Talk:Mindrender (3.5e Class)

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Ratings[edit]

RatedFavor.png The bluez in the dungeon favors this article and rated it 4 of 4!
Was searching for an eldritch psionic class for an occult psychic scholar...Leziad doesn't disappoint!

Not strong enough. The Madness doesn't accumulate that quickly, making it hard to do anything with it, especially since it's completely dormant until Mindbreak hits. On top of that, not a lot screams "Totally worth the restricted power list." It's very cool, but I can't see myself cleaning house with it. Especially since it's supposed to be Very High. It's closer to the low end of High, or the high end of Moderate. Would love to use this baby once my fears are set aside, though. -SecondDeath777 04:43, 11 March 2018

Mixing destroy sanity and your temporary madness ability can be quite debilitating and will quickly cause madness to go up. It also has access to excellent powers and and a good at-will damage source. I need to check my number, but it can easily do 5 madness a round. --Leziad (talk) 00:50, 12 March 2018 (MDT)
5. It takes at least 13 to do ANY Mindbreak. Then you need to do it 4 more times. That's 15 rounds. Against ONE ENEMY. IF THEY HAVEN'T ALREADY HEALED. Viable how? -SecondDeath777 13:58, 12 March 2018
Gaze of Madness isn't that meant to be used solo, it is a slow ticking clock of doom and at lower level it serve to enable lethal mental torment. At 4th though you get Destroy Sanity, which increase it 3 per round with a staggering effect. That 4 rounds for most creature, which isn't fast but remember that unlike hit point mindbreak remain a pretty constant number.
Let take a look at a 15th level Mindrender, with a fully augmented destroy sanity we are looking at 4 madness... on a successful save. On a failed save it deal 7 madness (1 from deep hurting), stagger and 1 temporary madness. That break most creature in two rounds, including archmages and stuff who might have DI. Only a high wis character can resist that. This increase to 10 if they use Aura of Madness on an adjacent opponent.
Now keep in mind, this is all beside it good selection of powers, decent hit dice and all that. Now, I might be inclined to increase Gaze of Madness to 2 per round, it should help lower level while not overbuffing high level. --Leziad (talk) 16:19, 12 March 2018 (MDT)
Hmmmmm...okay then. -SecondDeath777 03:53, 13 March 2018
HOLY DAMN. Didn't notice that Pseudonatural template. THAT fucking changes things. Officially as viable as it is flavorful, hot digity. -SecondDeath777 20:54, 4 March 2018
RatedFavor.png SecondDeath777 favors this article and rated it 4 of 4!
And now it's a full Telepath. See? This is what I'm talking about. Madness is a damn good side tool, but when it's the focus of your build, dealing with the chump change out there can be pretty tedious. But this baby now has the tools to hold its own with the best of 'em, AND run the Madness Train. Bra...fucking...vo. 11/10 IGN.
FavoredThe bluez in the dungeon + and SecondDeath777 +