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Old 22nd September 2008, 08:21 PM   #1 (permalink)
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vhailor Goblin Sharpshooter (Lvl 2)
Rogue: Artful or Dodger?

I'm new to the world of D&D and don't know what to choose.
Below I have created a rogue. Please tell me what you think. Any advice is appreciated.

(How can I create a scrolling window, since the presentation of a character takes too much space?)

Code:
 
Here's a rogue I've been thinking about.
Rogue/Artful Dodger
STR 12 +1  Max HP          25     Bloodied  12
CON 13 +1  Healing Surges   7     Value      6
DEX 18 +4  
INT  8 -1  AC  16 10 +4(DEX) +2(Armor)
WIS 13 +1  FORT  11 10 +1(CON)
CHA 16 +3  REF  16 10 +4(DEX) +2(Class)
    WILL  13 10 +3(Cha)
Feats: Backstabber OR Improved Initiative
Equipment:  Standard adv’s kit, Thieves’ tools, Climber’s Kit, 
  Leather armor, Dagger (x2), Shuriken (30)  
Skills
--------------------------------------------------
Acrobatics  11  History  -1
Arcana  -1  Insight   1
Athletics   6  Intimidate   3
Bluff    3  Perception   6
Diplomacy   3  Religion  -1
Dungeoneering  1  Stealth   9
Endurance   1  Streetwise   8
Heal    1  Thievery  13
  
Basic Attacks      Att   Damage
-------------------------------
Dagger(melee)      +5    1d4+1
Dagger(ranged)     +8    1d4+4
Shuriken           +7    1d6+4
At-Will (dagger)   Att   Damage
-------------------------------
Deft Strike        +8    1d4+4   
Sly Flourish       +8    1d4+7
Encounter          Att   Damage
-------------------------------
Position. Strike   +8    1d4+4 
Second Chance (Class)
Daily
-------------------------------
Trick Strike       +8    3d4+4
For the 2nd Level I'm thinking:  
Fleeting Ghost (Rogue Utility 2)
For the 1st level Feat what would you prefer? Backstabber OR Improved Initiative?
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Old 22nd September 2008, 08:54 PM   #2 (permalink)
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Mengu Goblin Sharpshooter (Lvl 2)
AC 16 can get you into a lot of trouble when you are trying to slink to the back of the enemy line for flanking. Artful dodger is helpful, but I would go for a defensive feat early on. Durable, Toughness, Halfling Agility, Lost in the Crowd, or Defensive mobility are good ones. After picking one of these, I would go for backstabber, then another defensive feat, then Improved Initiative.
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Old 22nd September 2008, 10:41 PM   #3 (permalink)
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blargney the second Goblin Sharpshooter (Lvl 2)
Backstabber first, and never look back.
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Old 22nd September 2008, 10:55 PM   #4 (permalink)
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Wonka Goblin Sharpshooter (Lvl 2)
First, unless im just totally blind, Im not seeing what race you are. Halflings make EXCELLENT artful dodger rogues out of the PHB, Im playing one now. I prefer them to the brutal scoundral, but that is merely a playstyle choice on my part. As for your feat, Id start with Backstabber. As an AD halfling, you will have a high AC againts OAs (22 at level 1 with your build), so moving around shoudn't be a problem. You also have Second Chance to help with positioning, and if you take Halfling's Agility later it only makes it better for you. Id recomend taking some defensive feats after backstabber, to shore up defense. As said, Toughness, Durability, Lost in the Crowd, Halfling's Agility are all very solid choices. Improved Init is really good to though, so you might consider taking it at 2, then go for defensive feats after that. Just one man's opinion, as always YMMV.
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Old 22nd September 2008, 11:02 PM   #5 (permalink)
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Reed Goblin Sharpshooter (Lvl 2)
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eh I've yet to think I needed defensive feats yet going from 1-10.

nimble blade was my first pick because i like to hit.

then backstabber or WP rapier

i always enjoyed the bonus of quick draw over imp initiative. but my toon used a hand xbow.
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Old 23rd September 2008, 05:53 AM   #6 (permalink)
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burntgerbil Goblin Sharpshooter (Lvl 2)
looks like he has second chance as an encounter power. That pretty much convinces me this little critter is a halfling.

