13_CBS
2009-06-20, 07:15 PM
The Wire Warrior
http://www.ifc.com/images/cast/photos/286x286_basilisk_yashamaru2_cast_mini_gallery_thum b_0_1.jpg
My very first homebrewed class! :smallbiggrin:
A lot of us have seen examples of Razor Floss (http://tvtropes.org/pmwiki/pmwiki.php/Main.RazorFloss) here and there (in anime such as Hellsing or in games like Warhammer 40k in the form of Eldar monofilament wire, etc), and I in particular like seeing fictional characters wielding such exotic weaponry. This class is an adaptation of sorts of that ideal.
This Wire Warrior class (working name) is strongly inspired by the anime character pictured above, Yashamaru, and thus many of its class features and attacks are based off of how Yashamaru fights in the Basilisk anime (clip of him fighting here (http://www.youtube.com/watch?v=BdB5mDTT2i0&feature=related): start at 3:19 and end at 4:00). I did, however, try to incorporate some Razor Floss elements from other sources, on top of a few tricks to help the Wire Warrior out against various monsters and classes.
The Wire Warrior is designed to fight from a distance (hence the d6 HD) but also relies on having to physically attack his opponents (hence the Full BAB). He can dish out plenty of damage if he wants, but he can also do some battlefield control and debuffing. A lot of his stuff depends on him grappling the opponent(s), and to this end I added several features to help overcome typical grappling problems such as size and Freedom of Movement.
His main attractions are his Wire Techniques and Wire Augmentations. Wire Techniques function much the way Invocations work--take standard actions to perform, and you can do them as many times per day as you want. Augmentations are personal buffs that last for rounds/level. Techniques are attacks or other battlefield effects, while Augmentations usually give buffs to the Wire Warrior.
Wire Warrior
Alignment: Any
Hit Die: d6
Class Skills: Climb (dex), Craft (wires), Escape Artist (dex), Hide (dex) Jump (dex), Profession (wis), Sleight of Hand (dex), Swim (Str), Tumble (dex), Use Rope (dex)
Skill Points at 1st Level: (2+Int bonus) x 4
Skill Points at Each Additional Level: 2 + Int bonus
The Wire Warrior is proficient with all simple weapons and light armor. Armor penalty checks apply to all Wire Manipulations and Wire Techniques.
{table]Level:|BAB:|Fort:|Ref:|Will|Special|
1st|+1|+0|+2|+0|Wire Novice, Wire Manipulation, New Technique
2nd|+2|+0|+3|+0|New Technique
3rd|+3|+1|+3|+1|Wire Shield, New Augmentation
4th|+4|+1|+4|+1| New Technique
5th|+5|+1|+4|+1| New Augmentation
6th|+6/+1|+2|+5|+1|Wire Adept, New Technique
7th|+7/+2|+2|+5|+2| New Augmentation
8th|+8/+3|+2|+6|+2|New Technique
9th|+9/+4|+3|+6|+3|Wire Armor
10th|+10/+5|+3|+7|+3|New Augmentation
11th|+11/+6/+1|+3|+7|+3|Wire Disciple, New Technique
12th|+12/+7/+2|+4|+8|+4|New Augmentation
13th|+13/+8/+3|+4|+8|+4|Mass Entangling, New Technique
14th|+14/+9/+4|+4|+9|+4|New Augmentation
15th|+15/+10/+5|+5|+9|+5|Leg Wires
16th|+16/+11/+6/+1|+5|+10|+5|Wire Master, New Technique
17th|+17/+12/+7/+2|+5|+10|+5|New Augmentation
18th|+18/+13/+8/+3|+6|+11|+6|New Technique
19th|+19/+14/+9/+4|+6|+11|+6|Mass Entangling, Greater; New Augmentation
20th|+20/+15/+10/+5|+6|+12|+6|Supreme Mastery, New Technique [/table]
Wire Manipulation (ex)
The primary ability of any Wire Warrior is his skill in handling Razor Wire. These wires are bonded to the Warrior through an obscure ritual, giving him unnatural control over these mysterious and exotic weapons. They are technically not steel, but are as hard and almost as tough. Each wire is about as thick as a human hair.
Razor Wire
Exotic Weapon
Damage: 1d3 slashing
Hardness: 10
HP: 10
Cost: 100 gp per pair
Ignores 5 points of hardness
Razor Wire can be magically enchanted like any other magic weapon.
Although they are Exotic Weaponry, Razor Wire cannot be handled at all by anyone without the Wire Manipulation (ex) ability. Anyone without this ability who tries to use Razor Wire must make a DC 15 Reflex Save or become entangled. Razor Wire takes 1 hour to untangle. Anyone without Wire Manipulation cannot attack, use Wire Techniques, or use Wire Augmentations
with or on Razor Wire.
Razor Wire is typically stored by coiling them around the arms or legs. Coiling them or uncoiling them is a free action as long as the Wire Warrior is able to perform the Retract/Extend ability.
