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Part 5 • Core p52 • book p.52

Charging

Under some circumstances, characters or creatures may be allowed to attack at the end of a running move. This is called a charge, and some specific limitations apply. The charging character or creature must have moved at least 10 feet. The movement must be in a more or less straight line toward the intended target, and the path to the target must be reasonably clear. Finally, the attacker must be using a weapon such as a spear, lance, or pole arm which is suitable for use while charging. Certain monsters, especially those with horns, are able to use natural attacks when charging. If the attacker does not have line of sight to an opponent, they can't charge that opponent. The attack made after the charge is made at +2 on the attack roll. The charging character or creature suffers a -2 penalty to Armor Class for the remainder of the round. If the attack hits, it does double damage. Set Weapon Against Charge: Spears, pole arms, and certain other piercing weapons deal double damage when "set" (braced against the ground or floor) and used against a charging creature. For this to be done, the character or creature being charged must have equal or better Initiative; this counts as holding an action: both attacker and defender act on the attacker's Initiative number and are therefore simultaneous.