Chokehold

If you are Engaged in melee with an opponent you have Combat Advantage over, you may spend an action and a Combat Die to make a Might check to overcome a target's Might or Reflex Resistance (whichever is higher). If you succeed, you place your opponent in a hold and attempt to cripple the target's Constitution. Your opponent makes an immediate Fortitude check (DC 15) to avoid having his or her Constitution crippled. If your opponent resists, starting on your opponent's next turn, your opponent may attempt to recover at a cost of one action, using Might or Infiltration.
There is no Cumulative modifier to this check for subsequent failures. Your opponent may not Disengage from melee with you until he or she successfully recovers. You must spend a Combat die and an action every turn you wish to maintain the hold (and thus attempt to cripple again and hold the enemy locked in the hold).
Category:Action
Category:Characters
Category:Feats
Category:Combat
Category:Combat Dice
Category:Combat Dice Feats
Category:Rulebook