Re: [3.5] Indigo Trickster (PEACH)
I like this class very very much an have been trying to play it for a bit now.
However, i am confused by the wording "per half your class level" that turns up several times. From the way it is used i assume it means "per two class levels" aka "times half your class level" but I'd like confirmation.
If this is true, then the indigo Spark/Flame/Inferno line is very very strong (potentially too much). Spark is fine as a damage booster in the lower levels. Flame at level 10 already means a +10 to damage which can be a lot in a full BAB class. Inferno takes the cake for a minimum of 15 damage going as high as 30 at level 20, thats a lot of extra damage.
Other things about invocations:
Sudden Opportunity: Very strong, but weird. You have full BAB and the enemy has to be dex-less already, and now you get an extra bonus. By that point you probably now have a guaranteed hit.
Arcane Detonation: An immediate action fireball effect, (especially if you use surge and its cheap with required surges) very powerful. The fact that you need to send out the figments before is pretty much the only reason I think this might be still balanced somewhat.
Crashing Wave: Nothing really wrong with this one, but I find it hilarious as i get the image of someone zooming across the battlefield actually leaving trails like a lightbike.
Find the Gap: Yes, yes it appears you just want to have people always hit things. Considering the figments and arcane detonation this will most likely be most enemies on the field unless they have uncanny dodge.
Everything Else looks good, but really the combination of:
Ability to often negate dex
Find the Gap
basically assures a guaranteed hit on nearly every single attack roll (even when dual wielding) later on. It might be a bit much.