The reach of Razor Wire is its length. However, due to the difficulty of using them, Razor Wire cannot be used to do the following:
Trip
Disarm
Attacks of Opportunity
Razor Wire operate in pairs (one end of the string for each hand), and the Wire Warrior starts off being able to manipulate one pair of Razor Wires. A Wire Warrior counts as not having Wire Manipulation for any extra pairs of Razor Wire that he cannot manipulate. For example, a level 7 Wire Warrior can only use 2 pairs of wires at once: if he tries to use 3, he counts as not having Wire Manipulation, and thus must make a Reflex Save to avoid becoming entangled. On top of this, Wire Warrior counts as not having Wire Manipulation if he tries to control wires that are too long for him.
Upon learning Wire Manipulation, the Wire Warrior gains the following abilities:
Grapple:
The Wire Warrior is able to make Grapple his opponents using not his body but his razor wires. To do so, he must make a successful Grapple check against any opponent within range of his wires, which is simply the length of his wires. The Grapple proceeds as normal, except for the following:
[list]
If the Wire Warrior is out of reach of an opponent's melee weapon, he does not provoke AoO.
The Wire Warrior does not add his Strength bonus to his Grapple check: instead, he adds his Dexterity bonus, plus 2 for every pair of wires that are used in grappling. He also gets size bonuses, which will be discussed later.
When the Grapple is successful, the grappled opponent becomes Entangled. If it tries to move outside of the Razor Wire's reach, then the opponent must make a Strength check (DC = 10 + Wire Warrior's Dex bonus + 2 for every pair of Razor Wire involved). If it Succeeds, the opponent moves at half speed and the Wire Warrior is pulled along with it.
While grappling an opponent or opponents, the Wire Warrior may not:
Use a magic item that requires his hands
Cast a spell with a somatic component
Cannot retrieve a spell component
Cannot use a light weapon
Cannot pin
Cannot use the opponent's weapon
Do anything requiring the use of hands other than a Wire Manipulation ability, a Technique, or activating an Augmentation
The Wire Warrior may move at his full speed while Grappling an opponent with his Razor Wire. However, he must make an opposing Strength check to move outside the range of his wires.
Squares between the Wire Warrior and any grappled opponents become Difficult Terrain.
If applicable, an opponent can make a Reflex save (DC 10 + WW's Dex bonus + 2 for every pair of Razor Wire involved) immediately after failing the Grapple check. If it succeeds on its save, it can shove a one-handed or light weapon or small shield in the way of the wires. If it does so, it is considered to be Guarding.
Tighten:
On an opponent Grappled by the Wire Warrior's Razor Wires, the Wire Warrior may clench his fingers and slice his entangled opponent into pieces. This requires a standard action, but does not provoke AoO.
At Level 1, the Wire Warrior deals 1d6 + Dex bonus damage to all grappled opponents for every pair of Razor Wire involved.
At Level 6, the Wire Warrior deals 1d8 + Dex bonus damage to all grappled opponents for every pair of Razor Wire involved.
At Level 11, the Wire Warrior deals 2d8 + Dex bonus damage to all grappled opponents for every pair of Razor Wire involved.
At Level 16, the Wire Warrior deals 3d8 + Dex bonus damage to all grappled opponents for every pair of Razor Wire involved.
If the opponent is Guarding, then deal half the damage to the object and half the damage to the opponent.
The Wire Warrior can Tighten on opponents grappled by his Razor Wire on successive turns as long as they are grappled. There is no save from Tighten damage.
Retract/Extend:
As a free action, recall and retract all wires back to their storage positions or extend them, making them ready for use. The Wire Warrior must have his Razor Wire extended in order for him to Grapple, use Techniques, or activate Augmentations. Retract cannot be used to pull or winch objects closer to the Wire Warrior.
Wire Novice (ex): At level 1, the Wire Warrior takes his first steps into mastering his Razor Wire. Wire Novice grants the Wire Warrior the ability to:
Control up to 1 pair of wires
Learn any Novice Techniques
Learn any Novice Augmentations
Grapple/trip as a creature one size larger
The maximum length of wire the Wire Warrior can control is 30 ft. He can grapple with his Razor Wire up to 2 different opponents within reach.
Wire Adept (ex): At level 6, the Wire Warrior makes further progress into his art. Wire Adept grants the Wire Warrior the ability to:
Control up to 2 pairs of wires
Learn any Adept or Novice Techniques
Learn any Adept or Novice Augmentations
Grapple/trip as a creature 1 size larger (stacks with Wire Novice)
The maximum length of wire the Wire Warrior can control is 60 ft. He can grapple with his Razor Wire up to 4 different opponents within reach.
Wire Disciple (ex): At level 11, the Wire Warrior has gained great control over his wires. Wire Disciple grants the Wire Warrior the ability to:
Control up to 3 pairs of wires
Learn any Disciple, Adept, or Novice Techniques
Learn any Disciple, Adept, or Novice Augmentatons
Grapple/trip as a creature 1 size larger (stacks with Wire Novice, Wire Adept)
The maximum length of wire the Wire Warrior can control is 90 ft. He can grapple with his Razor Wire up to 6 different opponents within reach.
