# jump jets and movement.

### Rules Questions

Does a jump end your movement even if you can still move afterwards? Say if i run 10 feet to maximize my jump effort I jump 10 ft I still have 10 feet of movement left. Can one move the ten feet or must one stay where they landed?
Jump jets can be can be activated as part of ones movement.

Now i have a movement of 60 feet. I run 10 feet at which I activate my jump jets and cross a 30 foot ravine. I make a acrobatics check to stick the landing I should still be able to move 20 more feet, right?

Am i being @#\$%ed over by my gm? I read it and took it as it's part of the move action you can't end your action while still in the air. He says once the jump is done so is your movement.

CRB wrote:
You must land at the end of your move action.

If you land you movement is over. Is how i think he is reading it.

CRB wrote:
You can activate jump jets as part of a move action in order to fly during your movement. You can fly up to 30 feet (average maneuverability) with a maximum height of 10 feet, or you can fly up to 20 feet straight up. You must land at the end of your move action. Jump jets can’t lift you if you’re encumbered.

Am I reading all of that wrong?

In no way am i trying to use jump jets to extend my movement range. By running 60 feet and jumping an extra 30 feet at the end. Most the time i use it in the middle of my movement just to pull off sick acrobatics. Soon i will add trick attacks will in mid air.

It states you MUST land, which means you can't by flying at the end of your movement. I believe this is to that you can't weasel and combine fly movements using jump jets. 30' is all you get (unless you have ways to increase this, such as Sky Jockey).

In no way does this say that landing ends your move action.

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I've always interpreted it as you gain a fly speed with some additional limitations on height and landing. Otherwise you use the normal rules for flying.

Could you use the jumpjets while flying with the jetpack. Run jump inthe air start to fly with the jet pack then double jump with the jump jet up another 30 feet into the air then trigger decent thrusters since your now falling 40ish feet to land at the end of the fall?

I do not know what kinda action it would be to use a jet pack

You can activate jump jets as part of a move action

You can trigger decent thrusters as part of an action when jumping down, or as a reaction if you fall.

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

It would probably help if you write that out with a little more detail. Something along the lines of how much you mean to run, out of how much movement speed, how much you're trying to fly, and how many actions you intend to use.

Trying to unpack this, a few things jump out at me. First, there is no specific "use a jetpack" action cost. A jetpack grants a flight speed, and normal flight rules are ised, depending on what you are trying to do in the air.

Second, with regard to using jump jets from a flying position, I can see 2 ways that that can be read. If you rule jump jets more flexibly, treating them as flight with limitations, as I prefer to do, because it allows people to use them without a lot of rules-lawyering, then you would not get any extra movement out of them that you didn't have with the jetpack.

If jump jets are read as requiring a special variant of your move action, as it seems your GM does, and some other people do, you would probably have bigger problems with stringing that all together.

Next up, jump jets don't ever jump 30 ft up, unless you take gravity out of the equation, though I'm not sure if that was a typo and should say 20 ft.

Either way, I don't see a reading that would allow you to go higher with a jump, a jetpack and jump jets than you could with just a jetpack and none of the argument.

Part of why I'm not sure of what you're asking, though, is that 8 don't know how many move actions you are describing. If this is supposed to be a single move action (and a reaction for descent thrusters), then it looks like you would be trying to use some of your run speed, and some flight, and the full movement speed of the jumpjets? If I am reading your intention correctly, that definitely can't be done as a single move action.

You should also know that there are two schools of thought about whether jump jets can legally be used with a trick attack, as they read "as part of a move action." Personally, I would allow them, but that is not universal.

EDIT: If you have a jetpack and are confident in your acrobatics skill, you can probably save yourself an armor slit and not bother with descent thrusters. Anyone with a fly speed can attempt an acro check to negate fall damage, as a reaction.

Please note that I respond as I read so I dont forget stuff.

The minimum is 10 feet. I already stated i had 60 ft of movement. Maybe ten feet of flying geeze, its a hypothetical question. Either it's 10 feet and I go up 20 feet < height > with the jump Jets or I go 30 < distance > and I jump up an extra 10 ft < height > with the jump Jets jumping 20ish feet before droping to the ground with a controlled fall. You tell me to read.....
You can fly up to 30 feet < distance >(average maneuverability) with a maximum height of 10 feet, or you can fly up to 20 feet straight up< Height >. *either clinging to the edge of a building or they are SQ suming that you moved forward 5 feet so that you land on the building and or your landing spot otherwise your ending your movement phase with out landing which breaks thier rule for jumpjets.*

What part of I am not adding extra distance to my move speed. I am doing all this in my allotted movement that I get so if I can move 60 feet as a movement I move 10 so I get up to speed for my jump. Then I fly 10-30 ft. Then with jet booster I either jump up 20 feet and 10 feet forward if I am trying to get onto something high or I jump upwards up 10 feet extra height and move farward 20ish feet while doing this I shut off my flight pack so I fall to the ground landing not breaking the rule for jump jets and not exceeding my movement.

I could understand if I was like la de dah i move 60 feet then I jump an extra 25 feet. Which I explicitly said I wasn't going for that. I read the rules and I try my best not to stomp on them.

