Tamriel Vault - Character Build: Knight-Paladin of Auriel (2024)

Version 1.3 (added custom skill images from my edited screenshots, shortened for better legibility)

Requirements: Dawnguard, Snow Elf race mod (highly recommended) Playtested on Expert Difficulty

Introduction

The Snow Elf Knight-Paladin is a warrior of light who protects the weak and vanquishes the wicked, be it undead, vampire or dragon. Despite the tragic, blood-stained past of his once proud people, he stays true to his beliefs and keeps on worshipping Auriel, the Elven god of the sun, who bestowed upon him the gift of longevity. The Snow Elf Paladin relies on light armor, shields and one-handed weapons as well as bows for long-range attacks. Restoration magic cures his wounds (as well as those of others) and banishes the undead whereas alteration spells increase his survivability. The Knight-Paladin also utilizes magic in order to passively damage and debitate enemies with his auras. Despite an innate magical aptitude, the Knight-Paladin relies primarily on melee mace and shield combat. A combination of swift evasion, skillful blocks as well as focused power attacks in the right moment are the intended core of this build.

As one of the last of his kind with many of his former brethren thwarted into cave-dwelling, ferocious beasts, he has yet to find his place in a world threatened by forces far greater than those he once knew. Will he stick to the old ways and protect the chantry or will he set out to vanquish new forces that threaten Skyrim?

May Auriel's light guide you in your darkest hours.

Lore

As descendants of the Aldmer, the Falmer (also referred to as Snow Elves or Ice Elves), were the first race to settle in the province of Skyrim during the Merethic Era [1]. They were a proud, highly advanced and prosperous culture that would thrive and dominate Skyrim until the first Nord settlers arrived from the continent of Atmora. The prime deity revered by the Snow Elves is Auriel [3], a deity which is said to be directly linked to the over-soul of the Elder Scrolls Universe, Anu [2].

"Auriel, Auri-El, Alkosh, Akatosh... so many different names for the sovereign of the snow elves." – Knight Paladin Gelebor [3.5]

The strong affiliation with the sun is reflected in Snow Elf architecture such as sun shrines or statues depicting Auriel as well as in related weaponry (Auriel’s Shield, Auriel’s Bow, Sunhallowed Arrows).

At first, the Snow Elves tolerated the Nord settlers and they coexisted peacefully. The Snow Elves would later attack Saarthal, one of the largest Nord settlements of that time. Their motivation for doing so is debated among scholars. Some identify fear of the increasing numbers of Nords, others claim that the cause was an ancient artefact (Magnus’ Eye) whereas some even attribute it to daedric influence [4, 5]. This event marked their downfall since the Nord Ysgramore and his sons survived and would later return with his 500 companions in order to take revenge. Many Snow Elves were slaughtered by the Nords. Some sought refuge whereas some squads as well as the beloved Snow Prince, fought back relentlessly. Their last resort against the Nords was the decisive battle in Solstheim which would eventually lead to the death of the Snow Prince after the Battle of Moesring [9]. The remaining surviving Snow Elves turned to the Dwemer for help. They were provided with a safe haven, however the Dwemer blinded and enslaved the once proud race [8]. The tragedy ended in a rebellion against their former masters during the events of the War of the Crag [10, 10-2]. Over the course of time, they have degraded into the vicious creatures that now roam Skyrim as well as the Dwemer ruins. Knight-Paladin Gelebor would refer to them as “the Betrayed”. He also mentions the possibility of further Snow Elf enclaves that could have survived. [Further sources: Fate of the Falmer, Vid A, Vid B]

The Build Level 60

Race: PreferablySnow Elf, alternatively High Elf with pale skin

Stat Distribution: 2 / 3 / 1 ; after stamina hits 200, 1/1/0

Stone: Atronach +50% Spell absorption, +50 Pts Magicka, -50% Magicka Regeneration

Blessing: Auriel +10% Fortify Marksman

Major Skills: One-Handed, Blocking, Light Armor, Restoration, Enchanting

Minor Skills: Archery, Destruction, Smithing

Suggested Growth Path: The early primary focus should be light armor, one-handed, blocking and restoration (decrease magicka cost, respite perk in order to restore stamina per heal). High survivability is paramount, therefore use the 2/3/1 stat distribution. Stamina won’t be a problem after a while, thusly invest primarily in health and magicka. Archery has a lower priority, but is still useful against range damage-dealers such as casters or dragons. Mitigate caster threat with the Atronarch stone blessing. The decreased magicka regeneration will be counterbalanced with an Amulet of Akatosh as well as the Recovery restoration perk. Alteration spells are costly at first, however they will become affordable as your magicka pool grows and your armor gets enchanted.

