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)
Looks like my DM is all enamored of 4e (knew I shouldn't have run KOTS...

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)