D&D General Three Step Role Handbook(by MwaO) - 4e

MwaO

Adventurer
This handbook is designed to allow easy assumption of roles using a maximum of 3 character options. Perhaps no one in the party wants to be of a particular role. Or you wish to optimize for utility given that your optimization skills tend to be higher than the rest of the group - and optimizing for a pure role gets you into trouble. Finally, maybe you're a member of the role, but your specific class is missing a big thing the role is known for and you want to make up for it somehow.This handbook in general is also intended to be used with my theme guide - you want to assume a Defender role? Well, do this, this, and that, and then pick a theme from the guide. The roles are:
Defender: Either provide immediate action attacks that resemble marks in behavior or they have adjacent range attacks that apply status effects that complicate the monster's next turn.
Striker: Do extra damage or do consistently more damage
Leader: Enable, buff, or heal without using up your immediate actions
Controller: Apply control effects from a distance

I used the standard Gold/Sky Blue/Dark Blue/Black/Purple/Red color scheme.

In general, most choices here represent ones that were Gold/Sky Blue/Dark Blue in their own handbooks. So even if I rate a particular element poorly, the fact I'm mentioning it means it is likely still fantastic to a degree. The faster it gets practical, the higher rated it will be - an option that primarily kicks in at 16th will be rated lower than one that kicks in at 11th - simply because in most games, it is more likely to get played.
Also consider themes in the appropriate role from the Variation on Themes Handbook

Finally, I want to emphasize - that a role can be assumed this way isn't generally going to lead to top-tier status in the role. At best, it will be limited, possibly with some spectacular, table eye-popping, yet limited results. This could change if your character is actually already a member of the role.
 
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MwaO

Adventurer
Defender Steps

  • Immediate Actions that punished an attacker for not attacking the PC
  • and/or the options have a significant melee range control, but no extra damage

MC Paladin(Soldier of Faith), Feat: Sanction option - Call of Challenge, Draconic Challenge, Wrath of the Crimson Legion, etc..., Paragon Path: Champion of Order

Paladin has it all - strong entry feat(Soldier of Faith), decent secondary entry feat(Squire of Righteousness - think of it as a no-action +7 to +19 extra damage that has some potential protective effects), options for multi-marking, and a Paragon Path that represents truly lockdown single target control. With Divine Mastery in Epic, it is possible to expand Champion of Order's killer E11 to two targets. As a solid finish move, has the option of Weakening Challenge to make Epic Defender a lot easier - that does require Soldier of Faith as the entry choice.
Fighter has an incredible entry feat(Battle Awareness) and a couple of really strong Str-based Power choices. But it lacks a Paragon Path with strong Defender characteristics in the 11-15 range. Gladiator Champion can be very strong at 16th. Most of the rating is due to Battle Awareness and access to Lashing Flail to go with Flail Expertise for proning on an MBA. Fighter has much better Striker options. A simple option might be a Pursuit Avenger with Battle Awareness+Flail Expertise+Overwhelming Strike(+obvious Power of Skill)
Cleric has a solid entrance feat if your DM lets you have the Scale/+2 to AC from swapping out Healer's Lore to Battle Cleric's Lore. Tactical Warpriest has a very strong F16 that allows a mark with a punishment option, but it isn't really good at the Defender side of things until then.
Warlord is obviously more of a Leader, but strong general MC feats+access to Freedom Fighter, the paragon path, which has a Lightning Rush-like E11.
Swordmage has a couple of relatively bad entry feats, but Dimensional Vortex and Thundering Vortex are useful. Similar to Fighter, has better options for Striker.
Warden has decent entry feat and Guardian's Pounce is a very good power swap. Horned Champion isn't a bad Paragon Path if you can force OAs.
 
