Skyrim Character Building » Discussions


Character Build: The Knights of the Nine

Tags: #Character Build Crusader  #Character Build Healer  #Character Build Hero  #Race:Imperial  #Rank:Exemplar 
  • Member
    June 1, 2014

    I have been play testing this build for some time now and it has been a blast. It has given me a real sense of building something to combat the White Gold Concordat. The Knights of the Nine was my favorite DLC from Oblivion because I love playing as a knight. This felt like a new way to play Skyrim; it utilizes Hearthfire, which was originally my least favorite DLC for this game.  However, changing the homes into bases of operation seemed fresher to me.  Therefore, I present to you the rebirth of....

     The White-Gold Concordat was signed in 4E 175.  This day, for many imperial families, was a great relief.  The Great War had taken a massive toll on all the families of Cyrodiil, including your own.  However, the banning of Talos worship has taken an even larger toll on your family.  Your family are the descendants of the Divine Crusader, Pelinal Whitestrake.  Your family has seen the rise and fall of the Knights of the Nine; those times are about to change.  You have grown, learning all about the Nine Divines; you worship them equally.  The Relics of the Nine have been lost to the ages and the order is no more.  Your goal is to find a new home for your new order.

    You have come to grips that it will be nearly impossible to rebuild the Knights of the Nine within Cyrodiil.  In hopes of finding a new location, you journey to Skyrim.  From what you have heard, there are a group of rebels, fighting to hold on to their beliefs of Talos.  Your goal, as head of the new Knights of the Nine, is to gain fame and pull people to your cause.  In order to do this, you must fight for the people of the region and destroy any signs of evil.

    Race: Imperial (for roleplaying reasons and a great boost in Restoration)

    Stone: Mage (to start because Restoration takes forever) Lord (end game for that extra armor)

    Major Skills

    One Handed- This skill is self explainatory, every good Knight needs a strong arm to crush there foes. After taking the neccisary perks you can split off into mace and sword specific ones.

    Heavy Armor- All Knights know how to fight in heavy armor, this will make it so you can be face to face with the most ferocious of enimies.

    Restoration- Being a warrior of the divines you must know how to heal yourself and others. You also can use the power of the sun to harm undead enimies.

    Block- The Divine Stendarr has granted you the ability to absorb massive damage with your shield. This should be completley perked and is one of my favorite skills in the game.

    Enchanting- Because of the old relics of the Crusader being lost, the gods have granted you the ability to create new ones. Use all that you have learned to create weapons that will last through the ages.

    Minor Skills

    Speech, Smithing (it will raise from hearthfire)

    Gear 

    Dawnguard Heavy Helm (cant enchant but it looks way too good)

    Cuirass of the Crusader (Dawnguard Heavy Armor)- Fortify Health & Fortify Restoration

    Gauntlets of the Crusader (Steel Plate Gauntlets)- Fortify Block & Fortify Heavy Armor

    Greaves of the Crusader (Steel Plate Boots)- Fortify Stamina & Fortify Carry Weight

    Shield of the Crusader (Imperial Shield Heavy)- Resist Magic & Resist Disease

    Mace of the Crusader (Steel Mace)- Fire Damage & Turn Undead

    Sword of the Crusader (Silver Sword)- Fire Damage & Absorb Magic

    Sir Amiel’s Ring (any ring)- Fortify Restoration & Fortify One Handed

    Necklace of the Crusader (any necklace)- Resist Disease & Fortify Stamina

    Spells

    Healing, Fast Healing, Healing Hands, Sun Fire, Turn Undead, Close Wounds, Stendarr’s Aura, and Vampires Bane

    Level 50 Perk Spread

    This build plays a lot like a Paladin; however, destroying evil is its secondary motive.  The first priority is to restore the Knights of the Nine to its former glory.  In order to do this, you must find land within Skyrim to begin your order.  Hearthfire is a perfect way to accomplish this; use your amazing skills to gain favor in these three holds.  Once you have it, build your compounds to house your Knights.  You must travel around gaining stewards to take care of the home, as well as your Housecarls.  If you do this right, you can have a group of 6 Knights that are strong, including yourself and your follower.  However, that might not seem like enough.  Rising to the height of the Companions gains you the strength of them as well.  There are 7 members in total, that can become followers.  That brings your order to a total of 14.  Become friends with the Dawnguard also nets you a very strong ally to fight in the coming war.

