I'm very fond of quirky builds, even if the optimization is horrible. I'm working around a polearm charger right now (no mounts - mounts are lame). My other question asks about ways to turn during a charge. In this question, though, I'm trying to reduce the action it takes to charge or at least make it possible to use a standard action afterwards. There is a class I want to use (DM approved) that has many special attacks that require standard actions my goal is to use a charge to get into melee distance then follow up with one such attack. Since stuff you know moves I want to be able to use the attack on the same turn. In our game the action rules are changed in two ways you have two standard actions and can run (or charge) 4x your movement speed in a straight line assuming you don’t have anything that allows you to turn such as veer but lose your next turn if you use the extra movement repeatedly. Ie out of breath.
Is there a way to charge and have a standard action (when you get 2 per turn as a house rule) left over afterwards (including ways that lower the actual distance)?
All rulebooks are allowed; 3PP content and 3.5e are allowed on a case-by-case basis, though the answer is usually yes.
:-)
\$\endgroup\$