The Garrote is a light exotic weapon.
The Garrote attack is a Standard Action against the targets normal AC.
Target gets a REF save against this roll {A Crit adds +10 to the DC of the REF save}
. If the REF save is made, the garrote is in place but not set, the combatants enter a grapple. The attacker must set the Garrote on a following round {Standard action, opposed grapple check}
. If the REF save fails, the garrote is set. Both combatants enter a grapple.
Each turn, the attacker must use their highest attack to maintain the set of the Garrote, this attack does not deal damage. If the Garrote is a locking variety, it can be locked with an iterative grapple success. {this sets the DC of the targets future grapple checks to release the lock}
If the attacker fails to maintain the set, the target may attempt to escape from the grapple.
If the Garrote is set at the end of the attackers turn, it deals damage to the target. If on the initial round and the attack roll was a critical, the damage is doubled.
While set, the target is unable to speak, restricting the casting of spells with Verbal components.
Sneak Attack die are added each round as non-lethal damage if the garrote is set while the target is a valid target for Sneak Attack. If the target passes out, they become helpless and are a valid target for a Coup de Gras attack.
Garrotes:
Improvised {scarf, etc..} 1D4/20 {hardness 0,hps 2}
Normal/Rope : 1D6/19-20 {hardness 0,hps 2}
Wire: 1D8/18-20 {hardness 7, hp 4}
Gorgets and leather collars could provide DR vs garrote of +4 and +2 respectively.
Cutting a Garrote off of a victim:
Requires a slashing weapon and a full round action which draws an AoO, deals normal damage to the Garrote
Or…
An attack action against the Garrote AC 15 with a +10 cover bonus. Miss by the cover bonus amount and you strike the neck instead.