    Gameplay

     Most enemies in Skyrim tend to be mages.  For this reason, the Sword of the Crusader is your weapon of choice to combat them.  Not only will it burn their flesh, but it will also suck the magic from their veins.  You will use your Divine Intervention techniques to close the gap between you and your enemies.  This makes preparing for each battle fun; you have to figure out your best tactic instead of blindly running in.

    When fighting the undead, the Mace of the Crusader is your go-to weapon.  Sending the undead running in fear, while on fire, is very satisfying.  Fire is also extra effective against them.  Healing also makes up a huge part of your game-play.  Seamlessly switching from shield to healing spell, you will never have to retreat from battle.  You can always stay on the offensive because you're not messing with your sword hand.  At the end of each battle, turn to your fellow Knight of the Nine and heal them with your touch.  This ensures that you will never enter a battle at a disadvantage.

    Your main goal is to explore and gain as many followers as you can.  Having Knights of the Nine, all around Skyrim, makes you feel like your order is very powerful.  It tends to be very satisfying when you walk past a fellow Knight in a city, wearing the Knights armor.  Don't forget to give them a little head nod.  Of course, the followers must be inherently good.

    *Note- You can only use your Divine intervention abilities for 8 Hours and only the God you have prayed to. I match whatever blessing I have with the corresponding necklace to remind myself what power I have. It also helps to only have the ones you can use within your favorites.

     

    ~Hearthfire~

    The key aspect of this build: build your compounds to begin your holy war.  Each home can be decorated to how you see fit, but all of them must have every shrine, in the basement, for worship.

    Divine Shrines: The shrines require a base to be built so they can be made,(Click Here) for the recipies.

     

    ~Companions~

    The Companions is the perfect starting point for your end goal.  They are a group of very strong warriors without an actual leader.  Your goal is to rise up to the Companions and give them the Leadership they need.  Cure yourself of Lycanthropy as soon as you are able.  These men and women will be the starting point for your Knights. 

     

     

     ~Dawnguard~

    Joining the Dawnguard seems like a match made in heaven.  They are a group who will stop at nothing to destroy the Vampire menace.  After the Vigilants of Stendarr were all but destroyed, you have to look elsewhere for a strong ally.  The Dawnguard may not believe in everything the Knights of the Nine have to offer, but they will help you build your fame.  So it would be a good choice to support them.

     

    ~The Civil War~

    The Civil War must not be started, until you have rebuilt the Knights.  Once you have regained your strength, you will take to the side of the Stormcloaks.  You have lost your respect for the Imperials; you believe that you, as well as anybody else, should be allowed to worship who you choose.  In order to see that fulfilled, you have made a deal with Ulfric; you will lend your Knights to his cause, if he helps you reclaim Talos worship within Cyrodiil afterwards.  Ulfric has learned of how strong your order has become and quickly agrees to this deal.  The Knights of the Nine will push back the Imperial Legion to reclaim the right to worship.

    ~Dragonborn~

    Your order is never afraid to branch out.  After the destruction of most of Morrowind, you believe the people need something to believe in again.  You will head to Solstheim and find a foothold within the land.  Severin Manor is a perfect place to begin spreading the word of the Nine.  You have also heard of a man, forcing people to follow him.  This will not do; perhaps you will have to pay him a visit. 

     

     

    Divine Intervention

    I wanted to take a different look at the dragon shouts you learn.  Talos, the Divine you are fighting for, has given you the power of the dragon to help free the people of Skyrim.  Praying to each shrine will grant you these powers.  However, you can only have one god present at a time; after the time is up, you will have to pray again.  These abilities will only last up to 8 hours.