Wire Master (ex): At level 16, the Wire Warrior can be called a master of his art. Wire Master grants the Wire Warrior the ability to:
Control up to 4 pairs of wires
Learn any Techniques
Learn any Augmentations
Grapple/trip as a creature 1 size larger (stacks with Wire Disciple, Wire Adept, Wire Novice)
Wire Shield (ex): at level 3, the Wire Warrior gains the ability to use his wires as a means of protection. When he has any wires extended, he can make a Reflex save against a melee attack (DC = opponent's attack roll) to add a +2 shield bonus to his AC for every pair of wires extended before the blow lands.
Wire Armor (ex): at level 9, the Wire Warrior gains the ability to use his wires as armor. He gains +2 to his AC for every pair of wires he can manipulate.
Mass Targeting (ex): at level 13, the Wire Warrior can target additional opponents. For every 30 ft. of wire he can control, he can grapple (with his wires) an additional opponent.
For example, a level 14 Wire Warrior can normally target only 6 opponents for Grappling or for a Technique. However, with Mass Targeting he can now target 9 opponents (6 + 3, 1 for every 30 ft. of wire).
Leg Wires (ex): at level 15, the Wire Warrior can attach an additional pair of wires to his legs. 3/day the Wire Warrior can, as an immediate action, deal 1d6 damage + Dex bonus/ level of Wire Warrior to an attacking melee opponent. The leg wires must be Retracted in order to be used again. These wires cannot be used for Techniques or Grappling, though they can be Extended/Retracted or Augmented. They do not count against the maximum number of pairs of wires the Wire Warrior can control.
Mass Targeting, Greater (ex): At level 19, the Wire Warrior can target additional opponents. For every 30 ft. of wire he can control, he can grapple (with his wires) 2 additional opponents. This replaces Mass Targeting.
For example, a level 19 Wire Warrior can normally target only 8 opponents for Grappling or for a Technique. However, with Mass Targeting he can now target 16 opponents (8 + 8, 2 for every 30 ft. of wire).
Supreme Mastery (ex): At level 20, the Wire Warrior gains total control over his Razor Wires. He gains an extra standard action for the purpose of using a Wire Manipulation ability or a Technique, and a swift action for the purpose of using an Augmentation. The Wire Warrior also gains the ability to have 2 augmentations on at the same time.
Now, for the fun part! Techniques!
Wire Techniques (Su)
Wire Techniques are abilities that the Wire Warrior has to directly influence his opponents. Unless specified, they are standard actions and provoke AoO.
Novice Techniques
Disarm: Attempt to disarm opponents with wires. Wire Warrior gets a +2 bonus for disarming for every pair of wire involved.
Entrancing Wires: Fascinate opponents with a wire show. This does not affect blind opponents. Opponents must make a will save (DC 10 + the Wire Warrior's Dex bonus + 2 for every pair of wires involved) or be Fascinated for 1 round.
Secure: Wrap wires around an object and use it to climb up or swing across
a chasm. Weight limit for the Razor Wires is twice the Wire Warrior's weight at level 1, four times the Wire Warrior's weight at level 6, eight times the Wire Warrior's weight at level 11, and ten times the Wire Warrior's weight at level 16.
Stiffen: Make your wires very stiff, letting you walk across them or make the terrain difficult. Weight limit for the Razor Wires is the Wire Warrior's weight at level 1, the Wire Warrior's weight + 100 pounds at level 6, the Wire Warrior's weight + 150 pounds at level 11, and the Wire Warrior's weight + 200 pounds at level 16. Walking across the wires requires a Balance check DC 20. Opponents attempting to cross the terrain made difficult by these wires must make a Reflex save (DC 10 + the Wire Warrior's Dex bonus + 2 for every pair of wires involved) or take 1d6 damage.
Trip: Attempt to trip opponents with wires.
Wire Sense: See and listen through the tips of your wires. You do not gain darkvision, low-light vision, or any kind of special sight, such as True Sight or See Invisibility, unless you are able to do so at the time you use this Technique. You can also make Spot and Listen checks through your wires. The wires can be blinded and deafened, but this does not affect their combat abilities in any way.
Adept Techniques
Barrier: Make a Wall of Blades in a line extending out from you. Anyone trying to pass through the line takes 1d4 + dex bonus damage/level. Barrier provides cover against any attack passing through it (+4 to AC, +2 to Reflex saves). The slashing line of wires lasts until your next turn. Anyone in the way of the wires upon Barrier's activation may make a DC 10 Reflex save to get out of the way--success means no damage, failure means half the damage you would normally take from passing through the Barrier.
Disruptive Wires: Force grappled opponents to make a Fortitude save (DC 10 + Wire Warrior's dex bonus + 2 for every pair of wires involved) or take a -4 penalty to all saves, attack rolls, and AC.
Needle: Using your Stiffened wires, impale opponents and encourage them to stop moving. Make a ranged touch attack against an opponent within range of your wires. If it hits, the enemy is takes 4 damage for every pair of Razor Wire used and becomes Needled until the Wire Wariror's next turn. A Needled opponent takes 10 damage for every pair of wires if it moves at all (attacks, makes a move action, casts a spell with a somatic component, etc). Squares between the Wire Warrior and Needled opponents become Difficult until the Wire Warrior's next turn.
