A Bull Rush is a combat maneuver that shoves a target directly away from you. You do not occupy the target's space — you push it back along the line between you. Bull Rush is a common battlefield control option, particularly useful for knocking enemies off ledges, out of chokepoints, or into hazards.

Performing a Bull Rush

Action Standard action, or as part of a charge (replaces the melee attack)
Provokes AoO Yes, from the target — unless you have Improved Bull Rush
Size limit Cannot target a creature more than one size category larger than you
Check d20 + CMB vs. target's CMD

Results

Success (CMB ≥ CMD)

  • Push the target back 5 feet.
  • For every 5 by which your CMB exceeds the CMD, push it an additional 5 feet.
  • You may move with the target to maintain adjacency, but this costs movement from your own speed.
  • If the target hits an obstacle (wall, creature), it stops and both the target and the obstacle take 1d6 points of damage.

Failure (CMB < CMD)

  • The target is not moved.
  • Your movement stops adjacent to the target (if you were charging).
  • No damage or condition is applied.
Bull Rush as Part of a Charge. You may substitute a Bull Rush for the melee attack at the end of a charge. You gain the standard +2 bonus on the CMB check from the charge, and the opponent does not get an AoO against you for the charge movement — though they do still get an AoO for the Bull Rush itself unless you have Improved Bull Rush.

Key Feats

Feat Benefit Prerequisite
Improved Bull Rush Does not provoke AoO when bull rushing; +2 bonus to CMB and CMD for Bull Rush STR 13, Power Attack
Greater Bull Rush Creatures adjacent to the target's original space may make AoOs against it when you bull rush it Improved Bull Rush, BAB +6
Bull Rush Strike On a critical hit, make a free Bull Rush attempt against the target Improved Bull Rush, BAB +9
Mighty Blow On a successful Bull Rush, deal damage as if you had also struck the target with your weapon STR 13, Power Attack, Improved Bull Rush

Tactical Notes

  • Moving with the target is optional — if you don't need adjacency, let the target travel the full distance without following (useful if pushing into a hazard or off a ledge).
  • Ledges and pits. A target bull rushed into a pit or off a ledge must succeed on a Reflex save (DC = 15 + distance pushed past the edge) or fall. The GM sets the DC; this is not a standard rule but a common ruling.
  • Bull Rush does not apply the prone condition. For that, use Trip.