-well i do not know what kind of action it is to start fly[but I do know :Changing from normal flight to cruising flight or vice versa is a standard action]. But jumping is part of a move action and decent thrusters can be used as a reaction if your falling. Using kip up the feat is a swift action.

You only get one movement phase per round up can give up your attack phase if you want more movement. Phases are called actions of which you only get two. If you fill your actions with all of one kind of phase then that is a full action be it movement or attack. Reaction, swift, and free actions do not count *aka are free if you can use them* as part of the normal actions you can take. <== this makes sense to me. But that is not an important focal point. I don't think I am miss understanding that....

I am a Warrior cleric or a Mystic Soldier < pseudo Paladin >. I am not guna be using trick attacks. If anything its all about the Mobility style parkour I'm a Target focus on me distraction achieved. If I can pull it off I will drop grenades so they explode behind me and not look back at the explosions as I finish my movement. Style, flare, and badassery is what I'm after.

And is all about getting that double jump.

Sorry if I sounded like a petulant child.

I think I finally covered everything you said, hammerjack.

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
ghostunderasheet wrote:

What part of I am not adding extra distance to my move speed. I am doing all this in my allotted movement that I get so if I can move 60 feet as a movement I move 10 so I get up to speed for my jump. Then I fly 10-30 ft. Then with jet booster I either jump up 20 feet and 10 feet forward if I am trying to get onto something high or I jump upwards up 10 feet extra height and move farward 20ish feet while doing this I shut off my flight pack so I fall to the ground landing not breaking the rule for jump jets and not exceeding my movement.

The 60 foot movement speed is your ground movement speed. when you are moving in different modes, like flying, your limit is based off of that speed, not off of 60 feet.

So, with a move action, you can run 60 feet. With a move action and a jetpack, you can fly 60 feet. Running 10 feet, flying 30 feet and jumpjetting 20 feet is not something that you can do as a single move action. Because you would be flying 50 feet, and you don't have a fly speed that can handle that, even though you could run that distance along the ground.

So i am doubling up on the flying movement. Which is not allowed. That is what i am getting from what you just said. I can see that. If that jump movement from the jumpjets wasn't actualy just falling with style. Which the descent thrusters has you covered.<could help with the last two sentences > Which brings up my next question.

Are there any penalties to attack while falling that I should know about?

I already know about off-target which is a -2 to hit and i do not think Off-Kilter applies to falling. Which is -2 to hit and AC.

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Yeah, I don't think you can mix movement modes, even if you don't use up the full allotment of movement speed. One move action for land movement and another for flight, or vice versa.

For ease of play, I wouldn't bother with penalties while falling (especially if deliberate).

If you have nails and your pal offers you a hammer you think you should use a rock?

The game provides the player who wants to buy it feather fall devices. Descent thrusters. Why wouldn't you find a way to use them.

for ease of play i don't want to be flying out of the reach of enemies. That's cheap.

What about multiple sets of jumpjets?

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Installing multiple sets of jump jets would give you absolutely no ability that you don't have with a single set. The movement options they provide don't stack like that.

At lot of this falls under the questions I asked a few weeks back: Jump Jets Again. Still no answer or FAQ on exactly how the item works. Your interpretation falls under the third interpretation in my thread on it.

As of yet, everyone has an opinion and the FAQ is up in the air. The best we can do is make a judgement call as GMs and wait for clarification from Owen and staff at a later date. An FAQ update hopefully since it's been a year now with nothing new despite one new book release with another on the horizon.

There's three separate issues here and they might not have the same answer

1) can the jump jets extend your move, like if you move 25 feet with a 30 foot movement can you jump another 10 feet. (i would say definitely no)

2) Do jump jets end your movement? Like if you jump 10 feet up a cliff can you move 20 feet forward. This definitely should work. Its part of movement, not "instead of your normal movement"

3) Can you use jump jets to double jump? I think that should work. At the top if your jump you have the same momentum down (none) that you would standing. It also gives people incentive to combine the skill with tech rather than just saying meh tech is better i don't need skill.

I have a question regarding junpjets as well. They say that they can be activated as "part of a move action". A guarded step is a move action. Can jumpjets be used as part of a guarded step?

nick gray 117 wrote:
I have a question regarding junpjets as well. They say that they can be activated as "part of a move action". A guarded step is a move action. Can jumpjets be used as part of a guarded step?

Definitely not. A 15 foot guarded step is WAY out of line for the power level of the boots.

The way I read it the limitations of jump jets is that when your turn is done and your finished moving you cannot still be in the air.

Not that jumping ends your movement but that when your finished, you cannot still be in the air because of a jump pack.

Or stated another way, you cannot use a jump pack in a way that you end up still in the air when all your movement is done.

Boots?

Gilfalas wrote:

The way I read it the limitations of jump jets is that when your turn is done and your finished moving you cannot still be in the air.

Not that jumping ends your movement but that when your finished, you cannot still be in the air because of a jump pack.

Or stated another way, you cannot use a jump pack in a way that you end up still in the air when all your movement is done.

that is how I read it. Might be different if used with the flight pack. Which does not mesh with my style of combat. But might be something I invest in just in case i jump out a ship while it's reentering atmo.