Pull: Pull Secured objects or grappled opponents to you. Objects equal to the Wire Warrior's weight move at 30 ft. per round. Objects that are any heavier move 10 ft. more slowly for every 50 pounds it is heavier than the Wire Warrior. Every extra pair of wires increase the limit to twice the Wire Warrior's weight.
Sap Strength: Deal Strength damage to grappled opponents. Subsequent attempts to deal Strength damage occur at a cumulative -10 penalty to the Wire Warrior's grapple check. No save.
Sap Will: Deal Wisdom damage to grappled opponents. Subsequent attempts to deal Wisdom damage occur at a cumulative -10 penalty to the Wire Warrior's grapple check. No save.
Vampiric Wires: Vampiric Touch against grappled opponents as a wizard equal to your levels in Wire Warrior. You cannot drain any more hitpoints than the grappled opponent's current amount of hitpoints. Creatures that are not alive (undead, constructs, etc.) are immune to this effect. No save.
Disciple Techniques
Dazing Wires: Force grappled opponents to make a Fort save (DC 10 + dex bonus + 2 for every pair of wires involved) or become dazed.
Hurl: Throw around Secured objects or grappled opponents. The weight limit is the Wire Warrior's weight plus 50 pounds for every pair of Razor Wire used. The thrown object or creature moves up to twice the wires' maximum length and takes 1d8 damage for every 30 feet moved. Grappled opponents can make a Fortitude save (DC 10 + dex bonus + 2 for every pair of wires involved) to avoid being thrown. If successful, nothing happens and the Wire Warrior wastes a standard action.
Sap Life: Deal Constitution Damage to grappled opponents. Subsequent attempts to deal Constitution damage occur at a cumulative -10 penalty to the Wire Warrior's grapple check. No save.
Sap Magic: Dispel a random magical buff on each grappled opponent. Opponents that succeed on their Fortitude save (DC 10 + dex bonus + 2 for every pair of wires involved) do not lose their magical buffs.
Sap Wits: Deal Intelligence Damage to grappled opponents. Subsequent attempts to deal Intelligence damage occur at a cumulative -10 penalty to the Wire Warrior's grapple check. No save.
Wire Field: As Barrier, except in a 60 ft. cone emanating from you.
Wire Fortress: As Barrier, except in a 60 ft. burst centered on you.
Master Techniques
Blender: Turn enemy organs to mush! 1/day + your dexterity mod, Needled opponent must make a Reflex save (DC 10 + dex bonus + 2 for every pair of wires involved) or die instantly. Opponents that succeed their saves or are immune to criticals instead take normal Tightening damage.
Eviscerate: A particularly violent version of Tighten that does double the Tighten damage on grappled opponents.
Marionette: Insert wires into grappled enemies to control them. This does 5 damage per pair of wires to the grappled opponents. The opponents must then make a Fortitude save (DC 15 + dex bonus + 2 for every pair of wires involved) or have their bodies controlled by the Wire Warrior. Success means that the opponents instead take normal tightening damage.
Since the control mechanism is awkward, opponents controlled this way have a -4 penalty to Strength and Dexterity. Controlled opponents can only perform purely physical actions--they cannot cast spells, manifest powers, use invocations, speak Truespeech, bind Vestiges, use Supernatural or Spell-like-abilities, etc. If they have a natural means of flight, they can fly; if not, they cannot fly. Controlled opponents take 5 damage per pair of wires at the beginning of their turn and can make another Fortitude save (same DC) to wrest free of control (if they succeed, they take normal tightening damage).
Sap Essence: Bestow one negative level to grappled enemies. Subsequent attempts to bestow negative levels occur at a cumulative -10 penalty to the Wire Warrior's grapple check. No save.
Stunning Wires: Force grappled opponents to make a Fort save at a -4 penalty (DC 15 + dex bonus + 2 for every pair of wires involved) or be stunned for 1 round.
Wire Augmentations (Su)
Wire Augmentations modify and improve the Razor Wires themselves. Unless specified, they are swift actions and do not provoke AoO, and last 1 round/level of Wire Warrior or until they are dismissed (free action). Only 1 augmentation may be active at any time
Novice Augmentations
Hardening: Wires ignore 15 points of hardness.
Lengthening: Wires become longer by 5 ft. at Wire Warrior level 1, 15 ft. at level 6, 30 ft. at level 11, and 45 ft. at level 16.
Toughening: The Break DC of wires becomes 15 + Dex bonus of wire user + weapon enhancement bonus + 5 for every extra pair of wires.
Sharpening: At any time the Wire Warrior's Razor Wires do damage, add 1d4 damage for every pair of wires; upgrades to 1d6 damage at level 6, 1d8 damage at level 11, and 2d8 at level 16.
Adept Augmentations
Burning: At any time the Wire Warrior's Razor Wires do damage, either add 1d4 fire damage for every pair of wires (increases to 1d6 at level 6, 1d8 at level 11, 2d8 at level 16) or convert half of all normal damage dealt by wires into fire damage.
