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Charging while flying

EyeontheMountain

First Post
Question came up in a game.

Now as far as I can tell charging can be done with any movement speed including burrowing, which seems a bit odd with the rules about having a clear path for a charge, but I digress.

When flying, can you charge if you ahve to gain altitude to charge? Any amount from straight up to a shallow incline.

Now I would be inclined to rule it taht a flying charge be done at the same altitude (plus reach) or with the target at a lower altitude.

What do you all think?
 

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frankthedm

First Post
Looks like you are right. I've never been keen on the never being able to charge due to reduced speed.

The you charge to a random square is usefull to occasionally mess over one trick ponies and folks trying to charge when most other wargaming systems would not allow it, but I'd rather see charging paths determined by center-to-center measurement/lines.

Charge
Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. However, it carries tight restrictions on how you can move.

Movement During a Charge
You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent.

You must have a clear path toward the opponent,
and nothing can hinder your movement (such as difficult terrain or obstacles). Here’s what it means to have a clear path. First, you must move to the closest space from which you can attack the opponent. (If this space is occupied or otherwise blocked, you can’t charge.) Second, if any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can’t charge. (Helpless creatures don’t stop a charge.)

If you don’t have line of sight to the opponent at the start of your turn, you can’t charge that opponent.

You can’t take a 5-foot step in the same round as a charge.

If you are able to take only a standard action or a move action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed). You can’t use this option unless you are restricted to taking only a standard action or move action on your turn.

Attacking on a Charge
After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a -2 penalty to your AC until the start of your next turn.

A charging character gets a +2 bonus on the Strength check made to bull rush an opponent.

Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge.

Lances and Charge Attacks
A lance deals double damage if employed by a mounted character in a charge.

Weapons Readied against a Charge
Spears, tridents, and certain other piercing weapons deal double damage when readied (set) and used against a charging character.


Measuring Distance...

Closest Creature

When it’s important to determine the closest square or creature to a location, if two squares or creatures are equally close, randomly determine which one counts as closest by rolling a die.

Fly
Transmutation
Level: Sor/Wiz 3, Travel 3
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.

Arcane Focus
A wing feather from any bird.
 

Lord Pendragon

First Post
EyeontheMountain said:
When flying, can you charge if you ahve to gain altitude to charge? Any amount from straight up to a shallow incline.
It depends on your maneuverability. If you have (Perfect) maneuverability, then yes. Moving up or at an upwards incline is just as easy as moving forward or backward.

Anything less than (Perfect) and moving up is hindered by the air, and if your movement is hindered you cannot charge.
 

Evilhalfling

Adventurer
Lord Pendragon said:
It depends on your maneuverability. If you have (Perfect) maneuverability, then yes. Moving up or at an upwards incline is just as easy as moving forward or backward.

Anything less than (Perfect) and moving up is hindered by the air, and if your movement is hindered you cannot charge.

This is the way I play it, and the way it is done in the Battle of all Alignments (sub forum)
 

Vegepygmy

First Post
EyeontheMountain said:
Now as far as I can tell charging can be done with any movement speed including burrowing,
Nope. "Creatures cannot charge or run while burrowing." Monster Manual, page 311.

Flying charges are good to go, though.
 

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