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Blocked Path: If any line traced between the creature’s starting space and ending space passes<br />
through a square that slows or prevents movement, or contains a creature (even an ally), the<br />
charge is not allowed. The creature can ignore squares that slow movement that it actually<br />
occupies when it starts its charge, so long as it leaves those squares with its first square of<br />
movement. (In other words, a creature can charge out of difficult terrain so long as none of its<br />
move is slowed by difficult terrain.)<br />
Line of Sight: A creature can’t charge if it can’t see an enemy at the start of its turn.<br />
Nearest Enemy Only: If anything prevents a creature from charging the nearest enemy, it<br />
can’t charge at all.<br />
Lost Target: If some circumstance results in the target of a charge being destroyed or moved<br />
from its original space before the attacker makes its melee attack, the charge continues to its<br />
original destination space. The charging creature can no longer make a melee attack, even if its<br />
original target is still adjacent to that space.<br />
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