Bull Rushing an Ally

Post/Author/DateTimePost
#1

fourth_dup

May 08, 2008 18:48:53
I did a google search for this but I found nothing on it.

Can an ally just let you bull rush them? If they can how far can they go, their max speed or would they have to roll a check to see how far they can push you? If they have to rull a check what are they up againt, would it be 0 because you are letting them or the minimun score you can get?
#2

skydragonknight

May 08, 2008 19:38:56
I did a google search for this but I found nothing on it.

Can an ally just let you bull rush them? If they can how far can they go, their max speed or would they have to roll a check to see how far they can push you? If they have to rull a check what are they up againt, would it be 0 because you are letting them or the minimun score you can get?

Nothing official, but I rped a prone villain who ordered his minion(who went directly before him in initiative) to bull rush him since he was in a Dimensional Lock and couldn't stand up, move out of the D.Lock and still cast plane shift all in the same round.

I ruled in this case that the defender declares a 1 on their opposed roll, but the bull rusher still has to roll to determine exactly how far the defender is bull rushed. This is probably a safe house rule if you can't find anything official out there.
#3

sillia

May 08, 2008 20:03:13
I did this with my teammate. Click here for a link to the appropriate post in my diary.

There is no rule against attacking an ally. The ally has the choice of whether he wishes to defend against it. Our DM ruled that he could purposely choose to fail his resisted bull rush attempt (not put his strength into it, etc.) and fail his attempts at defense (does not try to avoid the BSF barreling towards him). The bull rusher still needs to make the bull rush roll to see how far you can move the friend though.

--S
#4

cuindless

May 09, 2008 1:36:16
First, I think this should go in the the "DM Rules Counseling" fora instead of CO because it isn't really an optimizaiton question.

Second, if one of the players in my game were to attempt this, I would rule as follows. The rules state that you can move the defender 5 feet for every 5 points by which your check results exceed the defender's result so long as that doesn't exceed your normal move. Ergo, assuming a 0+Str mod from the "defender" and roll d20+Str mod for the "attacker". Every 5 points over equals 5 feet of movement to a max of 30 ft minus whatever movement that attacker took previously (assuming medium sized creature). Note that the attacker gets a +2 if charging and the defender gets a +4 if it's a dwarf or other "stable" creature. Note also that if the "defender" is moved out of or through a threatened square he provokes an attack of opportunity. The attacker won't get to do anything else that round.