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Kearsage

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watafuzz

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About this mod

A port of Kearsage's Classic Classes and Birthsigns from the Legendary Edition, updated and converted for Skyrim Special Edition.

Requirements
Permissions and credits
Changelogs
Introduction



This is a port of Classic Classes and Birthsigns by Kearsage. It is one of my personal favourite character creation mods from the Legendary Edition, and it is a shame that this mod has not been ported sooner.

Installation
Manual: Extract and copy into your data folder.
Automatic:
Install with your favourite mod manager.


Compatibility

Compatible
  • Alternate Start mods, such as Live Another Life. I’ve had issues with Random Alternate Start and Skyrim Unbound, they probably need a patch to work properly.
  • Custom Race and racial ability adjustment mods, such as The Chiss and Imperious
  • Perk overhaul mods such as Ordinator, SPERG. and TTRSO
  • Standing Stone overhauls such as Andromeda, Aurora and SSE Standing Stones Overhaul, though the descriptions in the birthsign selection menu will remain vanilla without a patch (Andromeda has a patch in the optional files).

Not-compatible
Mods that alter the base skill points of the player. However, if Classic Classes and Birthsigns is loaded after the mod, Classic Classes will work but I cannot
guarantee that the other mod(s) will work.


Description

The class selection menu will appear the first time you equip a weapon or spell. There is a total of 21 classes to choose from (or create your own custom
class, though custom classes will miss out on class abilities). Each of the 21 classes are based on the classes available in Oblivion and Morrowind and are broken down into three specialities: Combat, Stealth and Magic.


Major Skills

Characters start with all skills at 5. Each class has several Major Skills which start at 25 before racial bonuses are applied. This represents your character’s profession or skills learned prior to the start of the game.


Secondary Skills

Secondary skills are abilities that represent basic skills learned in previous training that cannot improve any further, nor do they contribute to your character’s overall experience level. There are five Secondary Skills:

Hand to Hand | +10 Unarmed Combat Damage
Athletics | Move 15% faster, Stamina regenerates 15% faster
Acrobatics |Take 75% less falling damage, Stamina regenerates 15% faster
Unarmored | Armor rating is 50 when not wearing armor
Mysticism | Magicka regenerates 25% faster


Class Abilities

Each Class starts with a Class Ability that represents the training they received prior to arriving in Skyrim and gives them an edge over those who have had to teach themselves. In some cases, this is a bonus Novice-level perk. In others, this bonus is separate, but stacks with other similar bonuses from perks, etc.


Starting Spells

Characters that start with a Major Skill in one of the magical schools will start with one novice and one apprentice spell for that school.


Default-style Characters

If you wish to play Skyrim using the default character progression, no need to uninstall! Simply select "Adventurer" from the main menu and your character will have 15 pts in every skill (before racial bonuses are applied) as well as the default spell loadout. This allows you to player a default character but still choose a birthsign.




Classes



Combat Classes

Archer

Archers are fighters specializing in long-range combat and rapid movement. Opponents are kept at distance by ranged weapons and swift manoeuvre, and engaged in melee with sword and shield after the enemy is wounded and weary.

Specialization| Combat
Major Skills | Archery, Block, One-handed, Smithing, Light Armor, Sneak
Secondary Skill | Athletics (Move 15% faster, Stamina regenerates 15% faster)
Class Ability | Huntsman (Bows deal 20% more damage)


Barbarian

Barbarians are the proud, savage warrior elite of the plains nomads, mountain tribes, and sea reavers. They tend to be brutal and direct, lacking civilized graces, but they glory in heroic feats, and excel in fierce, frenzied single combat.

Specialization| Combat
Major Skills | Archery, Block, One-handed, Smithing, Two-handed, Light Armor
Secondary Skill | Hand to Hand (+10 Unarmed Combat Damage)
Class Ability | Reaver (Melee weapons deal 10% more damage)


Crusader

Any heavily armored warrior with spellcasting powers and a good cause may call himself a crusader. Crusaders do well by doing good. They hunt monsters and villains, making themselves rich by plunder as they rid the world of evil.

