ArteF
March 26th, 2017, 02:00
Vallātor (goo.gl/zazSjZ)
Fantasy Grounds Module (https://drive.google.com/open?id=0B8497ugfVmguYVMyMGwzcnVGMHM) (V1.1)
"Civilization is like a thing layer of ice upon a deep ocean of chaos and darkness."
-Werner Herzog (https://www.wernerherzog.com/), Vallātor (https://drive.google.com/open?id=0B8497ugfVmguNlRXcVFZdXp3UWM)
Table of Contents
Introduction
Races, Proficiencies, Backgrounds and Paths
Chaos Points, Gathering Entropy, Chaos Charges, Focus and Knowledge
Spells
DMs Guide
Builds
FAQ
Notes
INTRODUCTION
This guide will use the following ratings:
Gold: A feature or spell that is a must have or must use.
Sky Blue: Very powerful feature or spell and something you shouldn't be without.
Blue: A strong option in most cases.
Black: Not a bad option but not the best either.
Purple: A weaker feature or more situational.
Red: Definetly something you have to build around for it to be good, a gimmick.
What is a Vallātor?
Vallātor is at it's core a full-caster that functions as an anti-spellcaster. Their abilities are tied to the chaotic backdrop of reality; the chaos that civilization is imposed on. As such their spells are much more difficult to cast but millenias of study and practice leaves them specifically without the burdens of wild magic. The great beings that created and maintain order are taught to be exactly what they are; very powerful, mysterious and lethal to cross.
The Vallātor teachings say that a strong sense of individual liberty and an even stronger sense of individual responsibility is what measures their strength and potential. The "Ethos of self" creates a wall around the character of each Vallātor; to some they seem very dependenable so long as insterests align to others they can seem indifferent.
Chaos Pool - This class uses a spell point system that works very well when you consider the sum of its parts level by level. While both Seeker and Inquisitor do not get cantrips they both have other things going for them. But the Pool appears at first very limited casting. In reality regarless of the path you choose you'll end up going through at least 3 medium encounters before scraping the bottom.
Broken Echo(BE) - This ability single handedly makes you a spell casting powerhouse against other spell casters. However if there are no spells flying around then it's pretty useless. For early levels and even later game Broken Mirror is the reason to use this. If you hit and the target fails its save you then get a free spell that costs no points.
Gathering Entropy - This scales with your chaos pool roll so it gets stronger as you level in a nuanced way, it also uses an action so for one turn you'll be recovering, consider that before you use this.
Resting and Chaos Points
This is a full caster so long rests, everything comes back on a long rest however you can roll recharge rolls for expended chaos points on a short rests. Keep that in mind when making your decisions. At early levels the hardest path is probably the Inquisitor for this; however Inquisitor has a few tricks up its sleeves for social situations or after the encounter for gathering information on avoiding future conflicts.
Playstyle
There are a few ways that this class works, you can try to balance all the features or focus on your paths strength. Regardless of how you choose your core class abilities synergy shouldn't be underestimated. Chaos Trigger is something that should always be up and is actually worth the concentration especially for Seeker. Broken Echo should always be used when up especially against stronger spell casters. The Seeker and Keeper are heavy on preperation while the Inquisitor is ready to go at a moments notice, an important point is that only Primodial Focus abilities use chaos points.
Races, Proficiencies, and Paths
Races
Dwarf - I would assume that there could be a non-lawful dwarf around but yes dwarfs should do fine, it really comes down to the build you are going for. If you are wanting to go with a Seeker then a Mountain Dwarf should be very good. Any other a Hill Dwarf would be better regardless of that you don't use Wisdom. It get's tricky though as I imagine a Mountain Dwarf would have forgone a dexterity build but can rely on Chaos Trigger from 6th level for easy advantage. Outside of that the synergy here is at a low amount.
Elf - Elves are more inline mechanically to bring something of benefit any any intelligence caster and this class is no different. A High Elf also comes with a cantrip so thats a big thing to get without having to grab a feat or multi-classing 1st level. I would imagine a High Elf is good for any of the 3 paths. Wood Elf is also very good, the weapon training gives you long bows which when combined with Keeper or Seeker gets deadly. Keep in mind the application range of Chaos Trigger(CT) is 30-feet but the range on Broken Echo(BE) is much further. Drow are okay in their own anyway but yes the hand crossbow works very well with Chaos Trigger (CT) however they aren't the best pick. Eladrin(DMG) are pretty good as well they are just like High Elf but without the cantrip, but they do get the short rest escape which is a chaos point you don't have to spend. The synergy here is very high.
Halfling - You really can't go wrong with a Halfling I think, first off you can grab resistance to charm on Chaotic Reveler and have advantage against either charm or fear saves. You make lots of attack rolls here, not like a monk but enough for lucky to be helpful. Everything else is really just icing on a pretty good cake. The synergy is above average here.
