I’m planning a female Imperial rogue/trickster character, and the six major skills I definitely want are illusion, restoration, alchemy, mercantile, speechcraft and blade. I always play Imperial for roleplaying purposes, and I’m going for a charming rogue who is mainly trying to make money rather than an obviously criminal or super-stealthy character. Basically, I want her to be the kind of person you wouldn’t suspect. I’ll be doing the Thieves Guild and maybe Dark Brotherhood, and I’m planning to wear clothing only. I don’t mind leveling my major skills quickly, which is why I’m fine with having things like alchemy as a major.
For combat, I’m mainly thinking dagger + poisons, with illusion also being a big part of my offense, especially things like frenzy to get enemies to fight each other. The social skills and illusion are also there for manipulating people, getting out of trouble and making money.
I’m not too keen on sneak as a major because I’ve found it pretty weak in previous playthroughs (especially compared to skyrim), with enemies spotting me very easily, but I’m open to it if you think it’s worth taking.
The part I’m stuck on is the seventh major. I did a test run of about an hour and I initially went with acrobatics because I had this image of her running around rooftops, but the more I think about it, the less that fits the “you wouldn’t suspect me” idea. I’m considering hand to hand instead, mostly as a roleplay choice rather than because I expect to use it much, since I’ll probably always have a dagger anyway.
I used the mage birthsign on my test run, with intelligence and luck as my favored attributes. My biggest concern is whether I’m going to deal enough damage. What would you take as the seventh major, and is there anything you’d change to make this build more viable while still keeping the character concept?