Freezing: At any time the Wire Warrior's Razor Wires do damage, either add 1d4 cold damage for every pair of wires (increases to 1d6 at level 6, 1d8 at level 11, 2d8 at level 16) or convert half of all normal damage dealt by wires into cold damage.
Shocking: At any time the Wire Warrior's Razor Wires do damage, either add 1d4 electricty damage for every pair of wires (increases to 1d6 at level 6, 1d8 at level 11, 2d8 at level 16) or convert half of all normal damage dealt by wires into electricity damage.
Transmuting: All Razor Wires become cold iron or alchemical silver for the purpose of overcoming DR.
Disciple Augmentations
Aligning: All Razor Wires become Good or Evil, and Chaotic or Lawful, for the purpose of overcoming DR.
Ensnaring: Grapple attempts by the Wire Warrior with his Razor Wire ignore Freedom of Movement.
Exorcising: All Razor Wires gain the Ghost Touch enhancement.
Screaming: At any time the Wire Warrior's Razor Wires do damage, either add 1d4 sonic damage for every pair of wires (increases to 1d6 at level 6, 1d8 at level 11, 2d8 at level 16) or convert half of all normal damage dealt by wires into sonic damage. Wires deals full damage to objects and creatures of the Construct type.
Master Augmentations
Cut Anything: All Razor Wires ignore hardness, bypasses DR/Adamantine, and can cut through even force effects. As a full action, a Wire Warrior armed with Razor Wire augmented with Cut Anything can make an attempt to destroy a 10 foot section of Wall of Force, destroy one Forcecage, or similar. The Wire Warrior must make a Dexterity check (with +2 bonuses for every pair of wires involved) vs the spell's Save DC to destroy the force effect.
Concussing: At any time the Wire Warrior's Razor Wires do damage, either add 1d4 force damage for every pair of wires (increases to 1d6 at level 6, 1d8 at level 11, 2d8 at level 16) or convert half of all normal damage dealt by wires into force damage. Wires deals full damage to Ethereal creatures.
Cloaking: All Razor Wires become invisible, adding a +5 bonus to attack rolls made with Razor Wires. Any reflex saves made against Razor Wire effects (except for Wire Shield) incur a -10 penalty.
Unbreaking: All Razor Wires gain Hardness 15 and HP 50, and opponents grappled by these Razor Wires cannot attempt to break them.
Current concerns:
1) Is this thing balanced at all? I don't have a lot of experience in D&D, so it's difficult for me to eyeball whether or not a DC 10 + Dexterity bonus + 2, +4, +6, or +8 is a difficult DC to make at low levels, mid levels, and high levels, and so forth.
2) I really need to come up with better names.
3) Would anyone be willing to playtest this once all the kinks are sorted out?
http://www.ifc.com/images/cast/photos/286x286_basilisk_yashamaru2_cast_mini_gallery_thum b_0_1.jpg
My very first homebrewed class! :smallbiggrin:
A lot of us have seen examples of Razor Floss (http://tvtropes.org/pmwiki/pmwiki.php/Main.RazorFloss) here and there (in anime such as Hellsing or in games like Warhammer 40k in the form of Eldar monofilament wire, etc), and I in particular like seeing fictional characters wielding such exotic weaponry. This class is an adaptation of sorts of that ideal.
This Wire Warrior class (working name) is strongly inspired by the anime character pictured above, Yashamaru, and thus many of its class features and attacks are based off of how Yashamaru fights in the Basilisk anime (clip of him fighting here (http://www.youtube.com/watch?v=BdB5mDTT2i0&feature=related): start at 3:19 and end at 4:00). I did, however, try to incorporate some Razor Floss elements from other sources, on top of a few tricks to help the Wire Warrior out against various monsters and classes.
The Wire Warrior is designed to fight from a distance (hence the d6 HD) but also relies on having to physically attack his opponents (hence the Full BAB). He can dish out plenty of damage if he wants, but he can also do some battlefield control and debuffing. A lot of his stuff depends on him grappling the opponent(s), and to this end I added several features to help overcome typical grappling problems such as size and Freedom of Movement.
His main attractions are his Wire Techniques and Wire Augmentations. Wire Techniques function much the way Invocations work--take standard actions to perform, and you can do them as many times per day as you want. Augmentations are personal buffs that last for rounds/level. Techniques are attacks or other battlefield effects, while Augmentations usually give buffs to the Wire Warrior.
Wire Warrior
Alignment: Any
Hit Die: d6
Class Skills: Climb (dex), Craft (wires), Escape Artist (dex), Hide (dex) Jump (dex), Profession (wis), Sleight of Hand (dex), Swim (Str), Tumble (dex), Use Rope (dex)
Skill Points at 1st Level: (2+Int bonus) x 4
Skill Points at Each Additional Level: 2 + Int bonus
The Wire Warrior is proficient with all simple weapons and light armor. Armor penalty checks apply to all Wire Manipulations and Wire Techniques.
