Imperial Knight build.

Post » Sat Nov 02, 2013 10:13 am

I'm just wondering if anyone has any opinions on this, or any tips to enhance the RP.

I use the Live Another Life mod to start out owning Proudspire, and RP as lesser nobility.

Skills
One Hand, focused on swords
Block
Speech
Heavy armor.

Starting out following the CW for the imperials.
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Charleigh Anderson
 
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Post » Sat Nov 02, 2013 10:21 am

I presume your race would be an Imperial, then. I'd go Imperial or Nord.


Though of imagine you destroy the DB, if you're an imperial and have nothing to do with the Thieves Guild.


Also, get a horse.
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Big Homie
 
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Post » Sat Nov 02, 2013 9:37 am

The Knight I view similar to the way TES views it actually. I would assume that all knights are master's of speaking and warrior doctrine:
Knight Build - Level 50
http://skyrimcalculator.com/#334067
You'll notice I took some perks in Speechcraft that I think make sense for a noble knight. I don't think that Knights get their hands dirty with physical labor. They leave that "ish" to peasants. They are experts at talking to people so earn some benefit their and earn their income through pledging their blade to a king etc. and allowing their peasants to work the land they win.
You'll also notice I added points in Blunt / Blade - I did this for a specific reason. Because they are always fighting head on, I think they are smart enough to choose the appropriate weapon depending on the foe. Maces for human / armor wearing people - blades for people who are wearing no armor.
Heavy armor I avoid the entire left side of the tree, it's totally worthless. But I do pick up all of block - knight's don't have an effective counter to magic besides their shields.
Illusion but not with the undead - I think illusion magic working on undead is just crazy unrealistic and should have never been included. But Calm Spell's and Fury Spell's on human opponents makes sense if they are master's of gab.
If you decide to roleplay, pick up a house carl as a squire, leave them undergeared, and prior to entering dangerous places leave them outside carrying multiple sets of your gear. The same way a squire would.
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Dylan Markese
 
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Post » Sat Nov 02, 2013 11:39 am

I suggest you use enchanting(not smithing) and some healing, based on the Morrowind description of the knights. Otherwise I think it looks good skill-wise.

Of noble birth, or distinguished in battle or tourney, knights are civilized warriors, schooled in letters and courtesy, governed by the codes of chivalry. In addition to the arts of war, knights study the lore of healing and enchantment.

Harder to make a comment on the RP. "Knights" really doesn't seem to be something that exists in mass in Skyrim. The Nords are more likely to be warriors. Small distinction, given the similar trade, but still there. Knightly orders are few and far between it seems. Of course, as Kodlak says, "The difference between a noble band of warriors and a ragged bunch of assassins is as thin as a blade's edge". Bands of "noble warriors" and knights wouldn't be too easy to distinguish, if you only look at their roles, in Skyrim, I think.

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willow
 
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Post » Sat Nov 02, 2013 2:45 am

I wouldn't even use any profession - but that's just me. I feel like a Knight doesn't do anything petty like work. If I had to pick a profession - I would agree with Droid that Enchanting makes more sense as it seems a more noble magical and intelligent cause than getting your hands dirty. (yes this sounds facetious, it's rp).

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Melly Angelic
 
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Post » Sat Nov 02, 2013 6:31 am


I agree. I personally prefer a Nord for a heavy armored knight build.

Imperials I think better as more of all-rounders in light armor and backed up with magic (like back in good ol' Morrowind days :) )
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sam
 
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Post » Sat Nov 02, 2013 6:23 am

I can't play without a horse.

I too use the LAL mod. One of the best additions for the game,by far. An absolute must have for every playthrough.

Another, for the horses, is http://skyrim.nexusmods.com/mods/14950/?. I can't play without it either. Just getting used to the gathering of plants while on horseback is a spoiled pleasure that holds an addiction without cure.

As far as you focused skills, they are almost identical to the suggested skill set discussed in http://www.gamesas.com/topic/1477061-orc-sellsword-archetype/page-2.

The OP's calculator link should omit the HA perks and complete the Speech and Block trees.

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Bee Baby
 
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Post » Sat Nov 02, 2013 6:11 am





I'm just sort of wondering, are there mods that add more mounted enemies and make horseback combat better? Because that was a feature I fell was overlooked when it had potential, such as having cavalry charge into a fortress with pukes in a civil war quest. Stuff like that.
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Quick draw II
 
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Post » Sat Nov 02, 2013 3:47 pm

Iron Sword/Greatsword with steelplate armour and steel helmet (no horns)
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Marnesia Steele
 
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Post » Sat Nov 02, 2013 1:37 pm

That is an interesting concept. However, there aren't any that come to mind right of hand. One could ask in the Mod Forum or browse the Nexus.

However, AFAIK... only the PC can initiate combat form horseback. I don't think the NPC packages allow for that. I believe it's hardcoded and thus unable to implement it.

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Maria Leon
 
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Post » Sat Nov 02, 2013 2:16 pm




That's a shame. It must have been really buggy if its hard coded like that. Hopefully, TESO expands on it though.
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Chris BEvan
 
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Post » Sat Nov 02, 2013 11:34 am

Picking [censored] off as an archer on horseback is insanely hard and fun to do :)

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Sara Johanna Scenariste
 
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Post » Sat Nov 02, 2013 10:25 am

Meh I've only tried it once and getting your aim correct and kiting enemies that run just as fast as your horse kind of makes it difficult to turn it around to get the side saddle shot.

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marie breen
 
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Post » Sat Nov 02, 2013 12:53 pm

I see what you did there.

Quite true Mic. In fact it's damn near cheating. I mean horseback combat in general, but especially archery. And a glitched feature that opens the inventory of a fallen foe automatically.

Bears, spiders and any other enemy is toast when caught in a circle run of death.

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D IV
 
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