Skylancer4 |
Z will charge X, Y's are some other guys.
YcY
XYccccccccZCan Z charge the c path like that?
Thanks
Wakrob
I don't believe so (assuming non reach weapon and no access to the dragon style feat with Y's being allies).
Typically the path has to be clear but diagonals were allowed. The best way to figure it out would be take a string(ruler/etc.) and place it in the middle of the starting square through to the middle of the ending square. If any other square on that path (even the tiniest corner of one) has a creature in it, the charge cannot happen.
Howie23 |
Z will charge X, Y's are some other guys.
YaY
XYbcccccccZCan Z charge the c path like that?
I've relabeled the diagram for discussion. It looks like your question is whether Z can charge X, with the charge ending in square a.
The short answer is no.
You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge.
So, Z needs to move directly toward the designated opponent. Z must move to the closest square from which he can attack. The path to the square at the end of the charge must be clear. The square at the end of the charge must be clear.
Has Z moved directly toward X? Not really. You might get some different opinions about this, but it's moot for your question.
Has Z moved to the closest square from which he can attack? Counting distance the same as movement, there is no closer square.
Is the square at the end of the charge clear? Yes.
Is the path to square a clear? No.
"If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge." Any line isn't just a path from square center to square center. Basically, a line from each of the four corners of Z's initial square has to be clear to each of the four corners of the destination square. In practice, you can just draw the lines from the four corners to each of the corresponding corners in the destination square; the others are all internal to these four lines. In your example, Z's lines pass through 1) the square of the Y that is between the square I marked b and target X, and 2) the square of the Y that is just to the left of the square I marked a.
It is insufficient for Z to merely be able to move to the square a. The path from Z to a also matters for charging.
Wakrob |
Im going to try to add another question to this thread rather that start a new one.
Given wide open sky with no obstacles, can a flyer that is facing the wrong direction turn around to charge an opponent? Its not a straight line but it is the shortest route a flyer can take to get there. Oddly Flying is the one time facing matters in Pathfinder since you can only turn 45 degrees per 5' move without a fly check.
Howie23 |
Im going to try to add another question to this thread rather that start a new one.
Given wide open sky with no obstacles, can a flyer that is facing the wrong direction turn around to charge an opponent? Its not a straight line but it is the shortest route a flyer can take to get there. Oddly Flying is the one time facing matters in Pathfinder since you can only turn 45 degrees per 5' move without a fly check.
Facing during flying only matters during your current turn. At the beginning of each turn, you can freely face whatever direction you want. "At the beginning of the next turn, you can move in a different direction than you did the previous turn without making a check." (from Fly skill description)
So, at the beginning of his turn, the flyer merely selects his facing toward his target and charges. No turn is needed.
The flyer cannot charge while rising in altitude, though. This hits the prohibition on squares that slow movement.
Majuba |
I agree with Howie, that you couldn't charge as listed, but my 2 cents that you can charge thus:
Z will charge X, O and Y are some other guys.
Occccc
XY----ccccZ
As the final 'c' is as close to Z as Y is, you're still attacking from the closest/first square. It's a little off as you're sort of charging away, but not significantly. Alternate version that's more common:
OY----ccccZ
Xccccc
but not:
OY-----cccZ
XP--ccc
-ccc
because the final 'c' is 5' further from Z than Y (the closest square).
Howie23 |
I agree with Howie, that you couldn't charge as listed, but my 2 cents that you can charge thus:
Z will charge X, O and Y are some other guys.
Occccc
XY----ccccZAs the final 'c' is as close to Z as Y is, you're still attacking from the closest/first square. It's a little off as you're sort of charging away, but not significantly. Alternate version that's more common:
OY----ccccZ
Xccccc
Regardless of whether these are ok regarding "directly toward", both of these fail the "tight restrictions" on having clear lines to the destination square. In each of these, one of Z's front corners is passing through Y.
I also think many people would allow the charges you've indicated, whether due to just letting it go or being unaware, I'm not sure.