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MwaO

Adventurer
Striker Steps

  • have significant multi-attack capabilities - being able to attack at least one opponent 6-9 times is where Sky Blue is.
  • personal bonuses to hit, damage and/or rerolls
  • involve skirmisher or lurker style-movement
  • Don't forget to optimize damage. When Everyone is Super: Miniguide is very helpful for class-independent damage boosting
  • Because most of these options involve having a nova and/or re-using powers with Epic feat options, Ghost of the Past is an extremely helpful Theme for the U10 - which grants an additional AP for yet another Nova per day.

Quick Examples:
MC Sorcerer(Arcane Prodigy), Novice Power(Flame Spiral), Paragon Path: Demonskin Adept.
MC Fighter(Cyclone Warrior or Battle Awareness), Novice Power(Rain of Blows), Paragon Path: Shock Trooper


Sorcerer doesn't have a great entry feat, although Arcane Prodigy is not horrible. The real benefits are the ability to power swap for Flame Spiral and the paragon path choice of Demonskin Adept. Two triple-taps(minimum) are really a great entry.
Fighter has a great entry feat for additional bonus damage on a nova(Cyclone Warrior) and/or an immediate which can be really easy to trigger in a party with a Defender. Add in a power swap of Rain of Blows and the paragon path choice of Shock Trooper - again, two triple taps set the standard.
Ranger gets a decent entry feat(Warrior of Wild) for some extra damage. It has access to some very nice powers(Pounding Barrage, a variety of minor action Str-based attacks) and Blade Dancer has a lot of synergy with a Defender looking to amp their Striker off-role. But it doesn't have the Paragon Path that hands out a 2nd triple-tap unless looking at Blade Dancer from that same Defender standpoint - a Fighter could as example, do AP: Two Melee Basics+Trip Up, Rain of Blows, and then a minor action Ranger attack for 7 attacks. Then when the creature(if alive) swings back, you hit them again 2 more times. Ought to cause problems even for Elites at 11th.
Avenger has a crazy good entry feat for those with melee novas and an okay Wisdom score. Symbol of Victory for an extra AP per day on a critical hit will help with the ability to keep making novas. Pick up Divine Mastery to trigger it twice. If only Avengers had a Paragon Path that even Avengers would want to take. Morninglord isn't a bad choice here if in the right campaign.
Rogue has a good entry feat in Sneak of Shadows for free bonus damage once per encounter. Low Slash is a great minor action attack for a power swap and Path of the Blade or Tumbling Strike can both be excellent choices in Paragon. The problem area lies mainly in Paragon Paths, which generally have single-tap options.
Monk would seem to be on first glance not that great. But...the entry feat is quite good for Flurry of Blows and Quicksilver Motion as a utility swap is amazing for getting to your target. There are some move action attack powers with good effects in the paragon tier(with possible ETV if the DM can't see that Young Green Dragons have identical language and a useless feature if not treated the same way). Form Mastery means getting to use that move action attack power twice. Finally, Monk has a paragon path designed for Elemental Damage in Soaring Blade. Point of emphasis here - the real power of a Monk as a choice is how it behaves in a non-Tofu DM situation - a Fighter who can free action move, then move action attack, and thendecide to where to do Rain of Blows has some distinct advantages.
Assassin has two solid entry feats and an E13/E17 with some expectation of ETV. Downside is that there aren't any good Paragon Paths and the people able to use the E13/17s are already generally Strikers.
Swordmage has a relatively lousy entry feat, but Borrowed Confidence is an excellent crit-fishing tactic and Eladrin Swordmage Advance works well with it. Malec-Keth Janissary can then elemental type damage your weapon. This is more for Strikers who already want to be here, but the right kind of Eladrin could make it work. Doesn't work easily until 16th, though.
 