    Power of Akatosh"Lord Akatosh lends you his might.  When your own strength fails you, trust in the Nine."  Praying to lord Akatosh grants you his power as the dragon of time; use Dragon Aspect to surge with his power.  His two special abilities are to slow time and breathe fire.  (Shrine of Akatosh- Fortify magicka 10pts for 8 hours)

    Power of Arkay-   Arkay is the god of life and death; the powers bestowed upon you are Drain Vitality, Marked for Death, Soul Tear, as well as the Waters of Life. Each of these abilities has the ability to give and take life. (Shrines of Arkay- Fortify health 25 pts for 8 hours)

    Power of Dibella- Dibella is the Goddess of Beauty and Love. She grants you the power to bend the will of all you see.  She also makes you her agent, granting you a lifelong power.(Shrine of Dibella- Fortify Persuasion 10pts for 8 hours)

     Power of Mara- Mara is the mother goddess and she was the keeper of Kynareth. She grants you the ability to clear the skies, to infuse your follower with the fury of battle, and the root of power.  She also grants you the lifelong ability of being her agent. (Shrine of Mara- Fortify Restoration 10pts for 8 hours)

    Power of Julianos- Julianos is the God of Wisdom and Logic; he doesn’t like to meddle too much in human affairs. However, he does grant you the powers of sprinting like the wind and dismaying your foes.  (Shrine of Julianos- Fortify Magicka 25pts for 8 hour)

     Power of Kynareth-Kynareth is the God of Nature. He is in the very fabric of Skyrims forests. He Grants you the power to call on animals to fight for you. He also allows you to calm wild animals with his touch. (Sjrine of Kynareth-  Fortify Stamina 25pts for 8 hours)

      Power of Stendarr- Stendarr is the God of Mercy and Justice; he is as strong as a shield. He grants you the abilities of becoming ethereal to dodge damage, disarming your opponents with your voice, calling upon lightning to rain down on your foe, and shielding yourself from harm through the Bones of the Earth.(Shrine of Stendarr- Fortify Blocking 10pts for 8 hours)

     Power of Zenithar- Zenithar is the God of Work and Commerce. He grants you the power to throw your foes with force, as well as Bardic knowledge to call a drum to boost your stamina. (Shrine of Zenithar- Fortify Barter 10pts for 8 hours)

     

    Thank you so much for reading and tell me what you think.

    I would also like to thank Vazgen for helping me fix this build, aswell as Billy Mays for helping me with my grammer.

     

     

     

     

     

     

     

     

     

  • Member
    June 1, 2014
    You need to add a gameplay section, like how he fights in a given scenario, a few more recommended quests, you didn't add tags, it's "are" descendents, but, overall, pretty dang good.
  • Member
    June 1, 2014
    Thanks man, yea the fight is pretty much paladin sword and board so didn't want to bore anyone with that. And yes I deff need to figure out more quests.
  • Member
    June 1, 2014
    Perhaps some of the Divine Quests? Like Book of Love? Or Blessings of Nature? Or. Kyne's Trials?
  • Member
    June 1, 2014
    That is a very good idea, and make it the trails for fame.
  • June 1, 2014

     Another way to help you build a personal army is aiding the blades by killing paarthurnax and bringing followers to sky haven temple, but since this army will only help you at dragon lairs, it would make sense for role playing reasons only i think.
     And i think you really ought to add more to the fighting style, maybe a combo based on each blessing, i don't know.
     It's a good idea for a build, but right now it lacks a little originality on the playing part. Like you said it yourself, it's pretty much a paladin. But it has potential.

  • Member
    June 1, 2014
    Thanks man I'll deff brainstorm and figure out some combat tactics.
  • June 1, 2014

    Love the idea of having 'bases' 

  • June 1, 2014

    I love this so much the knights of the nine from oblivion was my favorite dlc and am excited someone made a build , accuratly at the most.

  • Member
    June 3, 2014
    How is it now? I have tweaked a lot.