Charge Attack. Once per 10 rounds. [charge] (declared; major, time spent moving)
A charge attack allows you to rush quickly into melee and attack in the same round.
A charge attack requires the target to be over 10-ft. away (ie. at least 3 squares if using a grid) and out of melee range. You need to have line of sight to the target.
A charge attack can only be executed in a relatively straight line and over flat, stable, and unobstructed ground. "Relatively" straight means you can avoid certain terrain features (like a column or large rock). Charging down a straight flight of stairs can be done, but not up a flight of stairs.
You can charge through an ally's space if you can see them and they are not in melee or casting an incantation.
Charging within 10-ft of an active melee (ie. within 2 squares of any engaged creature if using a grid) and not entering to attack an opponent will allow free attacks from some or all opponents (per the GM) as if fleeing melee.
The charger loses any Dexterity armor class bonuses or (if none) suffers a -1 penalty to armor class until the end of the round.
Overloaded (due to encumbrance) or magically slowed creatures cannot charge. Other effects may also negate the ability to charge (per the GM).
A charge attack typically terminates with a single melee attack routine—although taking the attack is not required. Movement terminates after the attack unless using a special ability or mount.
Instead of a melee attack, a charging attacker can attack using a single thrown weapon (no matter the weapon's fire rate) when charging, gaining the listed charge bonus on the attack. The target of the thrown missile attack must be in the direction of the charge. The charging attacker can choose when to throw the weapon (but drawing a weapon requires at least 1 segment). Missile fire that targets the charger will gain initiative versus the charger's thrown missile attack.
Any charging movement that takes a charger out of melee range of an opponent will grant the opponent a free attack against the charger as if using a Flee Melee action.
PROCEDURE
The charger must move double their movement rate when charging. If outdoors, a quadruped can move at a speed up to 250% their normal speed and must be moving at least double their speed in order to charge.
If any opponents declared the use of a missile weapon, they can target the charger if within line of sight anytime during the charge with an immediate attack before the charge terminates.
If the charger elects to use a thrown missile weapon instead of a melee attack, they must announce this at the beginning of their charge.
A charger throwing a weapon can end their charge after throwing their weapon, but each segment must be a full (double speed) move and if this brings the charger within 10 to 15-ft of an opponent, the opponent can engage the charger in melee during the charge attack round (having seen the charger come near, they can position themselves for melee unless performing a complex activity or certain actions such as casting a spell).
Once the charger comes within melee range of any opponent(s), if the opponents wield longer melee weapons, they are (all!) granted an immediate attack (one attack routine) against the charger before the charger can attack.
The charger is granted a +2 bonus to attack rolls for a single immediate attack (one attack routine) executed at the end of the charge.
If opponents have shorter weapons, they can attack normally on their group initiative.
A charger cannot use the multi-attack ability during the round they used the charge attack.
If attacked by a charging opponent, a defender with the multi-attack ability can use iterative attacks after their immediate attack granted by the charger.
Minor Actions. Minor actions or simple activities other than drawing a weapon cannot be attempted before a charge attack. After the charge attack (and any immediate attacks), minor actions or simple activities can be performed by the charger or defender during their respective group initiative.
Weapon Length for Natural Weapons. Unless specified, weapon lengths for natural weapons are Small (1 ft.), Man-sized (2 ft.), and Large up to 12 ft. (3 to 6 ft.) or 12+ ft. (7 to 10 ft. or more).
Mounted Charge. A rider on a mount that is charging is also considered to be charging. The mount can continue to move past a target attacked by the rider. See Mounted Combat. If mounted, weapons with the mounted charge attribute will do more damage. See Weapons. A rider can execute a charge attack after a mounted charge (the mount cannot charge for 10 rounds, but the rider, unmounted, can make a charge attack).