Specialization| Combat
Major Skills | Block, Heavy Armor, One-handed, Two-handed, Destruction, Restoration
Secondary Skill | Hand to Hand (+10 Unarmed Combat Damage)
Class Ability | Justicar (Blunt weapons deal 20% more damage)


Knight

Of noble birth, or distinguished in battle or tourney, knights are civilized warriors, schooled in letters and courtesy, and governed by the codes of chivalry. Knights study the lore of illusion and enchantment to better command the battlefield.

Specialization| Combat
Major Skills | Block, Heavy Armor, One-handed, Two-handed,  Illusion, Speech
Secondary Skill | Mysticism (Magicka regenerates 25% faster)
Class Ability | Chain Coat (20% armor bonus to heavy armor)
Bonus Spell | Courage


Rogue

Rogues are adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on charm and dash, blades and business sense, they thrive on conflict and misfortune, trusting to their luck and cunning to survive.

Specialization | Combat
Major Skills | Block, One-handed, Illusion, Alchemy, Light Armor, Speech
Secondary Skill | Hand to Hand(+10 Unarmed Combat Damage)
Class Ability | Élan (One-handed weapons deal 20% more damage)



Scout

Scouts rely on stealth to survey routes and opponents, using ranged weapons and skirmish tactics when forced to fight. By contrast with barbarians, in combat scouts tend to be cautious and methodical, rather than impulsive.

Specialization| Combat
Major Skills | Block, One-handed, Smithing, Alchemy, Light Armor, Sneak
Secondary Skill | Athletics (Move 15% faster, Stamina regenerates 15% faster)
Class Ability | Skirmisher (Stamina regenerates 50% faster)


Warrior

Warriors are the professional men-at-arms, soldiers, mercenaries, and adventurers of Tamriel, trained with various weapons and armor styles, conditioned by long marches, and hardened by ambush, skirmish, and battle.

Specialization| Combat
Major Skills | Archery, Block, Heavy Armor, One-handed, Smithing, Two-handed
Secondary Skill | Athletics (Move 15% faster, Stamina regenerates 15% faster)
Class Ability | Footman (Health regenerates 50% faster)



Stealth Classes


Acrobat

Acrobat is a polite euphemism for agile burglars and second-story men. These thieves avoid detection by stealth, and rely on mobility and cunning to avoid capture.

Specialization | Stealth
Major Skills | Archery, One-handed, Lockpicking, Pickpocket, Sneak, Speech
Secondary Skill | Acrobatics (Take 75% less falling damage, Stamina regenerates 15% faster)
Class Ability | Evasion (Take 10% less magic and elemental damage)


Agent

Agents are operatives skilled in deception and avoidance, but trained in self-defence and the use of deadly force. Self-reliant and independent, agents devote themselves to personal goals, or to various patrons or causes.

Specialization | Stealth
Major Skills | Archery, Illusion, Lockpicking, Pickpocket, Sneak, Speech
Secondary Skill | Unarmored (Armor rating is 50 when not wearing armor)
Class Ability | Silver Tongue (Persuasion attempts are 20% easier)


Assassin

Assassins are killers who rely on stealth and mobility to approach victims undetected. Execution is with ranged weapons or with short blades for close work. Assassins include ruthless murderers and principled agents of noble causes.

Specialization | Stealth
Major Skills | Archery, One-handed, Alchemy, Light Armor, Pickpocket, Sneak
Secondary Skill | Acrobatics (Take 75% less falling damage, Stamina regenerates 15% faster)
Class Ability | Toxicant (Poisons you make are 25% more effective)


Bard

Bards are loremasters and storytellers. They crave adventure for the wisdom and insight to be gained, and must depend on sword, shield, spell and enchantment to preserve them from the perils of their educational experiences.

