Pathfinder: Kingmaker

Pathfinder: Kingmaker

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Charge?
About two thirds of the time I use the charge ability to start a fight, my character just slowly walks over to the enemy, and doesn't attack.

I've taken to using charge, then quickly moving my person back if doesn't work, then trying again; the second attempt usually works if the first didn't pull the enemy.

Is this a bug, or am I doing something wrong with charge?
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Showing 1-15 of 16 comments
Jarges Oct 8, 2018 @ 2:14am 
Charge takes into account your move speed, so if you charging in full palte with speed 20ft, then you will simply walk. Idk about no attack tho, thats seems like a bug, if you sure you didnt miised.
HeLLfire Oct 8, 2018 @ 2:26am 
Charge has always worked for me. Do note that it won't work if you're fatigued (due to rage\lack of sleep)or if it doesn't have a straigth path to the mob as well as the range.
Double check also that the cursor changes to the charge icon with no X on it
Last edited by HeLLfire; Oct 8, 2018 @ 2:26am
Randomz Oct 8, 2018 @ 6:26am 
Charge requires that you are at least 10ft away from the target and nobody must be standing in your charge path.
stormfeather Oct 8, 2018 @ 6:29am 
Also keep in mind that if you select charge, then before it's performed if you select the whole party and tell them to attack, the charge will get "overwritten" with a normal attack. Which can be a pain since charge goes off their initiative, so they'll basically hang back in the fight for a bit sometimes and then eventually charge when all your other melee are already in range.
Happygamer Oct 8, 2018 @ 6:29am 
What happens is that you can select charge, or even have it on auto ,and when the character's turn comes to use the ability one of the needed criteria is not being met.
Vesemir Oct 11, 2018 @ 2:01pm 
Actually it's really bugged sometimes even if all mentioned conditions are met. For it to work 100% of times you need to use it on a moving character (obviously with 0.0 recovery time left) e.g. issue a move command , unpause/pause so moving animation starts, character starts charging and you get that sweet double attack bonus.
Last edited by Vesemir; Oct 11, 2018 @ 2:02pm
Netzach Sloth Oct 11, 2018 @ 2:19pm 
Originally posted by teacher Vesemir:
Actually it's really bugged sometimes even if all mentioned conditions are met. For it to work 100% of times you need to use it on a moving character (obviously with 0.0 recovery time left) e.g. issue a move command , unpause/pause so moving animation starts, character starts charging and you get that sweet double attack bonus.

That is good to know, thanks; it explains why retrying always worked, I didn't realize it was because I was moving them.
HeLLfire Oct 11, 2018 @ 2:57pm 
Charge is the hidden in plain sight super ability.
All your front liners gets a free attack, and are then ready for full attacks. (Charge out of combat)
So many times half a monster pack is dead after a good charge.
Last edited by HeLLfire; Oct 11, 2018 @ 2:57pm
Ghiron Oct 11, 2018 @ 3:06pm 
Are you using charge before combat starts or as your first action when combat starts? The only issues I've had with charge is if the enemy gets too close before it goes off. You can't stop your character mid-charge, so it seems like your charge is just not going off at all.
Indure Oct 11, 2018 @ 3:14pm 
I think the OP is referring to the occasional times when you try to cast charge outside of combat, but instead of the ability going off they walk into aggro range, start combat, get an initiate roll, and then the charge has to wait for turn order.
HeLLfire Oct 11, 2018 @ 3:25pm 
Originally posted by Ghiron:
Are you using charge before combat starts or as your first action when combat starts? The only issues I've had with charge is if the enemy gets too close before it goes off. You can't stop your character mid-charge, so it seems like your charge is just not going off at all.

Charge before combat starts, so that they start the charge - then there's no timer - it's like a fireball that's been cast but is still moving through the air before the boom.
SeoElor Oct 11, 2018 @ 6:43pm 
you also have to remember you go on your initative so if you go at the end of the round cause low dex then you wont get the charge. Because they will close distance with you before its your turn. I find its best to charge before the fight happens if im not using a rogue to sneak attack.
Edstyles Oct 11, 2018 @ 7:06pm 
You can't charge stuff that is running away either i found the hard way trying to keep up with a feared target.
It Even spent my turn without even trying to run. Probably abit buged , but it's not too bad
nshawmc Oct 11, 2018 @ 7:56pm 
Charge has a learning curve and it's very important to learn because with high AC mobs the extra +2 attack makes a big difference. you can also use positioning to keep away from taking hits then charge in to damage then move away again as long as you are aware of the Attacks of Opportunity or able to figure it out right.

Very important. big part of combat. good luck.
nshawmc Oct 11, 2018 @ 7:59pm 
When you open up with charge, there is a chance enemy will see you and you will not get the ambush. In this case initiative is rolled. If you are behind on initiative the gap will close before you charge.

Pets make very good opener charge since they have a very big range even when stealthed and have high stealth.

I find it best to open with pets and range attacks for ambush round. then position my charging melee to time their charges against the targets i want them to attack. The pets take the front line and take the first hits holding the enemy in place.

Also expeditious retreat will increase speed and increase your charge range for stealth opening charge.
Last edited by nshawmc; Oct 11, 2018 @ 7:59pm
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Date Posted: Oct 8, 2018 @ 2:07am
Posts: 16