{table]Level:|BAB:|Fort:|Ref:|Will|Special|
1st|+1|+0|+2|+0|Wire Novice, Wire Manipulation, New Technique
2nd|+2|+0|+3|+0|New Technique
3rd|+3|+1|+3|+1|Wire Shield, New Augmentation
4th|+4|+1|+4|+1| New Technique
5th|+5|+1|+4|+1| New Augmentation
6th|+6/+1|+2|+5|+1|Wire Adept, New Technique
7th|+7/+2|+2|+5|+2| New Augmentation
8th|+8/+3|+2|+6|+2|New Technique
9th|+9/+4|+3|+6|+3|Wire Armor
10th|+10/+5|+3|+7|+3|New Augmentation
11th|+11/+6/+1|+3|+7|+3|Wire Disciple, New Technique
12th|+12/+7/+2|+4|+8|+4|New Augmentation
13th|+13/+8/+3|+4|+8|+4|Mass Entangling, New Technique
14th|+14/+9/+4|+4|+9|+4|New Augmentation
15th|+15/+10/+5|+5|+9|+5|Leg Wires
16th|+16/+11/+6/+1|+5|+10|+5|Wire Master, New Technique
17th|+17/+12/+7/+2|+5|+10|+5|New Augmentation
18th|+18/+13/+8/+3|+6|+11|+6|New Technique
19th|+19/+14/+9/+4|+6|+11|+6|Mass Entangling, Greater; New Augmentation
20th|+20/+15/+10/+5|+6|+12|+6|Supreme Mastery, New Technique [/table]
Wire Manipulation (ex)
The primary ability of any Wire Warrior is his skill in handling Razor Wire. These wires are bonded to the Warrior through an obscure ritual, giving him unnatural control over these mysterious and exotic weapons. They are technically not steel, but are as hard and almost as tough. Each wire is about as thick as a human hair.
Razor Wire
Exotic Weapon
Damage: 1d3 slashing
Hardness: 10
HP: 10
Cost: 100 gp per pair
Ignores 5 points of hardness
Razor Wire can be magically enchanted like any other magic weapon.
Although they are Exotic Weaponry, Razor Wire cannot be handled at all by anyone without the Wire Manipulation (ex) ability. Anyone without this ability who tries to use Razor Wire must make a DC 15 Reflex Save or become entangled. Razor Wire takes 1 hour to untangle. Anyone without Wire Manipulation cannot attack, use Wire Techniques, or use Wire Augmentations
with or on Razor Wire.
Razor Wire is typically stored by coiling them around the arms or legs. Coiling them or uncoiling them is a free action as long as the Wire Warrior is able to perform the Retract/Extend ability.
The reach of Razor Wire is its length. However, due to the difficulty of using them, Razor Wire cannot be used to do the following:
Trip
Disarm
Attacks of Opportunity
Razor Wire operate in pairs (one end of the string for each hand), and the Wire Warrior starts off being able to manipulate one pair of Razor Wires. A Wire Warrior counts as not having Wire Manipulation for any extra pairs of Razor Wire that he cannot manipulate. For example, a level 7 Wire Warrior can only use 2 pairs of wires at once: if he tries to use 3, he counts as not having Wire Manipulation, and thus must make a Reflex Save to avoid becoming entangled. On top of this, Wire Warrior counts as not having Wire Manipulation if he tries to control wires that are too long for him.
Upon learning Wire Manipulation, the Wire Warrior gains the following abilities:
Grapple:
The Wire Warrior is able to make Grapple his opponents using not his body but his razor wires. To do so, he must make a successful Grapple check against any opponent within range of his wires, which is simply the length of his wires. The Grapple proceeds as normal, except for the following:
[list]
If the Wire Warrior is out of reach of an opponent's melee weapon, he does not provoke AoO.
The Wire Warrior does not add his Strength bonus to his Grapple check: instead, he adds his Dexterity bonus, plus 2 for every pair of wires that are used in grappling. He also gets size bonuses, which will be discussed later.
When the Grapple is successful, the grappled opponent becomes Entangled. If it tries to move outside of the Razor Wire's reach, then the opponent must make a Strength check (DC = 10 + Wire Warrior's Dex bonus + 2 for every pair of Razor Wire involved). If it Succeeds, the opponent moves at half speed and the Wire Warrior is pulled along with it.
While grappling an opponent or opponents, the Wire Warrior may not:
Use a magic item that requires his hands
Cast a spell with a somatic component
Cannot retrieve a spell component
Cannot use a light weapon
Cannot pin
Cannot use the opponent's weapon
Do anything requiring the use of hands other than a Wire Manipulation ability, a Technique, or activating an Augmentation
The Wire Warrior may move at his full speed while Grappling an opponent with his Razor Wire. However, he must make an opposing Strength check to move outside the range of his wires.
Squares between the Wire Warrior and any grappled opponents become Difficult Terrain.
If applicable, an opponent can make a Reflex save (DC 10 + WW's Dex bonus + 2 for every pair of Razor Wire involved) immediately after failing the Grapple check. If it succeeds on its save, it can shove a one-handed or light weapon or small shield in the way of the wires. If it does so, it is considered to be Guarding.