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MwaO

Adventurer
Leader Steps

  • Enabling allies with a bonus to hit, free attack, movement, or healing
  • Enabling allies with a bonus to hit or save as an immediate or no action option.
  • Improving ally initiative

Quick Examples:
MC Warlord(Resourceful Leader), Acolyte Power(Rousing Words), Paragon Path(Freedom Fighter)
MC Shaman(Spirit Talker), Feat: Mending Spirit, Paragon Path: Soul Igniter


Warlord has some fantastic entry level feats and power choices. Resourceful Leader+Bravura Leader alone are almost the equivalent of Resourceful Presence. Tactical Orders, Hail of Steel, Reorient the Axis, Powerful Warning, Death from Two Sides, and Rousing Words are all great choices for the right build. Paragon Path choices are more limited, but Freedom Fighter is a solid one, giving +2 to init - combine with Wood Elf - can easily be +4 to the party's initiative. Commando Captain and Captain of Fortune are both interesting.
Shaman has a good entry feat, an encounter heal via feat(Mending Spirit), and a good Paragon Path in the form of Soul Igniter.
Artificer Decent entry feat - surge free healing once a day. Slick Concoction is a great redistribute the party power at level 10. What we're really here for is the Battle Engineer Paragon Path - Greater Magic Weapon for an Int-based PC+Slick Concoction+good initiative PC is a very strong option. Recuperative Enchantment, Energy Conversion, and Swift Mender all have their charms. The only real downside is that the PCs most likely to be interested in this either have better options because they're already leaders, poor initiatives, or don't use weapons. Sentinel|Intelligence hybrids kick this up to sky blue usually, though they also like Flame of Hope for similar reasons.
Invoker is really about the easy to get to Paragon Path of Flame of Hope. Just have a 13 Wis, a multi-target attack, and a strong secondary Int and you should be set. Demand Justice is a great Leader/Control debuff. The entry feat isn't bad, given that Hand of Radiance will give the +Int to hit 3 different targets.
Sorcerer Demonskin Adept shows up again. AP for +3 to hit for your entire party. Dominant Winds isn't a bad Leader option. Unfortunately, nothing else happens.
Bard gains a reasonable entry feat and Mantle of Unity is amazing. Daring Blade is an interesting Paragon Path, but mostly for very specific Martial characters.
Cleric doesn't have a great Leader entry feat, but Cloak of Courage is an amazing utility power. The major issue is that most of the truly spectacular powers(Cloak of Courage, Valorous Charge) come in the later parts of the game. And the Paragon Paths oddly enough usually boost non-Leaders. Morninglord isn't bad, but it kicks in later as well.

Skill Powers

Arcana

Level 6:

Insightful Warning Immediate Interrupt PHB 3 - Mass half-powered Shield. One of the really great skill powers. Compare with Warp in the Weave - doesn’t cost a surge, maybe blocks 1-2 PCs from being burst’d rather than just saving yourself...


Heal
Level 2:
Iron Resurgence
Minor DSH - Solid emergency healing. Not really the way I'd want to sub-out for a Leader, but if you need healing right this instant, it can be great. Better for high Con-PCs who can spare the extra surge.

Nature
Level 6:
Natural Terrain Understanding Minor DrM 385 - Great encounter open up the combat Leader option with some movement and a power bonus to AC.

Perception
Level 6:
Guided Shot Immediate Interrupt PHB 3 - Great power. Ally’s miss goes against Reflex instead of AC. You’ll likely use this every combat and generate a hit every other one.

Level 10:
Uncanny Instincts
Free PHB 3 - Solid after the fact “Hey, you and I win initiative anyway.” Daily

Bluff
Level 10:

Stall Tactics Free PHB 3 - Win initiative for the party once a day.

Diplomacy
Level 10:

Cry for Mercy Minor PHB 3 - Great power. A ‘You can’t hurt me’ choice usable on yourself or on an important ally.

Level 16:
Indomitable Ally
Immediate Interrupt PHB 3 - Similar to the ‘Don’t die’ powers available with other skills, except allies instead of you and encounter. Take this over those always. Good leader power. Only downside is the level 16 part.
 