Specialization | Stealth
Major Skills | One-handed, Enchanting, Illusion, Alchemy, Light Armor, Speech
Secondary Skill | Mysticism (Magicka regenerates 25% faster)
Class Ability | Charmer (Calm spells work on people +5 levels higher than your current level)


Monk

Monks are students of the ancient martial arts of hand-to-hand combat and self defence. Monks avoid detection by stealth, mobility, and agility, and prefer to solve conflict by arrow or by fist.

Specialization | Stealth
Major Skills | Archery, Alteration, Alchemy, Lockpicking, Pickpocket, Sneak
Secondary Skill | Unarmored (Armor rating is 50 when not wearing armor)
Class Ability | Martial Arts (Hand to Hand bonus damage increases with character level)


Thief

Thieves are pickpockets and pilferers. Unlike robbers, who kill and loot, thieves typically choose stealth and subterfuge over violence, and often entertain romantic notions of their charm and cleverness in their acquisitive activities.

Specialization | Stealth
Major Skills | Archery, Light Armor, Lockpicking, Pickpocket, Sneak, Speech
Secondary Skill | Athletics (Move 15% faster, Stamina regenerates 15% faster)
Class Ability | Locksmith (All locks 15% easier to pick)


Pilgrim

Pilgrims are travellers, seekers of truth and enlightenment. They fortify themselves for road and wilderness with arms, armor, and magic, and through wide experience of the world, they become shrewd in commerce and persuasion.

Specialization | Stealth
Major Skills | Block, One-handed, Smithing, Restoration, Light Armor, Speech
Secondary Skill | Mysticism (Magicka regenerates 25% faster)
Class Ability | Road Scholar (Gain 5 Health, Stamina and Magicka for every 10 Skill Books read)



Magic Classes


Battlemage

Battlemages are wizard-warriors, able to resolve most conflicts with either spell or sword. They are a deadly mix of scholar and soldier, supplementing melee attacks with elemental damage and summoned creatures.

Specialization | Magic
Major Skills | One-handed, Alteration, Conjuration, Destruction, Enchanting, Alchemy
Secondary Skill | Unarmored (Armor rating is 50 when not wearing armor)
Class Ability | Kriegshexen (Spells deal 20% more damage when wielding both a spell and a One-handed weapon)


Healer

Healers are spellcasters who swear solemn oaths to heal the afflicted and cure the diseased. The ancient art of restoration is their ally, and the deadly art of destruction is their weapon.

Specialization| Magic
Major Skills | Alchemy, Alteration, Destruction, Illusion, Restoration, Speech
Secondary Skill | Mysticism (Magicka regenerates 25% faster)
Class Ability | Médecin (50% Poison and Disease resistance)
Bonus Spell | Healing Hands


Mage

Most mages claim to study magic for its intellectual rewards, but they also often profit from its practical applications. Varying widely in temperament and motivation, mages share but one thing in common - an avid love of spellcasting.

Specialization| Magic
Major Skills | Enchanting, Alteration, Conjuration, Destruction, Illusion, Restoration
Secondary Skill | Unarmored (Armor rating is 50 when not wearing armor)
Class Ability | Clarity (Magicka regeneration is increased by 50%)


Nightblade

Nightblades are spellcasters who use their magic to enhance mobility, concealment, and stealthy Close combat. They have a sinister reputation, since many nightblades are thieves, enforcers, assassins, or covert agents.

Specialization | Magic
Major Skills | One-handed, Light Armor, Illusion, Destruction, Alteration, Sneak
Secondary Skill | Acrobatics (Take 75% less falling damage, Stamina regenerates 15% faster)
Class Ability | Shadowmaster (All Illusion spells cost 25% less Magicka)


Sorcerer

Though spellcasters by vocation, sorcerers rely most on summoning and enchantments. Unique to these mages is the bodily stamina to be armed with the thickest armor.

