Bull Rush
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.