And I discovered that things get utterly crazy if you actually make it to level 20.
In AL, you generally either take the Standard Array or the Point Buy system for your stats - you can't roll them, because basically everything has to be replicable and not just "trust me, I rolled really well when I made this character." But with the new racial rules, you can reassign ability score improvements. Any race with +2 to one stat and +1 to another can thus achieve the model I'm using.
So, with the Standard Array, you give the 14 to Intelligence and the 15 to Constitution, and then grant the +2 to Int and the +1 to Con (or vice versa - the idea is to get yourself both to 16 at level 1.) Eventually, you'll be getting Int and Con both maxed, with one leftover ASI for a feat.
By level 9, an Armorer can infuse two extra items, as long as they're part of the four elements of their armor that can be infused. This isn't strictly relevant, but you want to make sure you've got all your attunement slots filled by 20 - something that this will help with.
Now, Armorers can get heavy armor, and as long as it's their Arcane Armor, they don't need any Strength to move at full speed in it. So you want to get a set of plate as soon as you can.
Next, you'll also want a shield - while Artificers don't start with one, they can use them, and there's no reason I know of that an Armorer wouldn't want to use one (especially since your weapons aren't even going to occupy your dominant hand.)
Putting Repulsion Shield on your shield and Enhanced Defense on your armor means that, if you have a set of plate, by level 10 (when Enhanced Defense upgrades) you'll have 23 AC.
Also at level 10, you can learn to replicate Cloak of Protection, which increases AC and your saving throws by 1. So now, you've actually got 24 AC.
At level 14, you can learn to replicate Ring of Protection, which does the same thing but is a higher rarity for some reason. But now, you have that and you have 25 AC - which is the same AC as Tiamat and the Tarrasque, the highest CR monsters in the game, have.
Making sure that you have every attunement slot filled (which you can do regardless of what the DM is giving you thanks to your infusions,) you'll eventually have six items.
So, with the standard array, you'll have gotten Int and Con both up to +5. These are also the saving throws you're proficient in as an Artificer, which by level 20 is a +6 bonus.
Artificers also get +1 to their saving throws for every item they are attuned to once they hit level 20. Which means that you will have +5 for the ability, +6 for proficiency, +6 for your attunements, and +2 for the ring and the cloak.
And thus have a +19 to your Intelligence and Constitution saving throws.
Now, your other stats will have two +1s, a +0, and a -1. But that still gets the +6 and the +2 bonuses from attunements and the ring and cloak, which comes out to two +9s, a +8, and a +7.
(Team up with a level 20 Paladin with maxed Charisma for extra fun!)
25 AC. And +19 to Con saves. Which then means that concentration saves are going to be a bit easier, right?
Man, I want to play one of these.
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