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Charging
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<blockquote data-quote="frankthedm" data-source="post: 2824486" data-attributes="member: 1164"><p>Nope, that exactly why there are rules governing how to determine which route truely is the shortest. In reality there is only one path that is shortest, the straight line, measured from the center of one base to the center of the other base, easily found with a ruler or tape measure, but since 3.5 combat happens on a grid another method was needed.</p><p></p><p><em>First, you must <strong>move to the closest space </strong> from which you can attack the opponent. (If this space is occupied or otherwise blocked, you can’t charge.) </em></p><p><em></em></p><p><em>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.</em></p><p></p><p><span style="font-size: 9px">CHARGE</span></p><p><span style="font-size: 9px">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.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">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.)</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">If you don’t have line of sight to the opponent at the start of your turn, you can’t charge that opponent.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">You can’t take a 5-foot step in the same round as a charge.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">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.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">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.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">A charging character gets a +2 bonus on the Strength check made to bull rush an opponent (see Bull Rush, above).</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">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.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a charge.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Weapons Readied against a Charge: Spears, tridents, and certain other piercing weapons deal double damage when readied (set) and used against a charging character.</span></p></blockquote><p></p>
[QUOTE="frankthedm, post: 2824486, member: 1164"] Nope, that exactly why there are rules governing how to determine which route truely is the shortest. In reality there is only one path that is shortest, the straight line, measured from the center of one base to the center of the other base, easily found with a ruler or tape measure, but since 3.5 combat happens on a grid another method was needed. [I]First, you must [B]move to the closest space [/B] from which you can attack the opponent. (If this space is occupied or otherwise blocked, you can’t charge.) 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.[/I] [SIZE=1]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 (see Bull Rush, above). 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.[/SIZE] [/QUOTE]
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