Tighten:
On an opponent Grappled by the Wire Warrior's Razor Wires, the Wire Warrior may clench his fingers and slice his entangled opponent into pieces. This requires a standard action, but does not provoke AoO.
At Level 1, the Wire Warrior deals 1d6 + Dex bonus damage to all grappled opponents for every pair of Razor Wire involved.
At Level 6, the Wire Warrior deals 1d8 + Dex bonus damage to all grappled opponents for every pair of Razor Wire involved.
At Level 11, the Wire Warrior deals 2d8 + Dex bonus damage to all grappled opponents for every pair of Razor Wire involved.
At Level 16, the Wire Warrior deals 3d8 + Dex bonus damage to all grappled opponents for every pair of Razor Wire involved.
If the opponent is Guarding, then deal half the damage to the object and half the damage to the opponent.
The Wire Warrior can Tighten on opponents grappled by his Razor Wire on successive turns as long as they are grappled. There is no save from Tighten damage.
Retract/Extend:
As a free action, recall and retract all wires back to their storage positions or extend them, making them ready for use. The Wire Warrior must have his Razor Wire extended in order for him to Grapple, use Techniques, or activate Augmentations. Retract cannot be used to pull or winch objects closer to the Wire Warrior.
Wire Novice (ex): At level 1, the Wire Warrior takes his first steps into mastering his Razor Wire. Wire Novice grants the Wire Warrior the ability to:
Control up to 1 pair of wires
Learn any Novice Techniques
Learn any Novice Augmentations
Grapple/trip as a creature one size larger
The maximum length of wire the Wire Warrior can control is 30 ft. He can grapple with his Razor Wire up to 2 different opponents within reach.
Wire Adept (ex): At level 6, the Wire Warrior makes further progress into his art. Wire Adept grants the Wire Warrior the ability to:
Control up to 2 pairs of wires
Learn any Adept or Novice Techniques
Learn any Adept or Novice Augmentations
Grapple/trip as a creature 1 size larger (stacks with Wire Novice)
The maximum length of wire the Wire Warrior can control is 60 ft. He can grapple with his Razor Wire up to 4 different opponents within reach.
Wire Disciple (ex): At level 11, the Wire Warrior has gained great control over his wires. Wire Disciple grants the Wire Warrior the ability to:
Control up to 3 pairs of wires
Learn any Disciple, Adept, or Novice Techniques
Learn any Disciple, Adept, or Novice Augmentatons
Grapple/trip as a creature 1 size larger (stacks with Wire Novice, Wire Adept)
The maximum length of wire the Wire Warrior can control is 90 ft. He can grapple with his Razor Wire up to 6 different opponents within reach.
Wire Master (ex): At level 16, the Wire Warrior can be called a master of his art. Wire Master grants the Wire Warrior the ability to:
Control up to 4 pairs of wires
Learn any Techniques
Learn any Augmentations
Grapple/trip as a creature 1 size larger (stacks with Wire Disciple, Wire Adept, Wire Novice)
Wire Shield (ex): at level 3, the Wire Warrior gains the ability to use his wires as a means of protection. When he has any wires extended, he can make a Reflex save against a melee attack (DC = opponent's attack roll) to add a +2 shield bonus to his AC for every pair of wires extended before the blow lands.
Wire Armor (ex): at level 9, the Wire Warrior gains the ability to use his wires as armor. He gains +2 to his AC for every pair of wires he can manipulate.
Mass Targeting (ex): at level 13, the Wire Warrior can target additional opponents. For every 30 ft. of wire he can control, he can grapple (with his wires) an additional opponent.
For example, a level 14 Wire Warrior can normally target only 6 opponents for Grappling or for a Technique. However, with Mass Targeting he can now target 9 opponents (6 + 3, 1 for every 30 ft. of wire).
Leg Wires (ex): at level 15, the Wire Warrior can attach an additional pair of wires to his legs. 3/day the Wire Warrior can, as an immediate action, deal 1d6 damage + Dex bonus/ level of Wire Warrior to an attacking melee opponent. The leg wires must be Retracted in order to be used again. These wires cannot be used for Techniques or Grappling, though they can be Extended/Retracted or Augmented. They do not count against the maximum number of pairs of wires the Wire Warrior can control.
Mass Targeting, Greater (ex): At level 19, the Wire Warrior can target additional opponents. For every 30 ft. of wire he can control, he can grapple (with his wires) 2 additional opponents. This replaces Mass Targeting.
For example, a level 19 Wire Warrior can normally target only 8 opponents for Grappling or for a Technique. However, with Mass Targeting he can now target 16 opponents (8 + 8, 2 for every 30 ft. of wire).
Supreme Mastery (ex): At level 20, the Wire Warrior gains total control over his Razor Wires. He gains an extra standard action for the purpose of using a Wire Manipulation ability or a Technique, and a swift action for the purpose of using an Augmentation. The Wire Warrior also gains the ability to have 2 augmentations on at the same time.
Now, for the fun part! Techniques!
