CHARGE
Charging is a special full-round action that allows you to
move up to twice your speed and attack during the action.
Charging, however, 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). 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. 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 combat maneuver
attack rolls made to bull rush an opponent (see
Bull Rush).
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."