tylertoo: I would like to try a
relatively non-combative approach.
1) Is it a bad idea to start out this way?
2) If not, can someone suggest a good character build for a relatively non-combative play through?
1. No. It's a bit unusual, and if your main character isn't combat focused in some respect, he will have to rely on companions to do his fighting for him. Avoiding combat cannot be done. It's not a bad idea though. Companions are essential, even to the combat focused, so relying on them for your first playthrough could provide you with a some good experience.
2. Here's an outline of what I would do, if I were to create a non-combat character:
Stats: Strength: Avoiding combat entirely is impossible, and just standing there looking at your friends take hits for you seems a bit dumb, so you'll probably want to have some minor combat ability. If you want this to be in the area of swinging a sword or a staff somewhat proficiently, you need some Strength. If you're gonna use guns or magick, just neglect Strength completely.
Constitution: You'll want some. Enough to survive in-combat. It's a pretty simple stat. If you start to die alot, put a few extra points in here.
Dexterity: If your chosen minor combat ability is melee, bow or firearms, you want a good number of points in Dexterity. Otherwise, leave it alone.
Beauty: Beauty determines people's initial reaction towards you. If you're planning on talking your way through the game, it would probably be a good idea to invest some points here. It's not as important as Charisma though.
Intelligence: If you want your minor combat usefulness to be magick or technology related, put a few points in here. Additional high-Intelligence options may also be available in conversations, so if you want the most options in terms of dialogue, a few points here will be well-spent.
Willpower: If you want to use magick to support your companions in combat, I suggest investing heavily in Willpower. 18 points will get you to the top of the magick schools.
Perception: If you want to shoot stuff, get Perception. Otherwise leave it alone.
Charisma: This is your stat. If you don't want your main character to fight, you need companions to do it for you. Your maximum amount of followers is governed by your Charisma. You will likely need a fuckton of points in Charisma to make a good non-combat character.
Skills: Your essential skill (yes, there's only one):
Persuasion - I assume you want to talk your way through the game
Skills you may want:
Haggle - If you avoid combat where possible, you may get less loot, and in turn have less money. Haggle could help to offset that.
Gambling - Same as above.
Repair - Get it if you want to repair your companions' stuff.
Pick Locks - Might lead to further riches/loot, and as such help offset the lack of loot from combat
Pick Pocket - Can get you a little cash as well, and helps with a good amount of quests. If you're being asked to get something from someone, you can almost always pickpocket the item.
Spot Trap - no explanation needed
Arm/Disarm Traps - no explanation needed
Skills related to combat, which you'll want if you go into that type of combat:
Bow, Dodge, Melee, Throwing, Backstab, Prowling, Heal, Firearms
Some of these skills are governed by stats you may not naturally want to spend points on, so you should have that in mind when creating your character.
Magick vs. Technology Unless you've decided that your (minor) role in combat will be to just swing a weapon as best you can, I would strongly suggest going into either Magick or Technology at least a little bit.
The benefits of Magick is that it's really powerful. Simple as that. You get a lot of bang for your buck. A few spells will go a long way, and you'll feel like you're still useful in combat, even though your focus is on Beauty/Charisma/Persuasion.
The benefits to picking a technological path are more subtle, but they're there. You'll be able to create things for your party - weapons, potions, grenades and such. Explosives and such can really turn the tide of a battle in your favor. You won't be able to do as much in combat though.
My personal opinion is that you should go for a caster type, but limit the amount of magickal schools you use. Perhaps just go for a simple Necromantic Black/Necromantic White caster, and then put everything else into Charisma, Beauty, Charisma, Persuasion, Charisma and Charisma.
Additional Notes: You can find a character planner
here .
Your companions will be all-important to you, so do your research on them. You can find a list of them
here . Try to pick up each companion as soon as you can. They level whenever you do, so obviously the sooner your pick them up, the higher level they will get.
A bare minimum to get started will be to get Virgil (you have no choice in the matter), Sogg Mead Mug at level 2 (you need 9 Charisma at this point) and at least one more. This can be Jayna Stiles at level 6, but she's a technologist and doesn't play well with magickal characters (she is a healer for tech characters though). It can also be Magnus at level 8 - he's a fairly straight forward fighter type, and will fit into most parties. Finally you can pick up Gar at level 10, who is also a fighter. I have a feeling Gar is a good bit stronger than Magnus, but he doesn't have the smithing skill that Magnus has. Both of them are really cool guys, although my personal favourite is definately Gar.
You may be able to pick up both, or even all three of them if you have enough Charisma at the right levels (6,8,10 respectively), but this will require a massive investment in the stat. It might still be worth it though.
I hope this helps you. Feel free to ask if there's anything else you're unsure about.