Bull rush, reposition, drag on allies


Rules Questions


I am thinking of building a Force Commander wizard for my next character, who will make frequent use of a Ring of Telekinesis.

If I want to use my allies using the combat maneuvers the archetype and spell specify, how do I resolve the DC (specifically, exceeding the DC). If they are willing and not resisting, would their CMD be still be the written amount? Or go down to the flat 10? or 0?

I basically just want to understand how far I would be able to move an ally, and I can't seem to find the answer through searches.

Thanks!


The rules don't really cover this. You'd need to ask your GM, as the rules only mention using combat maneuvers on enemies, not allies.


What Claxon said.

Were I your GM, I'd make you beat their CMD unless your character had some way to communicate to that character EXACTLY what you intended to do to the other character in the heat of the moment. The abstraction of combat is that is takes place all at once, and combatants are constantly jockeying about, making feints and probes, attacking and dodging all over the place. If they leave themselves open to YOUR combat maneuvers, they have to leave themselves open to ALL combat maneuvers, and there's no mechanism for that. Allowing you to reposition them requires some agency on their own part, and you generally can't spend actions outside your own turn. Because that's what we're doing here, we're beneficially moving characters around the board when it isn't their turn. If it only costs your own action, it needs to have some chance of failure to be balanced. I'd let them spend their immediate reaction to drop their dex bonus if you work out a series of verbal signals, no dex and you get a +2 aid another if you have a telepathic link, or drop their CMD to 0 if you both take a homebrew teamwork feat. Do with that as you will.

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