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MwaO

Adventurer
Controller Steps

  • Options has control or adds control to an existing power
  • Options makes it easier to land control or keep control working
  • Generally the trickiest area as control is typically based on powers, Wizards have bad paragon path options, yet in Epic Wizards have the strongest option for re-using a Daily power.
  • Get proficiency with Wands, have an Int-score, and poach as many Wizard powers as you can

MC Cleric(Any), Novice Power(Cause Fear, Deadly Lure or Remorse), Paragon Path: Messenger of Peace
MC Invoker(Acolyte of Divine Secrets, Hand of Radiance), Novice Power(Thunder of Justice), Paragon Path: Flame of Hope

Cleric initial entry feat isn't that great, though if your DM allows Healing Lore to be turned into Battle Cleric's Lore, well, that can help. Where Cleric gets good is in Messenger of Peace. Assuming you have one strong control power from your class, Cause Fear or Deadly Lure can both be nasty options in the right build. U12 is incredible - have a stunned until EoNT? Well, continue it as a minor every encounter.
Invoker is again about Flame of Hope allowing anyone with a strong secondary in Int and a 13-14 Wisdom to hit with Thunder of Judgment. However, to a large degree, that's all it is. Not a lot of strong control here unless you enter in with control available to you from your class.
Wizard is really about the incredible control options available. Dark Gathering or Prismatic Burst are great e13 choices and there are a host of daily powers that could justify something particularly in Epic with the ability to convert APs into recharging your Daily powers. Planeshifter is a decent Paragon Path option - the E11 is an incredible encounter power and an extra move action on an AP is always helpful, but the rest of the path is very subjective in value.
Druid has a couple of interesting entry feats and Charm Beast is an easy power swap. Eagle's Splendor and Serpent's Cunning could make doing this worthwhile, but that's basically the end of it. In Epic, Primal Resurgence can make things interesting, because one ought to be able to make two uses of an Epic Druid Daily power - Writhing Henge could make that happen. Or going Pack Lord, getting Primal Resurgence and Primal Summoning Expertise - that's 3 uses of Druid Daily Summoning powers where you can get Standard Action attacks out of a minor action, plus an additional extra attack on an AP. That could be attack everything in a close burst 10 with Writing Henge 4 times in an AP round. Unfortunately, sucks to be you until Epic. Still, dominate as an encounter that dazes on a miss is an interesting fast choice and if you're already there for one of the two U6s, could be worthwhile.
Psion is quite tricky. Dreamwalker can be an awesome Paragon Path, but you need a way of augmenting powers to keep bringing the 'die when sneezed on' Dreamform back in combat. Battlemind or Ardent are likely the easiest ways to make it work simply due to the power point issues.
 
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MwaO

Adventurer
Regaining Powers Steps

One of the most sure ways to mimic a role is to be able to do a nova with your assumed role options. For that, you need Action Points. Better yet, once you get an Action Point, it can often be used to help recharge options, especially in Epic. Recharging powers helps, too. Props to Mellored/SongandSilence

Gain an Action Point...
Symbol of Victory: Holy Symbol 9+ Daily: On a crit
Ghost of the Past: U10 Daily: Use the U10 out of combat, gain an AP
Avenging Spirit: Feat: Paragon Human, fighter or warlord: Ally is reduced to 0
Battle Field Archer: PP 12 Encounter: Kill an enemy
Pathfinder: PP 12 Daily: Ally spends an AP
Heroic Interjection: Bard 16 Daily: Ally spends one, and gains one
Adroit Explorer: PP Human 16: Start with 2 each day
Infernal Strategist: PP 20 Daily: Hit (relaible)
Vistani Foresight: Feat: Epic, Vistani Heritage: Start with 2 each day
Fatesinger: ED 21: Spend an AP to make an ally attack, if he hits, regain the AP
Act of Desperation: Fighter 22 Daily: Minor, Ally is dying, use that turn
Harper of Legend: ED 24: Start with 2 each day
Violet Solitaire: Wonderous 26 Daily: On a crit

