About the only thing I can agree with of the previous replier is to drop focus.
Never understood the desire of people to run around as a walking oxymoron (chiv & necro on same character). While it's a (currently) legal manner of play, I consider it to be an exploit (both from being able to HAVE both, and also, to be able to use necro's 99.9 skill level spell with 66-84 points from equipment) and won't use it myself.
If you are going to add Bushido or Poisoning, Elf is best (they, with parry and weapon skill, will put you to 300 skill points for special move cost reduction). Without either, human is better for the JOAT reducing the cost of special moves. Note that while you have to have 90 real weapon skill and real tactics each to have full special move access for your weapons, equipment bonuses do count towards the 300.
Personally, I consider 80 chiv a minimum, and would go higher if my own template would allow. Considering that failing multiple Enemy of one attempts at 80 chiv has gotten me killed several times this Magnicia invasion (if I had succeeded with the spell the foe that killed me would have been dead 4 swings before I dropped), I have good reason to feel that way. 70 might be ok for the PvP aspects, but I don't PvP.
Resist is a must for a PvP type, but less important for a PvMer, unless you're constantly going to be fighting things that can para you then one-hit kill you.
Healing only really needs to be 90 at max, for 100% success chance for bandaging wounds. Higher only increases poison cure chance and the success rate of resurrecting others. If you plan on carrying greater cure potions you can survive on 90 just fine.
Anatomy and tactics need to be GM, for the extra damage bonuses (not affected by the DI cap) that they give from GM+ (5% more DI each, IIRC, in addition to the standard formula). Anatomy can be done with the help of equipment, but you need to have at least 90 real Tactics to access secondary special moves.
So for a PvM Fencer at 700 points
100 Fencing
100 Anatomy
100 Tactics
100 Parry
100 Resist
90 Healing
80 Chivalry
30 (at 700 cap) to 50 (at 720 cap) points split however your power scrolling allows between Fencing and Parry. If not yet scrolled, keep the extra points in Chivalry and/or healing until you get the scrolls (110s, if not 115s, should be easy to get).
Optionally, one could put most of the resist points into Bushido, if you're going to only fight creatures.
Instead of 100 resist, you could have 80 Bushido, and 50-70 resist (based on skill caps). In PvM, resist is mostly used for reducing time of paralysis and similar effects - and if you're in melee, the next hit will typically remove the paralysis on you before the spell runs out even at GM, if it lands, and it's unlikely you would have not been hit even if not paralysed). Resist also reduces mana drain and mana vampire amounts, but most high end creatures will empty out even my 100 resist mage with those spells (as she's typically at half mana after 2-3 spells), so its less of an issue.
Total skill points can be enhanced with equipment, with a little effort (say, using the ancient Samurai Do for its resists and +10 to parry), giving you more real points to put elsewhere. I personally have 3 characters that get 60-85 points from their equipment, in addition to their base 720. Typically, that's enough to add in an additional skill (two of the characters actually relied on healing potions and Chivalry spells for healing, until I got their suits done and added healing to both, thanks to the room added)