Ryze Kuja wrote:
Yup, hence my Monk. Highest AC in our group right now, ignores damage on successful Reflex save, and hits like a truck, though not quite as much as our designated monster masher.
Highest AC I've seen and built so far (in a high epic fantasy Campaign, so with tons of money, magic items readily available and high ability score point buy) is without a doubt with Unchained Monk.
Add to that that successful Reflex saves let you ignore damage entirely and he's basically defensively unstoppable.
Only thing that could be a problem is that enemies tend to ignore people they can't hit and go for more squishier adventurers instead.
Evangelist as well, as long as you keep your Obedience up.
With that many you would need a archetype unchained hardcover book;)
In that same vein, since my newest character is an unchained monk...They released him incompatible with any of the regular monk archetypes and then only made a handful of the monk archetypes compatible. Some of the cooler Monk archetypes are forever on the underwhelmingly weak regular monk.
Darigaaz the Igniter wrote:
That it's easier to get and stronger should, in theory, be made up for with the fact that you can only cast it a handful of times a day and you have to forego other useful spells if you do prepare this in every slot you have to cast it the maximum amount of times. Whereas the martial with Spring Attack could use Spring Attack every single round of every single fight over the whole day if he so chooses.
Access to the effect from those 3 feats for a limited amount of uses a day. Let's not forget that part. How much would you value a wondrous item that gave you spring attack for x times a day at? That's the better equivalent.
Also, why would it be the movement you have if it's not bound by your movement speed in the first place? If for some ungodly reason your base speed was 5 ft., The spell would still make you move 30 ft.
And I don't feel like that would break the spell significantly more than it already is with the Magus thing.
It's only a pounce for the Magus though. That's not the fault of the spell any more than it's Shocking Grasp's fault that a Magus can crit with it for 2x 5d6 damage after rolling a 15 with a keen scimitar. And make another attack. Spell strike and spell combat are just that strong and there is any number of spells that are made far stronger because of them.
Taking the flavor text at face value would again pose the question how such a fast movement shouldn't be able to e.g. go over gaps, move over water or go straight up, as people have already proposed. If the magic gives you enough strength in your legs to move that fast on the ground horizontally, it should be enough strength to jump up that far or leap forward with no problem as well. You're already leaving physics behind then.
Else it's "just" a move action + move standard action (which you can already do in the same span of time without magic involved, and possibly further depending on your base speed) + single attack with extra bonus on the roll + not provoking AoOs.
Which is plenty good as it is, I had the spell as well when I had a Magus, but just doesn't feel like magic without the movement reflecting its magical origin, to me. That would just make it a handful of times a day usable, better version of something an appropriately trained martial character without a shred of magic can do all day long.
The full attack is because a Magus is a Magus, that has nothing to do with the spell itself.The effect is better than what you can normally do, but it's still a mundane thing (as in non-magical) if it's just "walk over there as if you're normally walking and hit thing once".
I'm going at this not thinking about game mechanics but logic of "what exactly is the magic effect taking place here" that they were thinking about when making the spell, which we can only speculate about. What does the spell do, what is the magic happening. Walking over somewhere and hitting something isn't magic, so what is the magic that's happening?
I come from the standpoint that this is magic we're talking about here.
Like, "Behold my magic! Bladed Dash!!! Impressed? I can only cast this powerful magic twice a day (at level 5)!" Meanwhile the Fighter is Spring Attacking everything left and right all day long.
So I'd say it letting you ignore difficult terrain and/or being able to go through enemy spaces because you're being magically moved makes sense. What else would the magic effect be? You don't need magic to walk over to a dude and whack him with your sword.