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General Tabletop Discussion
*Pathfinder & Starfinder
Mounted Charge [was this legal per R.A.W.?]
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<blockquote data-quote="frankthedm" data-source="post: 1967303" data-attributes="member: 1164"><p>It is not useless, it is just not as useful as you hoped it was. It is by RAW a strait line continuation of a charge, which is a strait line move to your foe. It seems pretty simple that the onus is on the charger to get through the foes space. Just because you hate the overun action,that does not mean you deserve more abilities from a feat.</p><p></p><p>I do not think spring attack will help. Your need to charge [special full round action negates you mounts need to take a standard move and attack for spring attack. Honestly the RAW is unforgiving on RBA and overrun, but that is what you asked for. Most DMs probably wouldn't split hairs to this level. Myself, i keep this stuff mentally prepared to stop min maxed twinks dead in thier tracks.</p><p></p><p><span style="color: Lime">CHARGE</span></p><p><span style="color: Lime">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="color: Lime">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.</span></p><p><span style="color: Lime">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="color: Lime">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="color: Lime">You can’t take a 5-foot step in the same round as a charge.</span></p><p><span style="color: Lime">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="color: Lime">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="color: Lime">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="color: Lime">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="color: Lime">Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a charge.</span></p><p><span style="color: Lime">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><p><span style="color: Lime"></span></p><p><span style="color: Lime">MOUNTED COMBAT</span></p><p><span style="color: Lime">Horses in Combat: Warhorses and warponies can serve readily as combat steeds. Light horses, ponies, and heavy horses, however, are frightened by combat. If you don’t dismount, you must make a DC 20 Ride check each round as a move action to control such a horse. If you succeed, you can perform a standard action after the move action. If you fail, the move action becomes a full round action and you can’t do anything else until your next turn.</span></p><p><span style="color: Lime">Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move.</span></p><p><span style="color: Lime">A horse (not a pony) is a Large creature and thus takes up a space 10 feet (2 squares) across. For simplicity, assume that you share your mount’s space during combat.</span></p><p><span style="color: Lime">Combat while Mounted: With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action.</span></p><p><span style="color: Lime">When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can’t make a full attack. Even at your mount’s full speed, you don’t take any penalty on melee attacks while mounted.</span></p><p><span style="color: Lime">If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. When charging on horseback, you deal double damage with a lance (see Charge).</span></p><p><span style="color: Lime">You can use ranged weapons while your mount is taking a double move, but at a –4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed), at a –8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally</span></p><p><span style="color: Lime">Casting Spells while Mounted: You can cast a spell normally if your mount moves up to a normal move (its speed) either before or after you cast. If you have your mount move both before and after you cast a spell, then you’re casting the spell while the mount is moving, and you have to make a Concentration check due to the vigorous motion (DC 10 + spell level) or lose the spell. If the mount is running (quadruple speed), you can cast a spell when your mount has moved up to twice its speed, but your Concentration check is more difficult due to the violent motion (DC 15 + spell level).</span></p><p><span style="color: Lime">If Your Mount Falls in Battle: If your mount falls, you have to succeed on a DC 15 Ride check to make a soft fall and take no damage. If the check fails, you take 1d6 points of damage.</span></p><p><span style="color: Lime">If You Are Dropped: If you are knocked unconscious, you have a 50% chance to stay in the saddle (or 75% if you’re in a military saddle). Otherwise you fall and take 1d6 points of damage.</span></p><p><span style="color: Lime">Without you to guide it, your mount avoids combat.</span></p><p><span style="color: Lime"></span></p></blockquote><p></p>
[QUOTE="frankthedm, post: 1967303, member: 1164"] It is not useless, it is just not as useful as you hoped it was. It is by RAW a strait line continuation of a charge, which is a strait line move to your foe. It seems pretty simple that the onus is on the charger to get through the foes space. Just because you hate the overun action,that does not mean you deserve more abilities from a feat. I do not think spring attack will help. Your need to charge [special full round action negates you mounts need to take a standard move and attack for spring attack. Honestly the RAW is unforgiving on RBA and overrun, but that is what you asked for. Most DMs probably wouldn't split hairs to this level. Myself, i keep this stuff mentally prepared to stop min maxed twinks dead in thier tracks. [COLOR=Lime]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. MOUNTED COMBAT Horses in Combat: Warhorses and warponies can serve readily as combat steeds. Light horses, ponies, and heavy horses, however, are frightened by combat. If you don’t dismount, you must make a DC 20 Ride check each round as a move action to control such a horse. If you succeed, you can perform a standard action after the move action. If you fail, the move action becomes a full round action and you can’t do anything else until your next turn. Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move. A horse (not a pony) is a Large creature and thus takes up a space 10 feet (2 squares) across. For simplicity, assume that you share your mount’s space during combat. Combat while Mounted: With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action. When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can’t make a full attack. Even at your mount’s full speed, you don’t take any penalty on melee attacks while mounted. If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. When charging on horseback, you deal double damage with a lance (see Charge). You can use ranged weapons while your mount is taking a double move, but at a –4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed), at a –8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally Casting Spells while Mounted: You can cast a spell normally if your mount moves up to a normal move (its speed) either before or after you cast. If you have your mount move both before and after you cast a spell, then you’re casting the spell while the mount is moving, and you have to make a Concentration check due to the vigorous motion (DC 10 + spell level) or lose the spell. If the mount is running (quadruple speed), you can cast a spell when your mount has moved up to twice its speed, but your Concentration check is more difficult due to the violent motion (DC 15 + spell level). If Your Mount Falls in Battle: If your mount falls, you have to succeed on a DC 15 Ride check to make a soft fall and take no damage. If the check fails, you take 1d6 points of damage. If You Are Dropped: If you are knocked unconscious, you have a 50% chance to stay in the saddle (or 75% if you’re in a military saddle). Otherwise you fall and take 1d6 points of damage. Without you to guide it, your mount avoids combat. [/COLOR] [/QUOTE]
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