Introduction
Ghorm, a Necromancer wielding a powerful Battleaxe clad in Ancient Heavy Armor.
Basic Information
Race: Orc
Attributes: 1/3/2
Major Skills: Two-Handed, Conjuration
Minor Skills: Heavy Armor, Block
Standing Stone: The Ritual Stone
Equipment
Armor: Ancient Nord Armor
Amulet: Necromancer Amulet, Gauldur Amulet
Ring: Ring of Namira (Optional)
Spells
Conjuration:
Raise Zombie (Novice) *Can ONLY raise Draugr*
Reanimate Corpse (Apprentice) *Can ONLY raise Draugr*
Conjure Boneman (Apprentice)
Summon Arvak (Apprentice)
Revenant (Adept) *Can ONLY raise Draugr*
Conjure Mistman (Adept)
Dread Zombie (Expert) *Can ONLY raise Draugr*
Conjure Wrathman (Expert)
Dead Thrall (Master) *Can ONLY raise Draugr*
Shouts
Aura Whisper
Drain Vitality
Marked for Death
Soul Tear
Skills
Thanks Curse Never Dying for the amazing perkspread!
Replies
I had a feeling 65 would be too high. It was alot higher but I trimmed it way down.. At least 20-25 levels.
As far as the Restoration tree goes, Novice and Regeneration I intended as filler perks to reach Necromage. Ghorm doesn't use any healing spells at all, only potions for healing.
Also Ghorm pays for his training in some of his skills, for instance Destruction, Restoration. I think I will refine these skills however as you mentioned, as they are optional to the player.
Thanks for the feedback Tysoyaha, maybe if I had a proper description for this build these kind of concerns would be more understandable to the reader instead of confusing as to why I would choose some of these skills. I would like to get around to addressing this soon.
You've got a rather interesting build here. Just a few nit picks such as Crafting Skills and roleplay. Check out this for more ideas:
https://theskyforge.ning.com/groups/tes-character-building/forum/gu...
And don't forget your Rank:Novice tag