Constantly refine your equipment as your smithing skill increases, use enchantments to further reinforce armor. Train enchanting and disenchant items with new enchantments as preparation for the final gear. Adjust difficulty setting scaling with equipment quality.

NB: Ancient Falmer Armor = unique, therefore enchant when max potency + dual enchantment available

Equipment

Weapons: Elven Smithing: Elven Bow + Arrows replaced by Auriel’s Bow + Sunhallowed Arrows
Elven Smithing: Elven Mace replaced by Glass Smithing: Glass Mace (E1: Paralyze/E2: Frost) [10.5]

(NO Dawnbreaker due to daedric influence; the Paladin serves and worships Aedra)

Note: Auriel’s Bow as well as Auriel’s Shield are canon since the lore tells us that Auriel wielded these artefacts himself [11,11-2]

Armor: Standard Elven armor and shield

Final gear:

Ancient Falmer Crown ( E1: Fortify Restoration/E2: Fortify Magicka)
Ancient Falmer Curiass (E1: Resist Disease/E2: Fortify Healing Rate)
Ancient Falmer Gauntlets (E1: Fortify Magicka/E2: Fortify Block)
Ancient Falmer Boots (E1: Fortify Stamina Regen/E2: One-Handed)
Auriel’s Shield

Amulet: Amulet of Akatosh +25 % Magicka regeneration (lore > A. of Stendarr). [Alternative: Auriel’s Amulet -- MOD]

Ring: Ring of your choice (E1: Resist Disease/E2: Resist Magic)

This gear setup enhances the Knight-Paladin’s fighting style. Increased regeneration rates as well as lower casting cost facilitate spell usage. The core battle elements are reinforced (block/ one- handed). Disease resistance helps tremendously against vampires and other vermin.

NOTE: Maximise gear potential: Blacksmithing 100, Enchanting 100; Smith enchanted gear during crafting, Blacksmith’s Elixir +50% & Enchanter’s Elixir +50% (can be bought from vendors) (If overpowered, increase difficulty setting)

Abilities:

  • Sailor’s Repose: Healing spells cure 10% more
  • Force without Effort: You stagger 25% less and foes stagger 25% more

Skills

Repel Hatred : Auriel’s Shield fully charged (3x) + shield bash

Auriel’s wrath accumulates with hostile aggression and is eventually reflected back at the aggressor in a radiant explosion of light. Enhances defensive capacities and is emblematic for the paladin archetype (endure, counter, attack)

Aura of Light: Stendarr’s Aura + Oakflesh/stronger version

Auriel’s blessed light serves both as a means of protection as well as source of damage. Highly effective in order to illuminate forsaken dungeons and eradicate undead (AoE damage).

Aura of Frost: Cloak of Frost + Oakflesh/stronger version

Your standard damage aura against non-undead foes. Damage over time + stamina damage debitate your foe and facilitate your melee combat.

Auriel’s Providence: Context-dependent: Whirlwind Sprint, Become Ethereal

Auriel’s providence imbues the Knight-Paladin and enhances his fighting proficiency. If he finds himself in a bind, he will use Whirlwind Sprint in order to avoid a death blow and to cure wounds. Become Ethereal as a means of last resort will protect him from physical damage for a short period of time.

Auriel’s Grace cast Fast Healing/stronger version; heal others with Healing Hands

Your basic healing skill, restores both health and stamina (Respite perk), and mitigates light armor weakness. Combine it with Protective Circle or Guardian Circle when facing undead.

Ultimate move: Celestial Fury Aura of Light Skill + Ice Form Shout + Sunhallowed Arrow towards the sun followed by several charged melee blows.

Combine ancestral powers with your Thu’um. The Knight-Paladin uses a suitable combat aura. Subsequently, a well-placed shout freezes most enemies solid and Auriel’s wrath finally scorches them. Survivors are finished off with melee weapons. This skill combines all battle styles of the paladin.

(Requires Dragonborn: Excel Mode: Draconic Celestial Fury: Dragon Aspect +Dragonborn Frost Power + Celestial Fury. Cataclysmic damage. Lore-wise not recommended since the paladin recieves the knowledge from Hermaneus Mora, a daedra. The choice is yours.)

