Role-playing a pacifist in Skyrim Special Edition

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SantoUno

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So yesterday after contemplating which of the three basic forms of combat to grind through again, I decided I would try my hand at something I've been wondering if it's possible to do: Get through the game without killing, engaging in combat, preferring noncombat skills, etc.

I came up with the idea of a "Sly Pacifist". Someone who prefers Speech, Pickpocket, Lockpicking, Alchemy to get through life. She prefers to talk others into engaging with enemies for her, and will always prioritize her own gains and well-being over others.

For this I decided on a few rules in order to really get into my character's head. Please tell me if you think these rules are reasonable or need amendments, or are flat out invalid:

1) NO KILLING of NPCs through direct means.

This means that I will not kill NPC's myself with weapons or magic. All other enemies like creatures, dragons, undead, daedra, Dwemer, and vampires are fair game because from a role-playing perspective, they cannot be reasoned with and are more like forces of nature, they are specifically geared to kill you.

However, since killing enemies is the de facto way of getting through quests, and the primary objective at times, I decided that all other alternative ways of hurting and killing NPCs are fair game. Using traps against them, letting my followers kill them, and sneaking poisons onto them via Pickpocket all play into my character's cunning nature.

2) Avoid combat whenever possible. My character is mainly a pacifist, but also sly, and will avoid combat at all costs. Any quests or objectives which can be completed without engaging an enemy will be done so that way.

3) Take the Persuade/Bribe/Intimidate options whenever possible. They are always priority. My character is a smooth talker, and has lived life able to talk her way through almost any situation.

4) Talk to every NPC she comes across. She wants to gain favor with everyone in town, for her own benefit later of course. Forging relationships when arriving in a new town is key.

5) Donate to charity and the temples when possible. Despite her dishonest and sly ways, she still believes in giving back and committing selfless acts. Giving coins to children, praying at shrines, any charitable act are a means to continue getting through life in everyone's favor.

6) Gain all available followers. She wants to use others for her benefit obviously, and it is a no brainer to do the necessary favors for others so that they may follow her into the most difficult of tasks.

7) Complete all Daedric quests and obey the Lords. If there's anyone she needs to be on their good side, it's the Daedric Princes, as they will benefit her immensely for doing so, and will possibly punish her if she doesn't.

This sums it up. I realize that some of these may not be well thought out, and I only just got through Bleak Falls Barrow to get the Dragonstone. It was a success, and I stuck to the rules outlined above, but I realize some quests later on, such as Molag Bal's quest, will be difficult to complete without breaking a rule, but I will try any possible method to get through it in order to avoid breaking the role-playing rules.

If you have any suggestions or commentary, our you have your own experiences trying something similar, please share your insight.
 

Glongpre

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If you want to avoid combat you are going to need the calm/pacify spell. I forget which tree it is. I believe under that same tree you also get the invisibility spell. Seem essential considering how much combat there is.
 

SantoUno

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Glongpre said:
If you want to avoid combat you are going to need the calm/pacify spell. I forget which tree it is. I believe under that same tree you also get the invisibility spell. Seem essential considering how much combat there is.
I considered that. However it felt like I was not supposed to because using magic would somewhat break the rogue/thief archetype I am playing. Then again I am not role-playing a stereotypical thief in terms of gameplay so that does sound like fair game. I might consider it if this current build does not work out and/or I want to start over.
 

Asita

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Technical pacifism might work for the main questline, but it'll prove impossible for a lot of the other content. If you have Dragonborn, you're introduced to it by cultists attacking you. If you have Dawnguard you'll need to either kill a lot of vampires (who may or may not count by your standards) or a lot of vampire hunters in open combat. In the case of Dawnguard in particular failure to act quickly risks non-essential NPCs. Similarly you will find the Companions, Thieves Guild (due solely to the final boss, otherwise it's quite compatible with a pacifistic playstyle), College of Winterhold, Civil War, and of course the Dark Brotherhood questlines to be at best very difficult and at worst impossible to complete with a "no killing people" rule.

7 is also quite impossible with the stated playstyle. You might be able to finagle the quests that require you to kill hostile NPCs (Clavicus Vile, Boethiah, Meridia, Peyrite, Vaermina, Mehrunes Dagon[footnote]Technically possible, but to appease that prince you have to actually agree to kill the NPC, so this may conflict greatly with the RP aspect[/footnote], and Asura), but Molag Bal and Namira require you to kill non-hostile NPCs (Molag Bal in particular demands that you repeatedly beat someone to death with his mace).

