Break the Jackflash! (Custom Class Optimization)

Post/Author/DateTimePost
#1

bkdubs123

Nov 23, 2008 23:24:50
I'd appreciate if some CharOppers took a look at my Jackflash class, based around speed and economy of actions, and evaluated it's potential, and it's potential to break the game.

The link - http://forums.gleemax.com/showthread.php?t=1116888

Thanks a lot.

EDIT: The biggest problem, which I am aware of, is that a Ring of Blinking makes the class very, very strong. Still pondering how to deal with that.

EDIT2: Would it be better if I reposted the entire class here?
#2

Maat_Mons

Nov 24, 2008 2:01:09
Well, when a member of this class of 14th level attacks a flat-footed foe, he can daze him with no save, meaning the creature will not be able to attack on its turn. So, if he wins initiative in a boss fight, the character can just stab away with impunity while the boss can’t take any actions. That’s sort of an auto-win.

Really, making your enemies flat-footed, winning initiative, and being able to hit every enemy once per round would make for an easy victory every time. Actually, your enemies don’t stop being flat-footed until they take an action in combat, which they never will unless you fail to hit them, so the ability to make enemies flat-footed is just a precaution.
#3

doggieboy

Nov 24, 2008 3:05:04
Well, when a member of this class of 14th level attacks a flat-footed foe, he can daze him with no save, meaning the creature will not be able to attack on its turn. So, if he wins initiative in a boss fight, the character can just stab away with impunity while the boss can’t take any actions. That’s sort of an auto-win.

Really, making your enemies flat-footed, winning initiative, and being able to hit every enemy once per round would make for an easy victory every time. Actually, your enemies don’t stop being flat-footed until they take an action in combat, which they never will unless you fail to hit them, so the ability to make enemies flat-footed is just a precaution.

Yeah... he's right. I mean a single level dip into Dread Necromancer for the Carnel Touch and this class let's you pick someone to kill. As long as you don't roll a 1, the creature is dead after level 15 because all you're trying to hit is the 10 you just happen to have on your BAB. The only exception is something with Uncanny Dodge.
#4

bkdubs123

Nov 24, 2008 18:55:59
Actually, your enemies don’t stop being flat-footed until they take an action in combat, which they never will unless you fail to hit them, so the ability to make enemies flat-footed is just a precaution.

Hrm... yeah, that sucks... hadn't thought of that. That is a slight hangup, though I suppose it isn't a huge deal to tack a save on to the Sudden Impairment effects.
#5

doggieboy

Nov 24, 2008 20:37:42
Hrm... yeah, that sucks... hadn't thought of that. That is a slight hangup, though I suppose it isn't a huge deal to tack a save on to the Sudden Impairment effects.

Meh... you still shouldn't have something that prevents actions with a precision-based ability on the same character under any circumstance. Either way, a good formula would probably be 10 + 1/2 class level + Int modifier. That increases the stat dependency of the class to more than just... well... Dex. The other good stat for determining the DC would be Con.
#6

emansdrawkcab

Nov 25, 2008 2:23:31
Seems like it would make a pretty good jumplomancer.