Human - You can never go wrong with a human, generally nothing special here and nothing wrong either. For me it comes down to if I rolled stats and got loads of odd numbers. Human-Variant as well is pretty good in that youget to pick your feat, this can make early levels very easy and even help with survivability later depending on the feat you grab. Humans are of average synergy.
Dragonborn - They are decent for their strength, but nothing else here helps out directly that I can think of and as a result I'd say that they have a very low synergy.
Gnome - Advantage on Intelligence saves... okay so you wont have to worry about feeble mind I guess. It comes down to the subraces here as both of them tap into what this class is about. Be it artificer or the ability scores. The synergy here is average but more focused on social scenes with Rock Gnome.
Half-Elf - The charisma here isn't very good you probably aren't going to be the partys face but you do still get some proficiencies which in the case of seeker can lead to a few things being doubled. If it weren't for the charisma this would be much higher but for now it has a below average synergy.
Half-Orc - Why not? There is absolutely nothing wrong with Half-Orc and this class except that you probably either rolled really well and put an 18+ into intelligence. Menacing and an Inquisitor sounds nice though. If you are going for an Strength build then this is probably one of the best vanilla choices.
Teifling - There are a lot of good things happening here, the only downside is again the Charisma. I'd say that and the charisma modifier on the spells. This has almost no synergy.
Aasimar(DMG) - Run what you will but this race has no synergy at all.
Proficiencies
Attribute Proficiencies
Strength - This works for inquisitor the best possibly, you gain a potential total of +5 AC by 6th level as Inquisitor. That's +2 from Dubiety and +3 from mage armor, the rub is you don't get extra attack but you do get second trigger. I'd figure if you were set on multi-classing from a class that out right requires strength then yes you wouldn't lose anything if you grabbed extra attack and moved to this class generally. You also gain advantage on your attacks with Seeker but that would be 11th level if you multi-classed.
Dexterity - As a spell caster and the fact that dex is such a good pick for anyone really this is not a bad deal. You don't need dex though as the class only pushes one attribute and that's intelligence.
Constitution - You are a spell caster, you have a core feature that requires concentration...
Intelligence - This is where your successes and failures are determined, there is probably no attribute more important than intelligence on this class.
Wisdom - You don't use this but a lot of saves call on it, it's never bad to have at least some wisdom but you aren't the parties scout unless they are looking for something magical then seeker does that job fairly well.
Charisma - You really don't use this you can ignore it unless your paranoid about being banished somewhere.
Fantasy Grounds Module (https://drive.google.com/open?id=0B8497ugfVmguYVMyMGwzcnVGMHM) (V1.1)
"Civilization is like a thing layer of ice upon a deep ocean of chaos and darkness."
-Werner Herzog (https://www.wernerherzog.com/), Vallātor (https://drive.google.com/open?id=0B8497ugfVmguNlRXcVFZdXp3UWM)
Table of Contents
Introduction
Races, Proficiencies, Backgrounds and Paths
Chaos Points, Gathering Entropy, Chaos Charges, Focus and Knowledge
Spells
DMs Guide
Builds
FAQ
Notes
INTRODUCTION
This guide will use the following ratings:
Gold: A feature or spell that is a must have or must use.
Sky Blue: Very powerful feature or spell and something you shouldn't be without.
Blue: A strong option in most cases.
Black: Not a bad option but not the best either.
Purple: A weaker feature or more situational.
Red: Definetly something you have to build around for it to be good, a gimmick.
What is a Vallātor?
Vallātor is at it's core a full-caster that functions as an anti-spellcaster. Their abilities are tied to the chaotic backdrop of reality; the chaos that civilization is imposed on. As such their spells are much more difficult to cast but millenias of study and practice leaves them specifically without the burdens of wild magic. The great beings that created and maintain order are taught to be exactly what they are; very powerful, mysterious and lethal to cross.
The Vallātor teachings say that a strong sense of individual liberty and an even stronger sense of individual responsibility is what measures their strength and potential. The "Ethos of self" creates a wall around the character of each Vallātor; to some they seem very dependenable so long as insterests align to others they can seem indifferent.
Chaos Pool - This class uses a spell point system that works very well when you consider the sum of its parts level by level. While both Seeker and Inquisitor do not get cantrips they both have other things going for them. But the Pool appears at first very limited casting. In reality regarless of the path you choose you'll end up going through at least 3 medium encounters before scraping the bottom.
Broken Echo(BE) - This ability single handedly makes you a spell casting powerhouse against other spell casters. However if there are no spells flying around then it's pretty useless. For early levels and even later game Broken Mirror is the reason to use this. If you hit and the target fails its save you then get a free spell that costs no points.
Gathering Entropy - This scales with your chaos pool roll so it gets stronger as you level in a nuanced way, it also uses an action so for one turn you'll be recovering, consider that before you use this.