Oh and blinding barrage is devastating as a daily.
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Old 23rd September 2008, 05:52 PM   #7 (permalink)
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vhailor Goblin Sharpshooter (Lvl 2)
Thank you all for your replies, and yes, he is a halfling. Sorry for forgetting.
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Old 23rd September 2008, 06:03 PM   #8 (permalink)
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In my experience playing rogues so far in 4e in three separate games ranging from 1st to 4th level, and 8th-level and another 1st to 3rd level, I highly, highly recommend going defensive feats first.

Also, improved initiative is next to useless. Yes, it might occasionally mean you get First Strike, but then what? Until your defender ties up a few of the enemy, do you really want to be the prime target in the thick of things? Half the time you'll end up delaying in order to get a better tactical advantage on the enemy and not be their prime focus.

You can never have enough AC. It's tempting to go the full-on damage route, but trust me, you don't want to get hit too often. The rogue relies on other people to heal him as he has no healing of his own. Defensive Mobility and Lost in the Crowd are excellent choices first up.

And Nimble Blade is a waste of a feat. The rogue already has excellent to-hit considering most attacks will be made with Combat Advantage. And in the first few levels before you get the rapier, a dagger is more than adequate, especially if you focus on delivering effects rather than just pure damage.

The ability to manoeuvre in combat is highly valuable so those defensive feats will also equate to more damage since you'll be able to get combat advantage when and where you need it more often without worrying about being hit.

I'd also dump Strength. You just don't need it. The points are better put into Charisma or Constitution.
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Old 23rd September 2008, 07:45 PM   #9 (permalink)
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Originally Posted by Kzach View Post
Also, improved initiative is next to useless. Yes, it might occasionally mean you get First Strike, but then what? Until your defender ties up a few of the enemy, do you really want to be the prime target in the thick of things? Half the time you'll end up delaying in order to get a better tactical advantage on the enemy and not be their prime focus.
I agree with most of what you said, but not this.

Throw a knife.

Speaking of rogues, how are Brutal Scoundrels? I've never seen one played yet.
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Old 23rd September 2008, 08:27 PM   #10 (permalink)
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Originally Posted by Gort View Post
I agree with most of what you said, but not this.

Throw a knife.

Speaking of rogues, how are Brutal Scoundrels? I've never seen one played yet.
But would you spend a feat to get that one throwing opportunity?

I haven't played a brutal scoundrel yet although I would love to.
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Old 23rd September 2008, 08:49 PM   #11 (permalink)
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mlangsdorf Goblin Sharpshooter (Lvl 2)
I've seen an Eladrin Brutal Rogue work reasonably well. The extra bonus damage makes a difference at low levels. At high levels, it's time to hand out status effects whenever possible.

I'd say it's likely a more mobile archetype than an Artful Dodger, as the Str vs Cha trade-off encourages you to take Athletics over Bluff.

Typical attack sequence is start by throwing daggers at range, then closing with the defensive line. Feystep can either be used to establish a flank or to escape a bad situation.

My experience with Artful Dodgers is that they tend to be more ranged focus characters, focusing on hiding behind stuff and popping up to attack.
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Old 23rd March 2009, 04:26 AM   #12 (permalink)
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From a halfling artful dodger daggermaster:

+ CHA AC vs. Oppurtunity attacks has allowed me to intentionally provoke attacks from enemies that are marked by my defenders with their Combat Challenge or Divine Challenge (sometimes both, if they are within movement), without getting hit as the attacks suffer a -2 (-4 with Distracting Shield). The damage incurred is greater than my own strength modifier so it seemed a simple choice to make, although it requires co-ordination with my defender(s).

Can a Brutal Scounrel use the same tactic? Yes. It's just safer as an artful dodger to do so. Regardless, I have to say that provoking these attacks makes me feel quite brave and raises everyones' morale; as my defenders are happily rewarded for marking our targets, my fellow strikers thoughtfully consider the extra damage added to my round, and my leaders breathe a sigh of relief as our targets attacks miss me and are punished for their impudence!

I vote Backstabber>Improved Inititive, simply because Backstabber can be used once every turn for +2-4 max damage at that level (of interest as a striker), as opposed to Improved Initiative netting you +4 on your initiative roll and perhaps combat advantage once per encounter.
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Old 23rd March 2009, 04:51 AM   #13 (permalink)
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Old 23rd March 2009, 04:58 AM   #14 (permalink)
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Old 23rd March 2009, 05:20 AM   #15 (permalink)
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