Derrick:
Here is a squire, if anyone wants him
Shield and Sharp Eyes
What you have there is 148 points*. Before you even think about any 'advancements'.
115 in Attributes, 25 in Advantages, -30 in Disadvantages, 38 in Skills.
* You didn't fill out the Disads fully and need another -20 there and you spent an extra point in each of Leadership, Strategy, and Tactics. Granted as it is now, just spending another 2 points in a skill would hit 150.
Dblade:
I pumped DX up by two...
Which raises the cost of DX to 120 points. IQ and DX cost 20 points per +1 above 10. ST and HT cost 10, Per and Will cost 5 per +1 above IQ.
HP and FP cost 3 per +1 above ST and HT... and it's use full for you to buy up HP to at least 20, for Healing Potion purposes (also it increases when crippling hits take effect).
Let's take a look at your build...
Orange for where you miscalculated cost or just didn't include one,
Aqua for 'questionable' choices.
KNIGHT [
314] points
Attributes: ST 17 [70]; DX 16 [
120]; IQ 10 [0]; HT 13 [30].
Secondary Characteristics: Damage 1d/2d; BL 39 lbs.; HP 14 [0]; Will 10 [0]; Per 10 [0]; FP 13 [0]; Basic Speed 6.00 [-15]; Basic Move 6 [0].
Advantages
Advantages:
Born War Leader 2 [10]; Combat Reflexes [15]; and High Pain Threshold [10].
Striking ST+1 [5]
Very Fit [15]
Hard to Kill 2 [4]
Hard to Subdue 2 [4]
Fearless 1 [2]
Striking ST +1 is only adding +1 to your Broadswords swing damage. It's not a bad choice, I'm just pointing it out.
HtK and HtS: This one is really a "it's your call". Do you think you'll be rolling 16's on those checks? I'd take 1 level of HtS and more HP over a second level of it or any HtK. If you really are worried, I'd prioritize HtS over HtK. Death checks don't get penalties, consciousness checks do.
Also, Very Fit is already giving you +2 to HT for any check either HtS or HtK will benefit (so you've already got a 15 HT for those), and there really is no reason to have a 17 for Death Checks (a roll of 17 always fails). There is a marginal use to pumping Death Checks to 17 or above, but that's pretty much only useful for things like poisons or supernatural "and you die" checks that give a penalty to the Death Check (which are pretty rare).
Fearless 1 only raises your Will to 11 for Fright Checks and resisting Terror. If you're worried about this at all, go all in to 14 (or at least 12).
Disads: All solid.
Primary Skills:
Brawling (E) DX+1 [2]-15 or Boxing (A) DX [2]-14
One or the other (no real reason for both).
I recalculated these at DX 16:
Fast-Draw (
any) (E) DX+1 [1]-
17
Your choice, but I recommend either Broadsword, Knife, or Crossbow bolt.
Knife (E) DX [1]-
16
Sumo Wrestling (A) DX [2]-16
Crossbow (E) DX+2 [4]-18
I recalculated these based on (a) the skill level you said they were, (b) a DX of 16, and (c) the minimum required spent as per Knight Template (Broadsword):
Broadsword (A) DX+2
[8]-18
Lance (A) DX+2
[8]-18
Riding (Horse) (A) DX+3 [12]-19
Shield(E) DX+4
[12]-20
I'm not saying a Riding of 19 is bad. But, it's not doing a whole "lot"... your melee and crossbow skills are maxed at your Riding level, but the Shield skill isn't. Hands free riding is only a -3.
Secondary Skills:
Armoury
(Body Armor or Melee Weapons) (A) IQ+1 [4]-11
Not that it really matters... but pick one or the other.
Connoisseur (Weapons) (A) IQ+1 [4]-11
Leadership (A) IQ+1 [1]-13§
Strategy (H) IQ+1 [2]-13§
Tactics (H) IQ+1 [2]-13§
I recalculated these at DX 16:
Background Skills:
Forced Entry (E) DX [1]-
16
Climbing DX-1 [1]-
15
Stealth DX-1 [1]-
15
First Aid (E) IQ [1]-10
In conclusion: If you drop Riding to 18, drop HtK and Fearless completely, drop HtS to 1 level, and pick either Brawling or Boxing you hit 300 points on the nose.
Also you can drop Shield to 18, take Enhanced Block and Weapon Bond (Broadsword), Weapon Bond (Crossbow), and Weapon Bond (Lance) and keep your Block of 14 and have all those skills at +1 with your 'favorite' weapons (useful if you dismount).
This message was last edited by the player at 07:30, Fri 28 Sept 2018.