding in combat, build up a battle rage with each attack, gaining 1% extra attack damage and 1% bonus attack speed for 20 seconds. This effect stacks.
70 - Thundering Blow - Whenever you perform a total of 8 or more one-handed regular attacks in combat, your next one-handed power attack is a Thundering Blow that deals double damage and costs no Stamina, resetting the counter.
90 - Aftershock - After a Thundering Blow, attack speed is increased by 75% for 3 seconds.
90 - Unleash the Beast - While dual wielding in combat, enter a murderous frenzy every 20 to 40 seconds. For 8 seconds, dual wield power attacks deal 50% more damage and 100% more critical damage.
Sneak (23)
0 - Sneak Mastery (2) - Sneaking is 15/30% more effective. Sneak success depends on visibility (movement and light level), sound (movement and armor weight), skill level and distance.
20 - Sneak Attack - Sneak attacks with one-handed weapons deal 100% more damage. Sneak attacks with any other weapon or fists deal 25% more damage.
30 - Demolition Job - All Destruction spells and scrolls are 1% more powerful per level of Sneak if the target is not detecting the caster (2% for rune spells).
30 - Fog of War - Sneaking is 15% more effective against targets that are in combat with you, or 30% if they are in combat with someone else.
30 - Silent Roll - Sprinting while sneaking executes a silent forward roll.
30 - Spot Detection - Grants the "Spot Detection" power. At will, outlines all humanoids within 150 feet that are detecting you with a green glow. Lasts 30 seconds.
40 - Assassin's Blade - Sneak attacks with daggers deal 1% more damage per level of Sneak.
40 - Dynamic Entry - Performing a silent roll increases your weapon damage by 40% and unarmed damage by 40 points for 3 seconds.
40 - Infiltrator - Your footsteps and equipped armor make 75% less noise when sneaking.
50 - Backstab (2) - You deal 25/50% more damage and critical damage with daggers when striking a target from behind.
50 - Light Foot - You won't trigger pressure plates.
50 - Right Behind You - You are adept at hiding in your target's blind spot. Sneaking is 15% more effective within 30 feet and 30% more effective within 15 feet.
60 - Disengage - Grants the "Disengage" power. Once a day, all enemies within 100 feet who are attacking you or searching for you instantly stop and resume their normal activities.
60 - Dodge Roll - Performing a silent roll makes you ethereal for 1 second, causing all incoming attacks and spells to miss.
60 - Smokescreen - Grants the "Smokescreen" power. Once a day, creates a 35 foot cloud for 180 seconds that blinds those in the cloud, preventing them from seeing sneaking targets. Sneak attacks against them deal 50% more damage.
70 - Clean Escape - When you stand still for 8 seconds while sneaking, enemies within 150 feet no longer search for you.
80 - Behind Enemy Lines - Sneaking is 15% more effective for each enemy within 100 feet that is not detecting you.
80 - Problem Solver - Sneak attacks deal 10% more damage for each 200 points of Health the target has, up to 50% more damage.
90 - Cloak and Dagger - Breaking invisibility with a power attack is a guaranteed critical strike that deals 50% more critical damage.
90 - Shadow Warrior - Entering sneak mode in combat grants 2 seconds of invisibility, briefly leaving combat and forcing distant opponents to search for you. This effect has an 8 second cooldown.
100 - Laughing Ghost - Grants the "Laughing Ghost" power. At will, while sneaking, teleport through the shadows behind a target to attempt a sneak power attack with your right weapon that deals double sneak attack damage. The target must be out of combat.
Speech (2)
0 - Speech Mastery (2) - Sell items for 10/20% more. Your intimidation attempts are twice/four times as likely to succeed.