D&D 4th Edition RulesAsk questions about 4th-Edition rules and the like in here. General discussion about 4E or any other game belongs in General RPG Discussion, above.
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.
__________________ Warning: This post may contain sarcasm.
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.
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.
__________________ "Anarchism does not mean bloodshed; it does not mean robbery, arson, etc. These monstrosities are, on the contrary, the characteristic features of capitalism. Anarchism means peace and tranquility to all." August Spies
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.
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.
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.
+ 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.