Wrestling Procedures

Most characters can make one wrestling attack each round. Wrestling attacks take place on the attacker’s base initiative phase.

A wrestler makes an attack roll vs. Armor Class 10, regardless of the defender s actual Armor Class. Bonuses for the defender’s Dexterity and magical protections apply. Effects that provide a flat Armor Class, such as magical bracers or shield spells, count as a +1 bonus regardless of how strong their enchantments are. If the attacker misses, his action phase ends. If the attacker scores a critical hit, the defender is automatically held. The attacker enters the defender’s square and inflicts 1d2 points of damage. The attacker can immediately try for a lock (see
Previously Established Holds, below). If there is no critical hit, the attacker enters the defender’s square and immediately checks for a hold.

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