Garrote (3.5e Equipment)
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|Weapon||Cost||Dmg (S)||Dmg (M)||Dmg (L)||Critical||Range Increment||Weight1||Type|
|Garrote (cloth or leather)||1 gp||1d3||1d4||1d6||19–20/×2||—||—||Bludgeoning (nonlethal)|
|Garrote (wire)||3 gp||1d4||1d6||1d8||18–20/×2||—||—||Slashing (lethal)|
Using a garrote requires two hands. It is ineffective against a character with metal neck protection, such as comes with any form of heavy armor. It can only be used against a target with a neck, no more than one size category larger than the attacker.
Using a garrote is a form of grapple attack. As such, it provokes an attack of opportunity, unless the attacker has the improved grapple feat. The attack chance ignores armor and shields, but not natural armor. If the target's condition is eligible for a Dexterity bonus to AC (whether or not he actually has one), the attack receives a -10 penalty.
If the attack succeeds, the target takes damage (with full Strength modifier, if any), and the attacker receives an immediate opportunity to pin the target, with a +2 bonus to the opposed grapple check. In later rounds, the attacker receives a +4 bonus to further attempts to do damage, but may not perform any of the other actions typically available to a pinning character, other than releasing the hold. The defender receives a -4 penalty to any attempts to escape the hold, and is unable to speak.
A garrote can be used in combination with a sneak attack, or with an assassin's death attack.