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*Pathfinder & Starfinder
Disintegrate vs. Slay Living
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<blockquote data-quote="jgsugden" data-source="post: 1113245" data-attributes="member: 2629"><p>Just a point on the 3.5 disintegrate versus nonepic PC classes:</p><p></p><p>A disintegrate spell does 2d6 per level. That is an average of 7 hps per level.</p><p></p><p>Assuming average hp rolls and a failed save:</p><p></p><p>A wizard or sorcerer needs to have a con of 20 to have a better than 50% chance to survive a disintegrate when starting at full hps. This is possible with a strong enhancement bonus amulet and a 14 con, but unlikely. </p><p></p><p>A rogue or bard needs to hav an 18 con for that better than 50% chance. Again, possible with a strong enhancement bonus amulet, but unlikely.</p><p></p><p>A cleric, druid, monk or ranger needs a 16 con for roughly the same chances. By the levels that these PCs face off against this type of spell, this is pretty likely. Of course, all these classes have strong fort saves. You're better off with spells that go after different saving throws.</p><p></p><p>A fighter or paladin needs a 14 con for similar chances. Again, these classes can probably stand off against this spell, but it is a bad choice. On the flip side, I don't see many combats where the fighter types run around at full hit points for the entire battle.</p><p></p><p>A barbarian needs only a 12 con (or rage with an 8 or greater con). Almost a sure thing, but this is not a good choice versus barbarians. If you're trying to disintegrate a barbarian, you're not being efficient.</p><p></p><p>As for non-PCs, most monsters of appropriate CR can not survive a failed save versus a disintgrate. Those that can probably have a very high con score (and thus a great fort save), so it is a poor choice anyway. </p><p></p><p>If you keep in mind who is supposed to be vulnerable to the spell, it becomes clear that the spell still works just fine against the intended victims.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 1113245, member: 2629"] Just a point on the 3.5 disintegrate versus nonepic PC classes: A disintegrate spell does 2d6 per level. That is an average of 7 hps per level. Assuming average hp rolls and a failed save: A wizard or sorcerer needs to have a con of 20 to have a better than 50% chance to survive a disintegrate when starting at full hps. This is possible with a strong enhancement bonus amulet and a 14 con, but unlikely. A rogue or bard needs to hav an 18 con for that better than 50% chance. Again, possible with a strong enhancement bonus amulet, but unlikely. A cleric, druid, monk or ranger needs a 16 con for roughly the same chances. By the levels that these PCs face off against this type of spell, this is pretty likely. Of course, all these classes have strong fort saves. You're better off with spells that go after different saving throws. A fighter or paladin needs a 14 con for similar chances. Again, these classes can probably stand off against this spell, but it is a bad choice. On the flip side, I don't see many combats where the fighter types run around at full hit points for the entire battle. A barbarian needs only a 12 con (or rage with an 8 or greater con). Almost a sure thing, but this is not a good choice versus barbarians. If you're trying to disintegrate a barbarian, you're not being efficient. As for non-PCs, most monsters of appropriate CR can not survive a failed save versus a disintgrate. Those that can probably have a very high con score (and thus a great fort save), so it is a poor choice anyway. If you keep in mind who is supposed to be vulnerable to the spell, it becomes clear that the spell still works just fine against the intended victims. [/QUOTE]
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Disintegrate vs. Slay Living
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