There's been some good advice given on here, which is typical for this site, we try to be a friendly bunch!
My suggestion for a noob player who wants a stealth character is:
Dark Elf, for the reasons Fljotsdale gives, the 75% Fire resistance can easily be boosted to 100% using items that give fire resistance, or even better fire shield (the latter increases your armour class as well as fire resistance). You can then laugh at fire using creatures (Scamps etc.) and the fire towers.
Birthsign: The Thief - You can never have too much luck, and it's the one ability you can't raise easily when levelling up; Agility is what marksmanship is based on, so that's pretty important too.
Class: Self Created
The important thing to realise is that the key to a player's power is his/her skill, not level. Levelling up too quickly actually is better for the 'monsters' than it is for you. You need to maximise your skills as quickly as you can, but keep levelling under control. Sadly this means that the best 'power' build is completely counter intuitive. You are actually better off
not having skills you use a lot as majors! Hence the good advice not to have Alchemy as a major; sure your Alchemy will fly up, you'll gain intelligence quickly but other attributes and skills will lag far behind.
I also consider Armourer as too important to have as a major, you need to increase that as quickly as possible, both by buying training (from the Smith in Chorrol for example) and practise. The associated attribute for Armourer is Endurance, and along with strength and agility is your most important attribute and needs, if possible, to go up by 5 at each level up. So 5 points of armourer, plus another five from either Heavy Armour, Block and more Armourer until you have a grand total of 10 is what you should aim for before levelling up. The way I do this is to become a gladiator in the arena, done the heavy armour, block, kill my opponent (poison helps) and repair what armour and weapons I can. Rinse and repeat until I have the magic 10 then go off adventuring.
Poison. Don't waste spiddal sticks on poisons that just damage health; Peony, Sacred Lotus Seeds and Nightshade are best for them, add a Steel-Blue Entoloma Cap and you have a poison that does both fire and health damage.
The ultimate poison is Imp gall, Spiddal Stick, Ectoplasm and Fly Amanita Cap, this does Fire, Shock and Health Damage, it's a killer; the downside is that you need an alchemy skill of 75 (60 if you have The Wizard's Tower DLC) to make it. You can get there very quickly if you have WD's Auto Harvest mod (see the mod thread that Tricky pointed you to).
So I'd recommend the following skills:
Marksman, Security and Sneak plus any skills you are never going to use; for me that would be Alteration (which is IMHO useless), Hand to hand, Conjuration (not useless, but I can live without it) and speechcraft (I hate the mini game and it's very rarely needed anyway, use charm spells instead). This means I'd only gain levels using skills that increase agility, so that and endurance are now sorted.
Now as it happens I cheat, the encumbrance limit is made complete nonsense by the ridiculous amount of weight items are assigned in this game, so I either use my own mod which increases the amount I can carry, or use the Bag of Holding mod. This means strength isn't important to me, so I can increase any other skill; intelligence by spamming alchemy or mysticism; Willpower by spamming restoration or Destruction. Personality is a complete waste of space, so that never goes up. However if strength is important to you, just run around clubbing or stabbing mudcrabs or any other monster to death.
The most important thing though is to have fun, so do whatever you need to do to make the game enjoyable.
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.
And everything is hidden in the fine print.[/QUOTE]