You may perform the Charge action as a Basic Action. When performing the charge action you may move up to half of your Movement speed and make a single attack with Advantage, however you take a -2 penalty to AC and CMD until the start of your next turn. During your charge you must have a clear path to move to your target and be able to move at least 10 feet. You are unable to charge through creatures and objects that are big enough to require a check to get over.
You can choose to use two Basic Actions when taking the Charge action to move up to double your Movement speed.
Difficult Terrain
You are able to charge through Difficult Terrain, however, all movement penalties still apply and, in addition, charging through Difficult Terrain requires an Acrobatics check (DC 5 + 1 for every additional square beyond the first of Difficult Terrain that you Charge through). If you fail this check, you immediately fall Prone in the square that is a higher DC than the check that you have made. Failing this check still consumes any actions taken to perform the Charge.
Turning while Charging
You do not have to Charge in a straight line to your target, and are able to turn at any point after the initial 10 feet of movement. At the point of your turn, you designate the target of your Charge and the square that your are charging to.
You then calculate the degree of turn and make an Acrobatics check DC 0 + 5 to the DC for each square on the rotation from the original angle, with an additional + 5 for every other square. This is calculated by counting the difference in angle at the point of the turn. For example, A one square adjustment would be a DC 5. A full 90 degree turn would be a DC 15. Turning one square further would be a DC 20. Running forward, then backward would be a DC 30.
You can turn multiple times during a Charge, calculating as above but with a cumulative + 5 to the DC each time you do. If you fail this check you stop in the square you were attempting to turn, if you fail by 5 or more you fall Prone. Failure still consumes any actions taken to perform the Charge.
Example: If you are unable to directly Charge your target and must turn around a creature or object, you first measure out how many squares you are turning from the point of the turn. The diagram below would be a DC 10.

Nearest Space
You do not have to charge the nearest square in relation to your target. If you do Charge the closest square of a creature (not the closest available but the true closest square), you do not provoke an Attack of Opportunity from your target. However, they would still get their reaction if Braced for a Charge.
If you Charge a square other than the closest, you must declare which square you are Charging before you start your Charge and you may provoke. If you do provoke from the target and are hit, you must make a DC 15 Acrobatics check or stop in the first valid square after the spot that you provoked from.

Flying & Swimming Charges
If you are Charging while flying or swimming and perform movement that would require an Acrobatics check during the Charge action, you may use the Fly or Swim skills in place of Acrobatics.
Combat Maneuvers
Combat Maneuvers are a special action that you may take on your turn against enemies that applies some sort of debuff or a negative effect if successful. To apply a Maneuver skill you must make a Basic Action attack and roll your Maneuver skill check opposed by your target’s CMD check. At base your Combat Maneuver check provokes an AoO from your target so long as they are aware of the Maneuver, this can be removed through Training and Talents.
There are two types of Combat Maneuvers, basic Combat Maneuvers and attack Combat Maneuvers. Basic Combat Maneuvers are Combat Maneuvers that are their own action, while attack Combat Maneuvers are Combat Maneuvers that can be applied with the attack action in place of an attack, allowing you to benefit from certain abilities and weapons. The main benefit of an attack Maneuver skill is that it may be attempted in place of an attack, such as an Attack of Opportunity. Combat Maneuvers can be found in more detail under Chapter 04 – Skills.