Khajiit - Sword - Clothing - Light - Warrior - Spellsword
A rogue is fleet of foot and sharp of tongue. They employ speed in combat rather than prowess and can avoid altercations in the first place due to their persuasiveness in conversation.

This is based on the rogue class from Oblivion and was based on the comment I gave in this post:
https://www.reddit.com/r/skyrim/comments/1qdaaul/swordsman_fast_and_charming_build_any_tips/
An image from the post compared to an image of my early development idea is below:

Any one-handed weapon at the start of the game.
The final weapon is Cyrus’ Sabre which can be found on Dead Man’s Dread and the quest to get access to this area is started by reading the book called The Restless on the table at the back of the Winking Skeever in Solitude. This is an exceptionally light sword, with a weight of 6, that does the same damage as a Daedric sword but only requires Steel Smithing to get a tempering bonus to the damage.
Craft a set of Leather Scout Armor at the start of the game. Then gather a set of Scaled Armor which can be acquired for free with 3 items from the mudcrab infested area to the south east of Gjukar’s Monument and the helmet from Lost Echo Cave, which is west from Solitide, North past Statue of Meridia and then west along the road.
The final gear is nothing in the head slot, Boatswain Clothes, Remnant Boot and Gloves. A ring of the wind is also used.
The Boatswain Clothes can be bought from Radiant Raiment in Solitude or you can wait and get it from the various wardrobes and drawers on Dead Man’s Dread when you are getting Cyrus’ Sabre.
The Remnant Gloves and Boots are acquired during a quest started by talking to Azadi in Shor’s Stone to the North of Riften and just past Fort Greenwall. Once you have the key to the chest and collect the items within you can craft unenchanted versions the Remnant gear.
The Ring of the Wind is a random item, that can be acquired when fishing. Good luck! It increases your movement speed by 15% but with the Kindred Mage perk from Illusion this raises to 25%. If you unequip it and have a potion with the Fortify Illusion effect, then this increases it further when you equip the ring and will remain in place until you remove it. With a potion in this build it raises your movement speed to 40% on the item because of the 170% increase but in the Active Effects it shows 50% if you also have Kindred Mage. I just kept it at 25% as every I needed to boost my carry weight, replenish my Magicka or Increase the level effected by my Illusion spells it reset the speed down to 25%. This means you need to unequip it each time just before you use this potion. I viewed this as too much micromanagement, hence accepting the lower movement speed.
Alteration for some utility spells, Illusion for Calm spells and Restoration for heals.
The Lord Stone for 50 armor rating and 25% magic resistance.
Use a Shrine of Dibella for a 10 point boost to Speech.
Location: Statue of Meridia, Dragontooth Crater, Shriekwind Bastion
Significantly increases the speed of your weapon attacks for unenchanted weapons.
Location: Dead Men’s Respite, Volskygge, High Hrothgar (The Way of the Voice)
Use to reach otherwise inaccessible places and to quickly evade attacks or catch up with fleeing enemies.
This is a good fit for an Imperial build as they have the highest starting skill boost of 25/35. However, the background for the build is a Khajiit.
Place attribute points at 0 / 3 / 1. At level 64 which is required for all the perks the attributes are:
| Magicka | Health | Stamina |
|---|---|---|
| 100 | 580 | 250 (365) |
The skill boosts for Khajiit are marked in bold.
| Mage | Warrior | Rogue | |||
|---|---|---|---|---|---|
| Alteration | 3 | Archery +5 | 0 | Alchemy +5 | 7 |
| Conjuration | 0 | Block | 8 | Light Armor | 7 |
| Destruction | 0 | Heavy Armor | 0 | Lockpicking +5 | 0 |
| Enchanting | 8 | One-handed +5 | 7 | Pickpocket +5 | 0 |
| Illusion | 8 | Smithing | 3 | Sneak +10 | 0 |
| Restoration | 8 | Two-handed | 0 | Speech | 4 |
| Total | 27 | Total | 18 | Total | 18 |
Novice Alteration
Apprentice Alteration
Magic Resistance 1/3
Enchanter 5/5
Insightful Enchanter
Corpus Enchanter
Extra Effect
Novice Illusion
Apprentice Illusion
Adept Illusion
Expert Illusion
Master Illusion
Hypnotic Gaze
Animage
Kindred Mage
Novice Restoration
Apprentice Restoration
Adept Restoration
Expert Restoration
Regeneration
Recovery 2/2
Respite
Shield Wall 1/5
Deflect Arrows
Elemental Protection
Block Runner
Power Bash
Deadly Bash
Disarming Bash
Armsman 5/5
Fighting Stance
Savage Strike
Steel Smithing
Elven Smithing
Advanced Armors
Alchemist 5/5
Physician
Benefactor
Agile Defender 5/5
Custom Fit
Unhindered
Haggling 1/5
Allure
Bribery
Persuasion
| Spell | Level | Description |
|---|---|---|
| Detect Life | Adept | Nearby living creatures, but not undead, machines or daedra, can be seen through walls |
| Waterbreathing | Adept | Can breathe under water for 60 seconds. |
Talk to the Steward in Dragonsreach to get a quest to investigate an assassination attemp on the Jarl. After reading the buiness ledger at Arcadia's Cauldron go the Whiterun Stables and on the body of a stablehand is a Detect Life spellbook. This can be used to level Alteration slowly.
