How does this look for a Sentinel of Shelyn?


Advice


So this is an idea I am kicking around, I'd love to do this in PFS but the Virtuoso Bravo and Bladed Brush feats aren't allowed... However for personal use... I want feedback:

Building to 16
Stats (20 pt buy)

Human
Str 14, 17, 10, 10, 8, 15

Class (and their order):
Un. Monk (Scaled Fist) 1
Virtuoso Bravo 4
Sentinel (Shelyn) 3
Devoted Muse 8

Stat Increases:
4 +1 Cha
Str 14, 17, 10, 10, 8, 16

8 +1 Dex
Str 14, 18, 10, 10, 8, 16

12 +1 Cha
Str 14, 18, 10, 10, 8, 17

16 +1 Cha
Str 14, 18, 10, 10, 8, 18

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Feat Chain:
Human: Weapon Focus (Glaive)
1st: Bladed Brush
Monk Bonus: Combat Reflexes
3rd: Power Attack
5th: Deific Obedience: Shelyn
7th: Combat Expertise
Sentinel Bonus: Improved Feint
9th: Crusader's Flurry
11th: Feinting Flurry
Devoted Muse Bonus: Greater Feint
13th: Pushing Assault
15th: Diverse Obedience

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Level by level breakdown, put in a spoiler in case you're not terribly interested in a big ol' wall o' text.

Spoiler:
Level 1, Un. Monk (Scaled Fist)

So, the idea is that you start as an Un. Monk with Weapon Focus (Glaive) and Bladed Brush. Your first level is okay, but not great. You're just a monk, you don't have dex to attack, and you don't have anything boosting your damage.

You have a +4 to attack, and a 1d10+3 damage attack, or you can unarmed for +3 to attack and 1d6+2 damage. Your AC is a 15. You do have a reach weapon you can switch up to be non-reach, and if you get finesse you can use it and Combat Reflexes is going to give you some extra Attacks of Op.

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At level 2, your first level of Virtuoso Bravo comes into play. This grants you Dex to Attack. This changes your attack bonus to +6. Your damage is still 1d10+3, your AC hasn't changed.

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At level 3, your 2nd level of VB comes into play increasing each of your saves by +2 each. Power attack comes online here. This jumps your damage. Your smite evil doesn't boost your AC... Boo... Either way you are attacking with a +6 (with power attack) and hitting for 1d10+6, not bad.

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Level 4, level 3 Virtuoso Bravo is pretty nice. Your Precise Strike adds +3 damage, and your 2nd tier of Power Attack kicks in. In addition you get a +1 to your AC. Your Charisma hits a 16, so that increases your saves go up to +3 from Divine Grace, your AC goes up by another +1 as well. Your AC at this point is a 17, so that's not bad. You can dodging panache up to 20. We assume a +1 Bracer of Armor around this point.

Your (Power) attack is +6, and you're hitting for 1d10+12.

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Level 5, your final level of Paladin. You get another +1 damage with your Glaive and you pay your feat tax to enter Sentinel. We also assume a +1 weapon by this point.

Your (Power) attack is +8, and you're hitting for 1d10+14.

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Level 6, Prestige Class Time - Sentinel. I chose Sentinel for a couple of reasons. The main one is that since we won't be staying with Paladin, there is no reason to go to Holy Bond and we can get some neat bonuses from here.

By this point you should have a +2 bonus to Charisma from a Headband. We want that first to increase our defenses a little.

Because of our Symbolic Weapon we still increase by +1 attack and damage as well. So we are still doing good there.

Your (Power) attack is +10/+5, and you're hitting for 1d10+15

Our AC is an 19, we can Pinache to 23 though.

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Level 7, Sentinel 2. You get a feat (Combat Expertise) and a bonus feat (Improved Feint) which gets you all of your box tops to enter your second PrC when the time comes.

You also probably have your +2 bonus to Dexterity Belt. This will be adding to our AC and Attack. You should have a +1 ring of protection and +1 amulet of natural armor.

AC 22 (26 Pinache)
(Power) attack +11/+6
Damage 1d10+15

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Level 8, Sentinel 3. We get our divine boon 1, so a few low level spells, and we get another +1 to attack and damage, power attack iterates, and we get a +1 to dex raising our attack and defense.

AC 23 (27)
(Power) attack +12/+7
Damage 1d10+19

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Level 9, Devoted Muse 1. This is kind of neat. Your precise strike damage goes up again, your dodge AC goes up, and we are assuming a +2 weapon now and probably our bracer has been upgraded to +2. We also can now flurry with our glaive.

AC 25 (29)
(Power) attack +14/+14/+9
Damage 1d10+21

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Level 10, Devoted Muse 2. Artistic Flourish gives us some neat things. Our AC and Damage continue to rise. At this point we upgrade our Cha Headband to +4.

AC 27 (32)
(Power) attack +15/+15/+10
Damage 1d10+22

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Level 11, Devoted Muse 3. Second verse, same as the first. Though we can also now, when we flurry, trade our first attack for a Feint. So not bad. We also pick up Greater Feint for free. We should have our +2 ring of Protection and +2 amulet of natural armor as well.

AC 30 (35)
(Power) attack +16/+16/+11/+6
Damage 1d10+23

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Level 12, Devoted Muse 4. More panache points, our damage and ac both go up, we have another iteration of power attack kick in, and we upgrade our Dex belt to +4.

AC 32 (37)
(Power) attack +17/+17/+12/+7
Damage 1d10+27

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Level 13, Devoted Muse 5. We have, sadly, now maxed out our Charisma Bonus (for now) so this is our last bit of free AC. But, at this point, we also are upgrading our Bracer to +3. I'm not sure what feat to get here, but I am thinking about Pushing Assault? Thoughts?