Action Point Limit...
Charm of Abundant Action: Wonderous 28: 1/encounter.
Crown of victory: Head 29: spend 2 per encounter.
Warmaster: ED 30: No limit


Regain Powers when AP Spent...
Divine Mastery: Epic Feat: regain Divine Encounter power on AP
Form Mastery: Epic Feat: regain Monk Encounter attack power on AP
Martial Mastery: Epic Feat: regain Martial Encounter power on AP
Arcane Mastery: Epic Feat: 1/enc, regain Wizard Daily instead of using an AP for an extra action


Regain Powers for other reasons...
Mage's Weapon: Weapon 2+ 1/enc, swap arcane encounter attack to regain martial encounter attack
Hellfire Staff: Implement 4+ : On critical hit, regain fire or fear power
Power Jewel: Wondrous 5: 1/day, after milestone, as minor, regain low level encounter attack power
Cloak of Translocation: Neck 9+: 1/day, regain encounter teleportation power
Battlemaster's Weapon: Weapon 14+: 1/day, regain encounter power
Ring of the Dragonborn Emperor: Ring 15: 1/day, on milestone, regain encounter power and use as IR when bloodied
Epic Resurgence: Epic Feat: 1/enc, on critical hit, regain Encounter Attack power
Student of Athanaeum: Epic Feat: 1/day, regain Warlock Daily
Primal Resurgence: Epic Feat: 1/day, regain Primal Daily after being bloodied
 

MwaO

Adventurer
Example of Demonskin Adept Striker

====== Created Using Wizards of the Coast D&D Character Builder ======
level 11
Theme: Sarifal Feywarden

FINAL ABILITY SCORES
CHA 21

STARTING ABILITY SCORES
CHA 16

POWERS
Sarifal Feywarden Utility: Sarifal's Blessing
Sorcerer Attack 3: Flame Spiral
Demonskin Adept Attack 11: Demon-Soul Bolts

FEATS
Level 1: Arcane Prodigy
Level 2: Expertise
Level 4: Novice Power
Level 6: Fill in the blank(Arcane Admixture if not Warlock on Demonsoul Bolts to make them Fire)
Level 8: Superior Implement Training
Level 10: Cunning Stalker
Level 11: Fiery Blood

ITEMS
Staff +2 x1
Siberys Shard of the Mage (heroic tier)
Gloves of Eldritch Admixture (heroic tier) x1(if Warlock)
Spirit Fetch
====== End ======
This ought to do 139 hp of damage on average to the primary target with the following Nova: Move up to target, use a minor for Sarifal's Blessing, AP: Flame Spiral, Standard: Demon-Soul Bolts(use Gloves to add +1d8 extra flame damage). There's a lot of obvious optimization that could take place - item bonus, dual-implement caster, etc... and a number of races to make it work - Eladrin, Satyr, Pixie, Gnome, and Hamadryad. That ought to be enough to take down most 11th level Brute Standards and there's likely to be some additional damage thrown around if there are 2 targets. Downside obviously from Sarifal Feywarden is the inability to use both powers on a non-AP combat.
 



MwaO

Adventurer
What do you think of the post-Essentials MC feats? Specifically the MC Skald and Berserker?

Nothing special, one way or the other. Berserker is a daily and the goal of the guide is to be consistently an encounter-based member of the role. Skald seems generally inferior to Majestic Word given size of the close burst in Paragon/Epic, but maybe the PC really needs that minor action.

The major issue for both Bard and Barbarian is that the paragon paths for a non-Bard/Barbarian aren't that great until a minimum of 16th. So mostly about Power Swaps. Which are decent, but not awe-inspiring. Well, Hurricane of Blades is amazing for a Striker, but I'm not sure I'd give up Martial Mastery+Rain of Blows+Cyclone Warrior+access to Shock Trooper for it?
 

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