| Spell | Level | Description |
|---|---|---|
| Soul Trap | Apprentice | If a target dies within 60 seconds, fills a soul gem. |
Soul Trap is used to level Conjuration and also fill soul gems.
| Spell | Level | Description |
|---|---|---|
| Flames | Novice | A gout of fire inflicting a base damage of 8 points of fire damage per second. |
Destruction is not needed in this build.
| Spell | Level | Description |
|---|---|---|
| Courage | Novice | Target won't flee for 60 seconds, and gets some extra health and stamina. |
| Calm | Apprentice | Creatures and people up to level 9 won't fight for 30 seconds. |
| Pacify | Expert | Creatures and people up to level 20 won't fight for 60 seconds. |
| Harmony | Master | Creatures and people up to level 25 won't fight for 60 seconds. |
Courage can be used to level illusion and then switch to Pacify once you have bought the spell from the College of Winterhold, which should be at level 65. If you take Novice Illusion, Apprentice Illusion, Hypnotic Gaze and Animage early in the build you can pacify Wolves, Sabrecats and Bears.
| Spell | Level | Description |
|---|---|---|
| Healing | Novice | Heals the caster 10 points per second. |
| Fast Healing | Apprentice | Heals caster by 50 points |
| Close Wounds | Adept | Heals caster by 100 points. |
| Grand Healing | Expert | Heals everyone close to the caster 200 points. Does not affect atronachs, machines or undead. |
You can start using better healing spells as the cost reduction perks are acquired but I pretty much just used Healing and Fast Healing before getting enchanted gear.
The effects listed below are based upon 100 Enchanting skill, all the enchanting perks in the build and with a set of enchanted crafting gear. Read my guide on making crafting gear if you are not familiar with it.
| Item | Enchantment | Effect |
|---|---|---|
| Head | - | - |
| - | - | |
| Body | Fortify Illusion | Illusion spells cost 46% less to cast. |
| Fortify Restoration | Restoration spells cost 46% less to cast. | |
| Hands | Fortify Light Armor | Light Armor skill is increased by 46 points. |
| Fortify One-handed | One-handed weapons do 75% more damage. | |
| Feet | Fortify Stamina | Stamina is increased by 115 points. |
| Resist Frost | Frost Resistance is increased by 69%. | |
| Amulet | Fortify Illusion | Illusion spells cost 46% less to cast. |
| Resist Magic | Magic Resistance is increased by 37%. | |
| Ring of the Wind | Fast | You move 15% faster. |
| Sword | - | - |
| - | - |
With the Sallowed Regent Black Book the magnitude of all enchantments can be increased.
Please note that Black Books can only be used on Solstheim.
The magnitude of the enchantments can be further increased by equipping 4 pieces of Azhidal's gear.
| Ingredients | Blue Mountain Flower & Wheat | |
|---|---|---|
| Effects | Fortify Health | Increases health by 170 points for 60 seconds. |
| Restore Health | Restores 266 points of health | |
All of the ingredients can be found in or around Whiterun.
| Ingredients | Mora Tapinella, Scaly Pholiota & Steel-Blue Entoloma | |
|---|---|---|
| Effects | Fortify Carry Weight | Carrying capacity increases by 170 more for 300 seconds |
| Fortify Stamina Regeneration | Stamina regenerates 213% faster for 300 seconds | |
| Fortify Illusion | Illusion spells are 170% stronger for 60 seconds | |
| Restore Magicka | Restores 266 points of Magicka | |
Mora Tapinella are found on the route from Riverwood to Whiterun. Scaly Pholiota are numerous to the South of Ivarstead and if you take the route there from Helgen they start appearing by the Alchemists Hut. Steel-Blue Entoloma can be purchased from Khajiit caravan merchants.
| Ingredients | Dreugh Wax/Stoneflower Petals & Snowberries | |
|---|---|---|
| Effects | Fortify Enchanting | 85% stronger for 30 seconds |
Dreugh Wax and Stoneflower Petals are only available from Khajiit caravans. Some travel between Whiterun and Markarth. Snowberries are abundant near Windhelm.
| Ingredients | Dreugh Wax/Gold Kanet & Glowing Mushrooms | |
|---|---|---|
| Effects | Fortify Smithing | 213% stronger for 30 seconds |
Dreugh Wax and Gold Kanet are only available from Khajiit caravans. Some travel between Whiterun and Markarth. Glowing Mushrooms are in Falmer caves.
For more information on getting to and setting up your farm read my guide.
| Ingredient | Qty | Harvest | Green Thumbs |
|---|---|---|---|
| Wheat (4) | 4 | 16 + 4 = 20 | 32 + 4 = 36 |
| Steel Blue Entoloma (3) | 7 | 21 + 7 = 28 | 42 + 7 = 49 |
| Mora Tapinella (3) | 7 | 21 + 7 = 28 | 42 + 7 = 49 |
| Scaly Pholiota(5) | 9 | 45 + 9 = 54 | 90 + 9 = 99 |
| Ingredient | Qty | Harvest | Green Thumbs |
|---|---|---|---|
| Steel Blue Entoloma (3) | 6 | 33 + 11 = 44 | 66 + 11 = 77 |
| Blue Mountain Flowers (3) | 5 | 18 + 6 = 24 | 36 + 6 = 42 |
| Ingredient | Qty | Harvest | Green Thumbs |
|---|---|---|---|
| Mora Tapinella (3) | 5 | 18 + 6 = 24 | 36 + 6 = 42 |