Ignoring these, however, I'd strongly recommend looking into mod options to better facilitate the playstyle. Perkus Maximus doesn't seem to have been adapted to Skyrim SE yet, so that makes Ordinator the likely winner (at least for the time being). Perks that seem particularly conducive to your intended playstyle include the following:

Alchemy:
80 - Amplify Lethality - Grants the "Amplify Lethality" power. Once a day, point at a victim to silently reduce their poison resistance by 250% for 10 seconds.
90 - Walking Disaster - In combat, periodically spill a random oil puddle on the ground. Puddles last 60 seconds.
90 - World Serpent - When you shout, your blood turns poisonous for 15 seconds. The next time you get hit with a weapon, retaliate with a powerful poisonous strike that deals 50 points of poison damage per second for 10 seconds.

Alteration:
90 - Emergency Teleport - When you fall below 15% Health due to combat damage, you briefly turn invulnerable and teleport back to the location where you entered combat.
90 - Nullifier - You radiate a dampening field, preventing enemies within 25 feet from regenerating Magicka and Stamina.


Archery:
80 - Trick Arrows - Able to upgrade many types of arrows at a forge or anvil, adding a bonus effect (Force, Immolation, Freezing, Grounding, Maze or Death) based on its material.

Illusion:
...Just look at that one. A great number of those perks would work for this kind of character.

Lockpicking:
20 - Bear Traps - Able to pick up Bear Traps or create them at a Forge or Anvil, and drop them from your inventory to place them. The teeth of placed Bear Traps deal 2 points of damage per level of Lockpicking. You can only pick up and carry two Bear Traps at a time.
30 - Lockdown - Activate a hostile automaton to lockpick your way into its engine. Lock difficulty is based on its current Health. Pick its lock within 15 seconds to reduce its Health to 1 and shut it down for 60 seconds. If you fail, you can't try again for 30 seconds.
50 - Big Game Hunter - Placed Bear Traps are 20% bigger and more likely to successfully hit small or fast moving targets. They also rearm themselves 2.5 seconds after being triggered.
50 - Hotwire - Activate an automaton under Lockdown to lockpick its brain. Succeed within 15 seconds to hack the automaton, forcing it to follow you and fight for you. If you fail, you can't try again for 30 seconds. You can only have one Hotwired Automaton at a time.
80 - Bushwhack - If the victim of your Bear Trap is not detecting you, the trap is five times as effective.
80 - The Revenge - You can pick up and carry 3 Bear Traps.
90 - Percussive Maintenance - Your Hotwired Automaton moves 30% faster and attacks 20% faster. Hitting your Hotwired Automaton with a mace or warhammer repairs it 150 points (or 300 points on a power attack) and further increases attack speed by 50% for 10 seconds.

Pickpocket:
40 - Brotherhood Cocktail - Silently harm enemies by placing poisons in their pockets while pickpocketing.
40 - Death's Emperor (2) - A cursed septim appears in your inventory. When someone else is in possession of the coin, you deal 100/200% more attack damage to them.
90 - Mutiny - Grants the "Mutiny" power. Once a day, activates the curse of the Death's Emperor, compelling up to 5 people within 200 feet to attack whoever is carrying the Death's Emperor for 60 seconds.

Sneak:
20 - Tripwire - Grants the "Tripwire" power. At will, places a tripwire in front of you for 120 seconds. It snaps when tripped, knocking all targets hit by it to the floor.
80 - Partystarter - When you gain invisibility, places a barrel of flammable booze at your location. When you lose invisibility, it explodes, dealing fire damage equal to 150% of your Sneak skill level and staggering targets. This effect has a 15 second cooldown.
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.

Speech:
50 - Irresistible Dance - Can Perform in combat to force the two nearest enemy people within 50 feet to dance spellbound, preventing them from acting and reducing their armor skills by 50 points. Use again to stop.
50 - Speak with Animals - Can Activate animals to tame them, forcing them to follow you anywhere you go and fight for you until released. You can only have one Wild Companion at a time.
70 - Horn of Sovngarde (2) - Grants the "Horn of Sovngarde" power. Once a day, blow a horn to call the nearest three friendly people (except followers) within 200 feet to follow you for 600 seconds/one ingame day.
80 - Gift of Kynareth - Improves your Wild Companion. Wolves gain 100% extra attack damage. Spiders gain magic immunity. Bears gain 150 points of Health. Chaurus gain 300 points of armor. Saber cats gain 40% movement speed and move silently.
 

Saelune

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Skyrim is too combat focused. Now Morrowind, THATS a game to try a pacifist run in. Alot more ways to deal with hostiles non-hostily. Ive considered doing it, focusing on magic to immobilize. That game has obvious ones like paralyze and burden, but a damage strength spell could permanently pin down NPC enemies who have gear. Monsters can use charm or command spells then just bail.

And ofcourse teleportation and sanctuary spells for personal avoidance of fighting.

Also listen to the Daedra? That is not going to work.

Boethiah's motto is "I am alive because he is dead", and Molag Bal, Vaermina, Namira, and even Azura require blood to finish.