Wrestling

Rules:
1. No weapons, armour or magic.
2. One on one, no exceptions
3. No hitting in the groin, no fish-hooking and no eye gouging
4. The fight continues until one person forfeits or loses consciousness

In game rules:

There are a few exceptions to the standard rules:
The attack of opportunity for making an unarmed attack is waived unless one of the combatants has the improved unarmed attack feat.
If you have the improved unarmed attack feat and your opponent doesnt you can make an attack of opportunity, or attempt to block. To do this you have to make a counter-attack roll and beat your opponent’s attack score. This negates the attack.

Start with an Initiative check.

Each combatant has a number of options in thier turn:
1. Make a standard unarmed attack.
2. Make an all out attack, this gives you +5 to attack, but -2 AC for one round.
3. Make a reserved attack, this gives you -5 to attack, but +2 AC for one round.
4. Initiate a grapple, all normal rules apply. Still invokes an attack of opportunity if you dont have improved grapple.
5. Initiate a trip, all normal rules apply. Still invokes an attack of opportunity if you dont have improved trip.

In a grapple:
The grappler will start in the superior position.The grappled will start in the inferior position.

In the superior position you can:
1. Attempt to pin. Succeed a CMB check.
2. Deal damage. Succeed a CMB check. If you succeed deal half unarmed damage.

In the pinning position you can:
1. Force a forfeit. Succeed a CMB check. If passed the opponent makes a will save dc equal to your CMB check
2. Choke out your opponent. Succeed a CMB check. If passed deal unarmed damage normally.

In the inferior position you can:
1. Attempt to gain the superior position. Succeed a CMB check at a -5 penalty.
2. Attempt to break the grapple. Succeed a CMB check.

In the pinned position you can:
1. Attempt to gain the inferior position. Succeed a CMB check.
2. Attempt to break the grapple. Succeed a CMB check at -5 penalty.

Ending the match.

All combatants must start making fortitude checks to fight off fatigue after their 5th round in a grapple, or 10th round overall. DC starts at 10 and increases by 2 every round.

First combatant to lose consciousness loses the bout. Alternatively, a combatant may forfiet at any time.
If the conbatant that acts first loses consciousness, the other combatant must also pass a fortitude check or also lose consciousness. If both lose consciousness in the same round the match is considered a tie, usually to be settled by a rematch.

Wrestling

Salamonis Chronicles Joezmooman