• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Pimp My Roguelock!

Lizard

Explorer
I hope this is the right forum...

Looks like my DM is all enamored of 4e (knew I shouldn't have run KOTS...:) ) and will probably renege on his plans to keep our current campaign going until we hit at least the high teens. Probably. I hope he at least waits until Martial Power is out, but anyhoo...

The next game is supposed to be urban based, which I love. I'm planning an eladrin rogue/warlock (originally wizard, but 'lock works better and has some good plot hook potential). Standard point buy. Here's what I've got currently. Can he be "turned up to 11"? Specifically, I want to know if there's any way to bump the Eyebite, as +3 is t3h suxx0r compared to the +8 my melee attacks get. Also, do his power choices "work"? He is pretty much focused on mobility -- either his or his enemies'. I figure positioning is vital in 4e, so he has several ways to help -- Fey Step, Deft Strike, Positioning Strike, Trick Strike. With those and Eyebite as a backup, I can be pretty assured of having CA most of the time, which should offset the lack of dagger damage.

Thoughts?

The only other class I'm 99.99% sure will be in the party will be a Warlord.

Str: 10 (10)
Dex :18 (16)
Con: 12 (12)
Int: 13 (11)
Wis: 13 (13)
Cha: 14 (14)

Defense:
Armor: 16
Will: 13
Ref: 16
Fort:11

Hit Points: 24, Healing Surge 6, Surges 7

Skills: Arcana +3(untrained), History +3 (Untrained), Bluff +7, Stealth +9, Thievery +9, Acrobatics +9, Insight +6, Streetwise +7(from Warlock), Perception +6

Feats: Pact Initiate (Fey)

Trickster Rogue (Artful Dodger)
2d6 SA
At-Will:
Sly Flourish +8 vs AC, 1d4+6 damage
Deft Strike: +8 vs AC, 1d4+4 damage, can move 2 squares before attack
Melee Basic Attack: +4 vs AC, 1d4 damage

Encounter:
Positioning Strike: +8 vs Will,1d4+4 damage, slide target 2 squares
Eyebite +3 vs Will, 1d6+2 damage, invisible until next round

Daily:
Trick Strike: +8 vs AC, 3d4+4, slide target 1 square

Equipment:
Leather Armor (+2 Armor)
Dagger 1d4, +4 to hit (w/rogue ability)
 

log in or register to remove this ad

Looks like you took a 16 in your primary stat (before racial ability modifiers). This costs a lot and I am still not convinced it's worth it if you want to multi-class or have some feat versatility. So, that might be the first thing I'd look to change to get some spare points for Charisma. (This will help your "artful dodging", too)

Next question: what do you need INT and WIS for?
 

My advice would be to lower Wis and increase Cha or Dex. 4ed characters are supposed to excel at one class, and increasingly dabble into a second. I know Wis 13 is needed for Dark Fury, but somethings gotta give.

For that matter, why Int so high?

Edit: I see why. Using method 1 with Eladrin always yields Int of at least 12.

Edit 2: Using method 1 also makes increasing Cha impossible without lowering Dex.
Maybe you could use Method 2 instead? Then first focus on keeping Dex high and also getting Cha to 16.
 
Last edited:

Looks like you took a 16 in your primary stat (before racial ability modifiers). This costs a lot and I am still not convinced it's worth it if you want to multi-class or have some feat versatility. So, that might be the first thing I'd look to change to get some spare points for Charisma. (This will help your "artful dodging", too)

Next question: what do you need INT and WIS for?

Int, not so much mechanically, though out of combat he's supposed to be a con man and being able to remember key facts is important. IAE, it's my second-lowest stat. Wisdom -- Perception+Insight, both pretty vital, and my Will defense, of course. (Oh wait...will is Cha based, isn't it?)

IAE, Charisma is my second-highest stat using the standard array. (16,14,13,12,11,10). I suppose I could 'balance' things by putting the 14 in Dex (bumped to 16 by race) and the 16 in Cha...so both end up at +3 instead of one +2 and one +4. Not sure about that, I really want to maximize my chance of hitting in melee, what with being a striker and all. With relatively poor HP, defenses, and surges, it seems I need to take foes down fast -- I can't survive many hit. (The various mobility features help there.)
 

Looks like my DM is all enamored of 4e (knew I shouldn't have run KOTS...:) ) and will probably renege on his plans to keep our current campaign going until we hit at least the high teens. Probably. I hope he at least waits until Martial Power is out, but anyhoo...

simpsons_nelson_haha2.jpg
 

You have a lot of good synergies with a fey dodger. My question is going forward do you see your rogue taking more 'lock powers? If you are only looking at Eyebite, I would be concerned about the low to hit. It is versus reflex, typically a weaker defense, so that helps. You will be attacking with Combat advantage most strikes so there is another +2. A magic implement can further boost your to hit. Eyebite will not be as reliable as sticking your knife/rapier in, but it will hit at least 50% of the time, higher percentage if you can get more favorable conditions.

If you are looking at making more of a true multiclass, I would steal from Wis to raise Cha to 16. It enhances your artful dodger and enables your 'lockness to be only slightly behind the curve. I know the loss of Wis will hurt your perception rolls but it will not hurt your will defense to pump Cha. Also note that Cha powers will always trail your melee by +2 or +3 from weapon proficiency in addition to the +1 stat differential. Any Dex attack is much more likely to hit even versus Fort or AC. It is the cost of the arcane. The wand will be your friend when you can get a magic one. Rods don't have too much help without the pact benefit.
 

If you are looking at making more of a true multiclass, I would steal from Wis to raise Cha to 16. It enhances your artful dodger and enables your 'lockness to be only slightly behind the curve. I know the loss of Wis will hurt your perception rolls but it will not hurt your will defense to pump Cha. Also note that Cha powers will always trail your melee by +2 or +3 from weapon proficiency in addition to the +1 stat differential. Any Dex attack is much more likely to hit even versus Fort or AC. It is the cost of the arcane. The wand will be your friend when you can get a magic one. Rods don't have too much help without the pact benefit.

I'll rebuild him w/points instead of array.

Also, I was thinking pactblade for the obvious synergies...
 

I'll rebuild him w/points instead of array.

Also, I was thinking pactblade for the obvious synergies...

For the multiclass character I have built I used a 16, 16, 12, 12, 10, 8 array. (Becoming a 18, 16, 12, 12, 12, 8 character including racial bonuses.) The 16, 16, 13, 11, 10, 8 array might be even better, depending on what your needs are when it comes to feats.
 

Just a quick note so you don't get into something you didn't mean to --

Remember that Eyebite is invisibility until the START of your next turn, so you'll only be able to get a sneak attack out of it if you use an action point. It could be useful for getting yourself hidden, though, I suppose.

Just so's you know.

grimslade said:
If you are only looking at Eyebite, I would be concerned about the low to hit. It is versus reflex, typically a weaker defense, so that helps.
Eyebite is vs will, not reflex.
 

I'll rebuild him w/points instead of array.
My groups has made great use of the 'sample arrays' from page 18; they cover virtually any combination you want without having to actually do the math!
Also, I was thinking pactblade for the obvious synergies...
Obviously!

I would probably look at taking the two-weapon feats if possible, with a pact blade in your offhand and a more standard dagger in the other -- I like the looks of Lifedrinker for a melee rogue, and Duellist is an obvious pick (though I prefer Lifedrinker, which benefits you every time you drop somebody much like the hell pact's boon, to a conditional bonus on crits and a daily power).
 
Last edited:

Into the Woods

Remove ads

Top