Casting Jump as your third action


Rules Discussion


"Your legs surge with strength, ready to leap high and far. You jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action."

So if you cast Jump as your third action, you wouldn't talk until your first action on your next turn, correct? If so, this seems like a pretty solid defensive option for a leaf leshy or caster with Cat Fall.


PF2 encourages GMs to shut down issues which makes no sense, like this one. Also, it's so obviously a cheesy exploit, why would you expect any GM to capitulate?
There are several "fall after your next action" abilities, so perhaps somebody knows of a general rule here? Maybe even more general, like how metamagic doesn't carry over to your next action if that next action is on your next turn.

Of course, a Leshy could take the feat to glide...


Castilliano wrote:

PF2 encourages GMs to shut down issues which makes no sense, like this one. Also, it's so obviously a cheesy exploit, why would you expect any GM to capitulate?

There are several "fall after your next action" abilities, so perhaps somebody knows of a general rule here? Maybe even more general, like how metamagic doesn't carry over to your next action if that next action is on your next turn.

Of course, a Leshy could take the feat to glide...

Is it that cheesy though? It has a lot of counterplay, and is fairly resource-intensive (by the time you have first and third level slots to spare, you have better ways to keep yourself safe like Fly). And it only protects you from grounded melee enemies, you basically paint a target on your back for anything with ranged attacks or a fly speed.

Though I'll likely take the spell regardless of if this works or not, because of the synergy with Leshy Glide. I just want to see if I can use this defensively before level 5.


Have a conversation with your GM about using 3 dimensions in their encounter maps. Jump up to a ledge instead of jumping up to thin air.


Castilliano wrote:

PF2 encourages GMs to shut down issues which makes no sense, like this one. Also, it's so obviously a cheesy exploit, why would you expect any GM to capitulate?

There are several "fall after your next action" abilities, so perhaps somebody knows of a general rule here? Maybe even more general, like how metamagic doesn't carry over to your next action if that next action is on your next turn.

Threads have made the argument that Bespell Weapon can work on the subsequent turn if the previous turn ended with a spell action; precisely because of its loose wording and the CRB’s somewhat lack of defining if the triggering prerequisite would, or should, carry over or not. I would say this would work using the very same principle.

You’ll have to define why you feel it’s cheesy though, because I agree with Salamileg that you’re spending a spell slot, and still have to deal with the consequences the following turn. Rounds are somewhat intended to be thought of as all turns happening simultaneously within a theoretical 6 second window; so even if said caster had the first turn in the round and used this tactic before, let’s say, 5 other PC’s/NPC’s, the whole round still theoretically lasts 6 seconds.

To add onto this, i would agree with jdripley that some GM’s may not want to deal with this kind of 3 dimensional shenanigans, so knowing how your GM would rule this would be best.


1 person marked this as a favorite.

I found the Bespell Weapon arguments unconvincing. They rely on a lack of clarity in the wording, so I'd hardly call that a principle, especially when the bulk of the posters (AFAICT) were against that interpretation.

When the rules do address actions which could overflow into the next round (like multi-action feats or spells, metamagic) it's a hard no. You can't do it. Each round is a discrete package, no matter the narrative.
So I think the burden is to show Jump is a distinct case, an exception.

It's cheesy because a one-action, 1st level spell that removes you from much (often all) danger would be awesome! Awesome enough to build around even, get a Staff of Transmutation to spam, take an MCD to access, etc. The other 3D movement spells were bumped up a level in PF2, yet Jump now lets you float through all your opponents' turns? Um, no.
(And your "simultaneously" argument actually supports the caster being on the ground to be hit for 2/3 of your opponents' actions.)
Wait, there are also several other abilities worded the exact same way (fall after next action), which means it's plausible to build a party around this shenanigan. Which would be ridiculous (albeit temporarily as no GM would put up with that, and suddenly archers everywhere.)

And yes, check with your GM, but don't expect to pull this off in PFS.

Community / Forums / Pathfinder / Pathfinder Second Edition / Rules Discussion / Casting Jump as your third action All Messageboards

Want to post a reply? Sign in.