Tarantula |
My suggestion, use the 30' line templates for spells in the magic section. The affected squares are the ones your character runs through to make a "straight line". (Of course, you can put them end to end to get you full double movement distance.)
If a square that would be effected by the spell is occupied/difficult terrain/other circumstance that stops a charge, then you know that you had to run through it and can't make it. If nothing is in your way, charge ahead!
Valid 60' charge paths:
1)
ZccccccccccccX
2)
Zccc
____ccc
_______ccc
__________cccX
3)
Zcc
__ccc
____cc
_____cc
______ccc
________ccX
4)
Zc
__c
___c
____c
_____c
______c
_______c
________c
_________X
Howie23 |
My suggestion, use the 30' line templates for spells in the magic section. The affected squares are the ones your character runs through to make a "straight line". (Of course, you can put them end to end to get you full double movement distance.)
If a square that would be effected by the spell is occupied/difficult terrain/other circumstance that stops a charge, then you know that you had to run through it and can't make it. If nothing is in your way, charge ahead!
Using the squares traversed to count movement is insufficient. All squares that are passed through from the four lines drawn from the corners of the starting square to the corners of the ending square must be clear. I'm working on a graphic for it.
Valid 60' charge paths:
1)
ZccccccccccccX
1) is a valid path.
2)
Zccc
____ccc
_______ccc
__________cccX
2) is not a valid 60' charge path. It is 65' long. Move X or Z one space closer on the east-west axis and it's good.
Zcccddd
_dddcccddd
____dddcccdd
________ddccX
This is a corrected valid 60' charge path. The squares marked to identify the path remain as 'c'. The squares marked 'd' are additional squares that the lines of the charge travel through. These must also be clear.
3)
Zcc
__ccc
____cc
_____cc
______ccc
________ccX
This appears to have too many squares for the path of travel.
4)
Zc
_ac
___c
____c
_____c
______c
_______c
________c
_________X
This is not a valid 60' charge path. The path marked by 'c' is 60 feet long. The path that instead terminates at 'a' is 55' feet long. That makes 'a' the closest square.
Tarantula |
Exactly what I meant Tarantula - thanks!
I can't imagine that having an ally standing *at your side* would prevent you from charging 60 feet away and 5 feet over, which is the same as saying Y blocks Z.
Its not the same. Look at the line spell areas. Pretend the fighter is casting a 60' Line spell. If he can hit the target he is charging, without effecting any other creature or terrain that would prevent a charge, then he can charge that creature. If the spell would effect another creature, it is in the way of the charge line.
Or another way of looking at it, you can go straight along 12 squares to the right no problem.
Or you can go 3 squares right, diagonal 1, 2 more right, diagonal 1, 2 more right, diagonal 1, 1 more right. And so on. Use the line templates, they're easy and already there.
The problem in your example is one of the Y's. I've replaced them with numbers to be specific. 3 is in the way. You must charge to the closest space you can attack your opponent from. Additionally, if you rule that the space above 3 is equally as close as 3 (since they are both 5 feet from the previous space you were in), 2 is in the way of you having a straight line to the last charge space.
1c2
X3ccccccccZ
"If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge."
The lines from the top right corner of Z pass through 2's square to get to the last space. The bottom lines pass through 3's space. Therefore you cannot charge in that path.
Howie23 |
Exactly what I meant Tarantula - thanks!
I can't imagine that having an ally standing *at your side* would prevent you from charging 60 feet away and 5 feet over, which is the same as saying Y blocks Z.
And yet it does.
X
ccccc_____Y
cccccZ
Z wants to charge X. Z's upper right corner passes through Y.
Even at extremes, say some critter with a 200 foot charge such that it's barely clipping Y, Y still prevents the charge.
I also think that there are many who would allow it anyway, either as diagrammed or for the 200 foot extension.
***********************************
Note, in the above diagram, were X to want shoot a bow at Z, Y provides some degree of cover, and this is true at the 200 foot extension as well.