Since this class requires Spring Attack, it's probably a good idea to repost the Premium reprint stealth-errata:
When using the attack action with a melee weapon, you can split your move action in that round in order to move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can't use this feat if you are wearing heavy armor.

You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.


(Copy-pasted from a 2014 Curmudgeon post.)

Quote Originally Posted by Inevitability View Post
It doesn't matter: Heliomance already ruled that subjective directional gravity triggers the ability as well.
It still kind of does matter, though, since subjective directional gravity doesn't allow turning (and moves at falling speeds - 150ft the first round, 300ft thereafter - and requires a DC16 Wis check to change direction) while the Manual of the Planes (maybe the primary source on planes?) gives you a 10ft*Intelligence perfect flight speed (down to average for double move, down to clumsy for four times speed (effectively running)).

Given that the class in question has a class feature that kind of depends on Manual of the Planes' Astral Plane movement rules (Improved Maneuverability) and does bupkis without them, this is kind of important!

Also, it kind of vastly changes what you can do with a build if being able to turn mid-movement is impossible and requires Wisdom. Whether or not it counts as flight or falling also changes a whole bunch with what feats do or don't interact with it, not to mention weird stuff like whether or not a Full Attack is even possible or strange interactions with fall damage.