Specialization| Magic
Major Skills | Alchemy, Enchanting, Conjuration, Destruction, Restoration, Heavy Armor
Secondary Skill | Mysticism (Magicka regenerates 25% faster)
Class Ability | Ley-link (Summoned creatures and reanimated undead last 50% longer)
Bonus Spell | Bound Sword


Spellsword

Spellswords are spellcasting specialists trained to support Imperial troops in skirmish and in battle. Veteran spellswords are prized as mercenaries, and well-suited for careers as adventurers and soldiers-of-fortune.

Specialization| Magic
Major Skills | Heavy Armor, One-handed, Alteration, Destruction, Enchanting, Restoration
Secondary Skill | Mysticism (Magicka regenerates 25% faster)
Class Ability | Zsoldos (Spell deal 20% more damage when wielding both a spell and a One-handed weapon)


Witchhunter

Witchhunters are dedicated to rooting out and destroying the perverted practices of dark cults and profane sorcery. They train for magical and martial combat against vampires, witches, warlocks, and necromancers.

Specialization| Magic
Major Skills | Archery, Destruction, Enchanting, Conjuration, Alchemy, Lockpicking
Secondary Skill | Mysticism (Magicka regenerates 25% faster)
Class Ability | Jäger (Deal 30% more damage vs. Vampires, Werewolves, Undead)



Custom Class Creation
To choose a custom class, select “Custom Class” from the main menu. You  will be provided the opportunity to choose 7 Major Skills, as well as a +20 bonus to either Health, Stamina or Magicka. You will not be able to choose a class ability or bonus though.




Birthsigns

After the class selection, You can choose a birthsign. If you choose a Third Era birthsign, you cannot change it but it will stack with any standing stones you choose in game. If you choose a Fourth Era birthsign, you can change it later in game by selecting another stand stone.

If you want the default play, of finding the standing stones by yourself in game, choose "traveller".

Fourth Era Birthsigns

The Fourth Era birthsigns share the same powers as Skyrim’s standing stones but are chosen at character creation. These powers can be exchanged at
any time for another standing stone’s power at any of the stones in the game. A full description of each can be found on the Unofficial Elder Scrolls
Pages
http://www.uesp.net/wiki/Skyrim:Standing_Stones


Third Era Birthsigns

The Third Era Birthsigns are unique and based upon the birthsign abilities in Oblivion and Morrowind. These are chosen at character creation and
remain with your character throughout play. They cannot be changed once chosen. However, you can still come under the effects of a standing stone power by attuning yourself to the stone. Just like in Oblivion, birthsigns and standing stone abilities DO stack!

The Third Era Birthsign abilities are as follows:

The Warrior | Deal 20% increased damage with weapons
The Lady | Fortify Health 20 pts and Magicka regenerates 25% faster
The Lord | Restore 60 Health over 15 seconds for 100 Magicka, take 25% more damage from fire
The Steed | Move 25% faster
The Thief | 40 additional Armor Rating
The Lover | Once per day, you can paralyze a foe for 10 seconds
The Shadow |Once per day, turn invisible for 60 seconds
The Tower |10% reflect damage
The Mage | 30 bonus Magicka
The Apprentice | 50 bonus Magicka, 50% weakness to magic
The Atronach | 100 bonus Magicka, Magicka does not regenerate, 50% chance to absorb spells
The Ritual | Once per day, heal yourself for 200 Health. Once per day, cast Mass Turn Undead
The Serpent |Once per day, potent poison on touch. Cast Cure Poison on Self.

The speed boost granted by the Third Era Steed birthsign saves to the character. If you uninstall the mod and want to remove the speed boost
from that character, type this into the console: player.setav speedmult 100

If the menu does not appear when you first equip a weapon or spell, wait up to 1 minute. If it still doesn't appear after that time it is likely your using an older version of the game. I am not sure why  this is required, probably has to do with script processing, but please make sure your game is fully up-to-date if you are having this issue.
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