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School me in th art of Charging.
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<blockquote data-quote="trayburn" data-source="post: 5042395" data-attributes="member: 60260"><p>This is incorrect, for two reasons.</p><p> </p><p>First, a Free action can indeed be performed after a charge. This is clarified by the FAQ for Player's Handbook 2 at <a href="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1695" target="_blank">FAQ for Player's Handbook II!</a> which clearly states this in the answer to question 6.</p><p> </p><p>Secondly, Immediate actions can never be used on your turn, as per page 268 of Player's Handbook.</p><p> </p><p></p><p> </p><p>While you must move at least 2 squares, this movement must be "directly to the nearest square from which you can attack the enemy." (PHB 287) This means creatures with Reach must stop at the full extent of their reach, including PCs wielding reach weapons. "directly" is also important, you cannot wander around obstacles as part of the charge, though certainly as it is movement jumps are allowable.</p><p> </p><p></p><p> </p><p>All true, but remember that given that diagonal movement is the same as non-diagonal movement in 4e, the problem if "the" square being filled comes up rarely (only on hard diagonals) and can be fixed easily, with a lateral shift with your move action prior to charging.</p><p> </p><p></p><p> </p><p></p><p>The major hit list for these include :</p><ul> <li data-xf-list-type="ul">Badge of the Beserker (Neck) : Movement made as part of a charge does not provoke OAs.</li> <li data-xf-list-type="ul">Vanguard Weapon : Extra 1d8 damage on charge attacks</li> <li data-xf-list-type="ul">Boots of Adept Charging : Shift 1 after a charge</li> <li data-xf-list-type="ul">Horned Helm : Extra 1d6 damage on charge attacks</li> <li data-xf-list-type="ul">Marauder's Armor : +1 AC after charging until next turn.</li> <li data-xf-list-type="ul">Fast Runner (feat) : +2 Speed when Charging (and running)</li> <li data-xf-list-type="ul">Roundabout Charge (paragon feat): Charge to any square adjacent to the target.</li> </ul><p></p><p>Not just a Basic Attack, but explicitly a Melee Basic Attack. Anything that can be used as a Melee Basic Attack can be done at the end of a charge, plus many powers have a Special note stating they can be used in place of a Melee Basic Attack at the end of a charge. This can include encounters and even some Daily powers. </p><p> </p><p>Charge can be very very powerful, I have an Orc Barbarian who is a charge specialist, it can be a very potent attack when you learn to work with it.</p></blockquote><p></p>
[QUOTE="trayburn, post: 5042395, member: 60260"] This is incorrect, for two reasons. First, a Free action can indeed be performed after a charge. This is clarified by the FAQ for Player's Handbook 2 at [URL="http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1695"]FAQ for Player's Handbook II![/URL] which clearly states this in the answer to question 6. Secondly, Immediate actions can never be used on your turn, as per page 268 of Player's Handbook. While you must move at least 2 squares, this movement must be "directly to the nearest square from which you can attack the enemy." (PHB 287) This means creatures with Reach must stop at the full extent of their reach, including PCs wielding reach weapons. "directly" is also important, you cannot wander around obstacles as part of the charge, though certainly as it is movement jumps are allowable. All true, but remember that given that diagonal movement is the same as non-diagonal movement in 4e, the problem if "the" square being filled comes up rarely (only on hard diagonals) and can be fixed easily, with a lateral shift with your move action prior to charging. The major hit list for these include : [LIST] [*]Badge of the Beserker (Neck) : Movement made as part of a charge does not provoke OAs. [*]Vanguard Weapon : Extra 1d8 damage on charge attacks [*]Boots of Adept Charging : Shift 1 after a charge [*]Horned Helm : Extra 1d6 damage on charge attacks [*]Marauder's Armor : +1 AC after charging until next turn. [*]Fast Runner (feat) : +2 Speed when Charging (and running) [*]Roundabout Charge (paragon feat): Charge to any square adjacent to the target. [/LIST] Not just a Basic Attack, but explicitly a Melee Basic Attack. Anything that can be used as a Melee Basic Attack can be done at the end of a charge, plus many powers have a Special note stating they can be used in place of a Melee Basic Attack at the end of a charge. This can include encounters and even some Daily powers. Charge can be very very powerful, I have an Orc Barbarian who is a charge specialist, it can be a very potent attack when you learn to work with it. [/QUOTE]
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