Weapons Description

Garrote, locking

This nasty variant of the wire garrote comes with a pair of metal grips, each of which contains one portion of a locking mechanism. Once the garrote has begun to deal damage after a garrote attack, the attacker can link the two ends and twist the grips into their locked position. This maintains strangling pressure on the victim even after the attacker lets go. The victim continues to make grapple checks (each one opposed by the last attack roll the attacker made) until freed or unconscious.
The DC for the Disable Device check to free a victim from a locked garrote is 10 if the character attempting the task has Exotic Weapon Proficiency (locking garrote, or 20 otherwise. If someone other than the victim makes the attempt, a -5 circumstance penalty applies to the check unless the victim is held, unconscious, or otherwise kept from moving. A character attempting to remove a locking garrote from his or her own neck suffers the same penalty on the Disable Device check, this time for working blind. Naturally it's impossible for any character to take 10 or take 20 on this check unless the victim trapped in the device is already dead. Smashing the locking garrote leaves it frozen in the locked position.

Exotic Weapon - Melee
Cost100 gp
Dmg(S)1d6
Dmg(M)1d8
Crit18-20
Range Inc-
Weight3 lb.
TypeSlashing
Source Song and Silence
Damage is per round of successful grapple.

Preferred weapon of: No known deity.


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