AC 34 (39)
(Power) attack +18/+18/+13/+8
Damage 1d10+28

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Level 14, Devoted Muse 6. We are nearing the end of our journey. Thus to get the most out of this we are doing our final upgrades. We will go ahead and push for our +6 Charisma Headband instead of our weapon.

AC 36 (42)
(Power) attack +19/+19/+14/+9
Damage 1d10+29

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Level 15, Devoted Muse 7, I have no idea of what feat to take. We go for our +3 weapon here to round us out.

AC 36 (42)
(Power) attack +21/+21/+16/+11
Damage 1d10+31

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Level 16, Devoted Muse 8, All good things must come to an end. Here we go. This is the last planned Ability Point raise, bringing one last +1 to our Charisma Bonus. This is our last iteration of Power Attack as well. We gain our +6 Dex belt here as well. Our other big deal is that our Smite Evil uses (2/Day) spike really high here. We also make sure we have our +3 Ring and +3 Amulet.

AC 41 (48)
(Power) attack +22/+22/+17/+12
Damage 1d10+35

When we smite evil:
AC 35 (42) (as our AC isn't affected)
(Power) attack +36/+36/+31/+26
Damage 1d10+46

What do people think? Opinions? Is it lame? Is it too impractical?


Why the level of unchained monk? Yes, cha to AC is nice, but any sort of armor is nicer still. If you need to use AoOs/Parry and Riposte up close there are options like armor spikes or shortening your grip on the glaive as you mentioned.


I assume the level of monk is to get the prerequisite for Crusader's Flurry.

The CON of 10 worries me for a frontliner, admittedly a reach frontliner, but still.

Grand Lodge

Anything below starting at 12 con is inviting lots of deaths. Compared to those having 14 on that stat and Toughness at the same time, that makes an awful lot of difference, worse that because of the multiclassing, the amount of hp gained by the favored class bonus is low.


Adventure Path Charter Subscriber; Pathfinder Adventure, Lost Omens Subscriber

At 1st level you don't have weapon proficiency: glaive.

How do you qualify for combat expertise?


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The Purity of Violence wrote:
How do you qualify for combat expertise?

Bravo's Finesse like Swashbuckler's Finesse lets you substitute CHA for INT for prereqs of combat feats.


The Purity of Violence wrote:

At 1st level you don't have weapon proficiency: glaive.

How do you qualify for combat expertise?

Nice catch.

I'd have to start it in Virtuoso Bravo.


avr wrote:
Why the level of unchained monk? Yes, cha to AC is nice, but any sort of armor is nicer still. If you need to use AoOs/Parry and Riposte up close there are options like armor spikes or shortening your grip on the glaive as you mentioned.

I am not sure many armors will give you a +7 AC without penalizing your Dexterity. Also the VB is limited to Light or no armor, as is the Devoted Muse.


Philippe Lam wrote:
Anything below starting at 12 con is inviting lots of deaths. Compared to those having 14 on that stat and Toughness at the same time, that makes an awful lot of difference, worse that because of the multiclassing, the amount of hp gained by the favored class bonus is low.

I dunno... I have played through quite a few campaigns with a 1d10 base HP character without a 12-14 con and it worked fine.

I mean, if a Wizard with a 14 con can survive a couple levels, then a 1d10 base HP class can do the same.


Adventure Path Charter Subscriber; Pathfinder Adventure, Lost Omens Subscriber

You can always use the Heirloom Weapon trait for 1st lvl proficiency, but it's a bit of a waste.

Thanks Possible Cabbage, Herolabs didn't pick that up.


The Purity of Violence wrote:

You can always use the Heirloom Weapon trait for 1st lvl proficiency, but it's a bit of a waste.

Thanks Possible Cabbage, Herolabs didn't pick that up.

Easier fix would be to go VB for the first 4 levels, using Studded Leather, then at level 5 jump to Monk. You might already have your Charisma Headband by that point anyway so you won't lose any defense and you'll have higher damage going through levels 1-4


Adventure Path Charter Subscriber; Pathfinder Adventure, Lost Omens Subscriber

Glad to have helped! Like it enough that I'm storing it away...

Grand Lodge

A wizard staying behind can't be compared with a frontliner which regardless of any reach, save, AC or anything else is bound to take hits. It is more accurate to link the latter with something like a fighter. Most of the times, similar AC, not-so-lower saves but usually better HP because they have toughness and 14 con because they don't need more than I main stat and 2 secondary. With the belt it can go up to 18, which is another thing.

Staying at 10 con until level 13 and it doesn't take more than two successful hits of an opposite barbarian to get the kill. And I don't speak of another classes which might do far worse.


Philippe Lam wrote:

A wizard staying behind can't be compared with a frontliner which regardless of any reach, save, AC or anything else is bound to take hits. It is more accurate to link the latter with something like a fighter. Most of the times, similar AC, not-so-lower saves but usually better HP because they have toughness and 14 con because they don't need more than I main stat and 2 secondary. With the belt it can go up to 18, which is another thing.

Staying at 10 con until level 13 and it doesn't take more than two successful hits of an opposite barbarian to get the kill. And I don't speak of another classes which might do far worse.

I disagree, I mean, you could have a +3 con and Toughness at level 1 and a 2 hander with power attack can take you out.

2d6 +6 (+4 str * 1.5) +3 (power attack) = avg 16

I've never felt the need to get Toughness on a character.

Yes, however, I have (when available) gotten belts that boost my attack stat and con, if it is an option, I never plan for it, but if I can do it by WBL I will do it in a heartbeat.

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