Resting and Chaos Points
This is a full caster so long rests, everything comes back on a long rest however you can roll recharge rolls for expended chaos points on a short rests. Keep that in mind when making your decisions. At early levels the hardest path is probably the Inquisitor for this; however Inquisitor has a few tricks up its sleeves for social situations or after the encounter for gathering information on avoiding future conflicts.
Playstyle
There are a few ways that this class works, you can try to balance all the features or focus on your paths strength. Regardless of how you choose your core class abilities synergy shouldn't be underestimated. Chaos Trigger is something that should always be up and is actually worth the concentration especially for Seeker. Broken Echo should always be used when up especially against stronger spell casters. The Seeker and Keeper are heavy on preperation while the Inquisitor is ready to go at a moments notice, an important point is that only Primodial Focus abilities use chaos points.
Races, Proficiencies, and Paths
Races
Dwarf - I would assume that there could be a non-lawful dwarf around but yes dwarfs should do fine, it really comes down to the build you are going for. If you are wanting to go with a Seeker then a Mountain Dwarf should be very good. Any other a Hill Dwarf would be better regardless of that you don't use Wisdom. It get's tricky though as I imagine a Mountain Dwarf would have forgone a dexterity build but can rely on Chaos Trigger from 6th level for easy advantage. Outside of that the synergy here is at a low amount.
Elf - Elves are more inline mechanically to bring something of benefit any any intelligence caster and this class is no different. A High Elf also comes with a cantrip so thats a big thing to get without having to grab a feat or multi-classing 1st level. I would imagine a High Elf is good for any of the 3 paths. Wood Elf is also very good, the weapon training gives you long bows which when combined with Keeper or Seeker gets deadly. Keep in mind the application range of Chaos Trigger(CT) is 30-feet but the range on Broken Echo(BE) is much further. Drow are okay in their own anyway but yes the hand crossbow works very well with Chaos Trigger (CT) however they aren't the best pick. Eladrin(DMG) are pretty good as well they are just like High Elf but without the cantrip, but they do get the short rest escape which is a chaos point you don't have to spend. The synergy here is very high.
Halfling - You really can't go wrong with a Halfling I think, first off you can grab resistance to charm on Chaotic Reveler and have advantage against either charm or fear saves. You make lots of attack rolls here, not like a monk but enough for lucky to be helpful. Everything else is really just icing on a pretty good cake. The synergy is above average here.
Human - You can never go wrong with a human, generally nothing special here and nothing wrong either. For me it comes down to if I rolled stats and got loads of odd numbers. Human-Variant as well is pretty good in that youget to pick your feat, this can make early levels very easy and even help with survivability later depending on the feat you grab. Humans are of average synergy.
Dragonborn - They are decent for their strength, but nothing else here helps out directly that I can think of and as a result I'd say that they have a very low synergy.
Gnome - Advantage on Intelligence saves... okay so you wont have to worry about feeble mind I guess. It comes down to the subraces here as both of them tap into what this class is about. Be it artificer or the ability scores. The synergy here is average but more focused on social scenes with Rock Gnome.
Half-Elf - The charisma here isn't very good you probably aren't going to be the partys face but you do still get some proficiencies which in the case of seeker can lead to a few things being doubled. If it weren't for the charisma this would be much higher but for now it has a below average synergy.
Half-Orc - Why not? There is absolutely nothing wrong with Half-Orc and this class except that you probably either rolled really well and put an 18+ into intelligence. Menacing and an Inquisitor sounds nice though. If you are going for an Strength build then this is probably one of the best vanilla choices.
Teifling - There are a lot of good things happening here, the only downside is again the Charisma. I'd say that and the charisma modifier on the spells. This has almost no synergy.
Aasimar(DMG) - Run what you will but this race has no synergy at all.
Proficiencies
Attribute Proficiencies
Strength - This works for inquisitor the best possibly, you gain a potential total of +5 AC by 6th level as Inquisitor. That's +2 from Dubiety and +3 from mage armor, the rub is you don't get extra attack but you do get second trigger. I'd figure if you were set on multi-classing from a class that out right requires strength then yes you wouldn't lose anything if you grabbed extra attack and moved to this class generally. You also gain advantage on your attacks with Seeker but that would be 11th level if you multi-classed.
Dexterity - As a spell caster and the fact that dex is such a good pick for anyone really this is not a bad deal. You don't need dex though as the class only pushes one attribute and that's intelligence.
Constitution - You are a spell caster, you have a core feature that requires concentration...
Intelligence - This is where your successes and failures are determined, there is probably no attribute more important than intelligence on this class.
Wisdom - You don't use this but a lot of saves call on it, it's never bad to have at least some wisdom but you aren't the parties scout unless they are looking for something magical then seeker does that job fairly well.
Charisma - You really don't use this you can ignore it unless your paranoid about being banished somewhere.