Charge (combat maneuver)

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"Charge" redirects here. For other uses, see Charge (disambiguation).
Charge (combat maneuver)
Mnemonic [charge]
Type Setup
Roundtime 4s
Stamina Cost 14
Offensive Gear Right hand
Requirements Charge requires a polearm (and an empty left hand for two-handed poles) that is a puncturing weapon.
Attributes Flares/Spikes Enabled
Hostile
Initiator Stance Penalty
Shield Defensive Bonus
Racial Size Modifiers
Target Stance Bonus
Available To Warriors, Bards, Monks, Paladins
Available In Combat Maneuvers
Rank Square Semi
1 2
2 4
3 6
4 8 12 
5 10 15

Description

Charge at your opponent with your polearm.

Mechanics

Charge can be used with most polearms to damage and knock down an opponent. In some cases, it can stun your opponent and/or force them to lower stance. Poor attempts may have adverse effects on the attacker.

Additional Information

If the endroll is -50 or below, the attacker is considered to have fumbled the attempt and may fall prone.

Creatures that use this maneuver

Messaging

A triton radical rushes forward at you with his silvery green trident and attempts a charge!
[Roll result: 102 (open d100: 53)]
A triton radical lunges at you with a sharp charge and you lose your footing.
... 5 points of damage!
Minor puncture to the chest.
Roundtime: 11 sec.
A triton combatant rushes forward at you with her silvery blue trident and attempts a charge!
[Roll result: 166 (open d100: 91)]
A triton combatant lunges at you with an expert charge and you flip through the air, landing on your head with a crash!
... 20 points of damage!
Strike to temple! Saved by a thick skull!
Roundtime: 21 sec.
You are still stunned.

Resources