The Knight-Errant build, please comment
Posted: Tue Apr 11, 2006 12:16 pm
I know you must be overwhelmed by posts like this, but I'd love to get some advice on the build I have planned for my first character. I've purchased the collector's edition, but won't be able to play it until next week when I get my new computer. Having to reroll because due to making flaws in the character creation is a pain, so I wish to be well prepared.
I should point out that I'm a roleplayer and not interested in a power build, just one that seems appropriate for the character concept and most importantly doesn't make me level too quickly.
He'll be an Imperial -- that's set in stone. The custom class will be called "Knight-Errant". To quote Wikipedia, a Knight-Errant is a figure of Medieval romantic chivalric literature. The knight-errant would typically wander the land in search of adventures to prove themselves as a knight. Many knights-errant fit the ideal of the "knight in shining armor". A knight-errant performed all his deeds in the name of a lady, and invoked her name before performing an exploit.
Birthsign: "The Lady". As mentioned above, the knight-errant performs all his deeds in the name of a lady, so this would be appropriate that way. It'll also give me a bonus in endurance and willpower, the governing attributes of four of my planned major skills. I considered choosing "The Ritual" instead, but I believe the powers granted by it can be obtained through the restoration school as well, which will be one of his major skills.
His specialization would be combat, being a melee fighter type first and foremost.
As for major skills, blades, block and heavy armor more or less goes without saying. He'll also get marksmanship to have a ranged attack (the knights templar were excellent archers), and restoration (very paladin-like ability) to care to his health. He'll also take speechcraft as all knights are well versed in etiquette, and alteration to be able to use damage shields and have a way of opening locked doors and chests (he'll by no means be a thief, but I hear I'd miss out on terribly much if unable to open locks in dungeons etc).
So to summarise:
- Alteration
- Blades
- Block
- Heavy Armor
- Marksmanship
- Restoration
- Speechcraft
I considered having both Alchemy and Armorer as major skills, but from what I hear both are easy to level up as minor skills and would have caused my character to level up too quickly.
Are there any comments on this build? Again, please keep in mind that the last thing I wish to do is level up too quickly.
Thanks for taking the time to read this
I should point out that I'm a roleplayer and not interested in a power build, just one that seems appropriate for the character concept and most importantly doesn't make me level too quickly.
He'll be an Imperial -- that's set in stone. The custom class will be called "Knight-Errant". To quote Wikipedia, a Knight-Errant is a figure of Medieval romantic chivalric literature. The knight-errant would typically wander the land in search of adventures to prove themselves as a knight. Many knights-errant fit the ideal of the "knight in shining armor". A knight-errant performed all his deeds in the name of a lady, and invoked her name before performing an exploit.
Birthsign: "The Lady". As mentioned above, the knight-errant performs all his deeds in the name of a lady, so this would be appropriate that way. It'll also give me a bonus in endurance and willpower, the governing attributes of four of my planned major skills. I considered choosing "The Ritual" instead, but I believe the powers granted by it can be obtained through the restoration school as well, which will be one of his major skills.
His specialization would be combat, being a melee fighter type first and foremost.
As for major skills, blades, block and heavy armor more or less goes without saying. He'll also get marksmanship to have a ranged attack (the knights templar were excellent archers), and restoration (very paladin-like ability) to care to his health. He'll also take speechcraft as all knights are well versed in etiquette, and alteration to be able to use damage shields and have a way of opening locked doors and chests (he'll by no means be a thief, but I hear I'd miss out on terribly much if unable to open locks in dungeons etc).
So to summarise:
- Alteration
- Blades
- Block
- Heavy Armor
- Marksmanship
- Restoration
- Speechcraft
I considered having both Alchemy and Armorer as major skills, but from what I hear both are easy to level up as minor skills and would have caused my character to level up too quickly.
Are there any comments on this build? Again, please keep in mind that the last thing I wish to do is level up too quickly.
Thanks for taking the time to read this