Gameplay

The Knight-Paladin relies primarily on upfront melee combat with his mace and the shield. The prior one deals heavy damage with well-timed power attacks whereas the latter one blocks enemy blows and counters with a release of stored energy. When his stamina is depleted, he will use a healing spell in order to restore both health and stamina (Respite restoration perk). The Knight-Paladin is constantly in motion – block weak attacks to charge Auriel’s shield, evade power attacks in order to avoid critical damage. Whenever stamina is low, heal. If the magicka pool is low, rely on melee attacks, trigger the Repel Hatred skill (knockback) or block/stall your enemies (i.e. kite them). Read the flow of battle, anticipate and strike in the right moment. If done right, the Paladin resembles the dancing flame of a candle: bright and constant flickering motion that burns with might and precision.

Auriel’s Bow + Sunhallowed arrows will be you ranged weapon of choice. Engage enemies from afar before you switch to melee combat. Moreover, the arrow sunfire + bow enchantment act as DoT. This is especially useful against casters and other archers.

The Knight-Paladin enhances his defensive capabilities with his Cloak of Light skill, i.e. protective spells such as Oakflesh- Ebonyflesh and Stendarr’s Aura to deal AoE damage to any undead he may encounter. Massive damage (and lost stamina) is healed with healing spells. On the expert difficulty setting (playtested), casters, Chaurus mass encounters and certain dragon types pose the biggest threat potential.

Roleplay

  • Reflecting your race: racial ice/cold affinity, therefore use some frost shouts to immobilize your enemies
  • A paladin is just, don’t cut down solely for the sake of killing
  • Vanquish the wicked (daedra, draugr, undead, vampires, beasts)
  • Destroy Dwarven machinery
  • Help people (quests and sidequests), donate money to those in need, no stealing
  • Use soul gems to recharge enchanted weapons, trap only white souls (no black gems)
  • Pray frequently at shrines, provide offerings for Auriel (gems, flowers, Elven armor)
    If you want to take it a step further: no alcohol, celibacy
  • Melee weapon of choice should be a mace. Gelebor ingame wields the unfortunately unobtainable Prelate’s Mace
  • Ranged weapon of choice: bow over crossbow (no Dwemer technology)
  • Abstain from corruption through daedric weapons + vampire/werewolf. Meridia is NO exception as we worship Aedra
  • Do NOT join the Thieves’ Guild (criminals, desecration of Falmer statue) or Dark Brotherhood (murderers)
  • Do NOT join the Companions. They are the descendants of Ysgramore and his 500 companions who killed most of your brethren (lore)
  • Understand your culture (i.e. visit the Forgotten Vale, the Chantry of Auriel, read theunknown books as well as available literature on the Falmer, visit the Snow Elf Statue, visit the Falmer tablet in Markath, explore Solstheim (historical relevance: Moesring), explore Saarthal (hist. relevance Night of Tears)

Allegiance

Dawnguard: You are a warrior of Auriel, therefore to vanquish the wicked and evil (undead, vampires, draugr). Moreover, Vampirism corrupted the Arch Curate [12]. Start this questline immediately (can be triggered around level 9)

Imperials (opinions may differ): Skyrim is better off with the Imperials (trade, stability). Moreover, you get to slaughter some Stormcloaks if you insist on your ancestral grudge.

Additional Immersion (MODS)

GEAR OPTIMISATION

ADDITIONAL MODS

  • Fahliil Alok:Adds Snow Elf player home in the Forgotten Vale
  • Snow Smithing:Lore friendly mod that allows to forge Heavy Snow Elf armor (if used: heavy armor instead of light armor perks!)
  • LOTR Elven Warswords: Beautiful sword with intricate designs that perfectly complements the Snow Elf armor
  • Much Ado About Snow Elves: Adds lore-friendly Snow Elf weapons and an additional quest into the game
  • Amulet of Auriel: lore-friendly amulet, however overpowered due to 125% magicka regen
  • Sun Enchantment: Adds a suitable enchantment for a warrior of Auriel
  • Prelate's Weapons: Adds the previously unobtainable Prelate's Mace to the statue of Auriel (Forgotten Vale, Chantry). Already sun-damage enchanted
Tamriel Vault - Character Build: Knight-Paladin of Auriel (2024)
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