Charge

As a Standard Action you can move your Speed (minimum 2 squares) in a straight line, and then make a melee attack at the end of your movement. You gain a +2 competence bonus on your attack roll, but take a -2 penalty to your General & Reflex Defense until the start of your next turn.

You can only Charge through low objects or squares occupied by opponents (allies do not hinder your Charge), by making a DC 15 Athletics or Acrobatics skill check for Parkour. Charging through Difficult Terrain still costs twice as much per square as normal. You cannot Tumble during your movement as a part of a Charge.

After you resolve a Charge, you can take no further Actions this turn (although other Actions can be taken prior to the Charge).


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