Wire Techniques (Su)
Wire Techniques are abilities that the Wire Warrior has to directly influence his opponents. Unless specified, they are standard actions and provoke AoO.
Novice Techniques
Disarm: Attempt to disarm opponents with wires. Wire Warrior gets a +2 bonus for disarming for every pair of wire involved.
Entrancing Wires: Fascinate opponents with a wire show. This does not affect blind opponents. Opponents must make a will save (DC 10 + the Wire Warrior's Dex bonus + 2 for every pair of wires involved) or be Fascinated for 1 round.
Secure: Wrap wires around an object and use it to climb up or swing across
a chasm. Weight limit for the Razor Wires is twice the Wire Warrior's weight at level 1, four times the Wire Warrior's weight at level 6, eight times the Wire Warrior's weight at level 11, and ten times the Wire Warrior's weight at level 16.
Stiffen: Make your wires very stiff, letting you walk across them or make the terrain difficult. Weight limit for the Razor Wires is the Wire Warrior's weight at level 1, the Wire Warrior's weight + 100 pounds at level 6, the Wire Warrior's weight + 150 pounds at level 11, and the Wire Warrior's weight + 200 pounds at level 16. Walking across the wires requires a Balance check DC 20. Opponents attempting to cross the terrain made difficult by these wires must make a Reflex save (DC 10 + the Wire Warrior's Dex bonus + 2 for every pair of wires involved) or take 1d6 damage.
Trip: Attempt to trip opponents with wires.
Wire Sense: See and listen through the tips of your wires. You do not gain darkvision, low-light vision, or any kind of special sight, such as True Sight or See Invisibility, unless you are able to do so at the time you use this Technique. You can also make Spot and Listen checks through your wires. The wires can be blinded and deafened, but this does not affect their combat abilities in any way.
Adept Techniques
Barrier: Make a Wall of Blades in a line extending out from you. Anyone trying to pass through the line takes 1d4 + dex bonus damage/level. Barrier provides cover against any attack passing through it (+4 to AC, +2 to Reflex saves). The slashing line of wires lasts until your next turn. Anyone in the way of the wires upon Barrier's activation may make a DC 10 Reflex save to get out of the way--success means no damage, failure means half the damage you would normally take from passing through the Barrier.
Disruptive Wires: Force grappled opponents to make a Fortitude save (DC 10 + Wire Warrior's dex bonus + 2 for every pair of wires involved) or take a -4 penalty to all saves, attack rolls, and AC.
Needle: Using your Stiffened wires, impale opponents and encourage them to stop moving. Make a ranged touch attack against an opponent within range of your wires. If it hits, the enemy is takes 4 damage for every pair of Razor Wire used and becomes Needled until the Wire Wariror's next turn. A Needled opponent takes 10 damage for every pair of wires if it moves at all (attacks, makes a move action, casts a spell with a somatic component, etc). Squares between the Wire Warrior and Needled opponents become Difficult until the Wire Warrior's next turn.
Pull: Pull Secured objects or grappled opponents to you. Objects equal to the Wire Warrior's weight move at 30 ft. per round. Objects that are any heavier move 10 ft. more slowly for every 50 pounds it is heavier than the Wire Warrior. Every extra pair of wires increase the limit to twice the Wire Warrior's weight.
Sap Strength: Deal Strength damage to grappled opponents. Subsequent attempts to deal Strength damage occur at a cumulative -10 penalty to the Wire Warrior's grapple check. No save.
Sap Will: Deal Wisdom damage to grappled opponents. Subsequent attempts to deal Wisdom damage occur at a cumulative -10 penalty to the Wire Warrior's grapple check. No save.
Vampiric Wires: Vampiric Touch against grappled opponents as a wizard equal to your levels in Wire Warrior. You cannot drain any more hitpoints than the grappled opponent's current amount of hitpoints. Creatures that are not alive (undead, constructs, etc.) are immune to this effect. No save.
Disciple Techniques
Dazing Wires: Force grappled opponents to make a Fort save (DC 10 + dex bonus + 2 for every pair of wires involved) or become dazed.
Hurl: Throw around Secured objects or grappled opponents. The weight limit is the Wire Warrior's weight plus 50 pounds for every pair of Razor Wire used. The thrown object or creature moves up to twice the wires' maximum length and takes 1d8 damage for every 30 feet moved. Grappled opponents can make a Fortitude save (DC 10 + dex bonus + 2 for every pair of wires involved) to avoid being thrown. If successful, nothing happens and the Wire Warrior wastes a standard action.
Sap Life: Deal Constitution Damage to grappled opponents. Subsequent attempts to deal Constitution damage occur at a cumulative -10 penalty to the Wire Warrior's grapple check. No save.
Sap Magic: Dispel a random magical buff on each grappled opponent. Opponents that succeed on their Fortitude save (DC 10 + dex bonus + 2 for every pair of wires involved) do not lose their magical buffs.
Sap Wits: Deal Intelligence Damage to grappled opponents. Subsequent attempts to deal Intelligence damage occur at a cumulative -10 penalty to the Wire Warrior's grapple check. No save.
Wire Field: As Barrier, except in a 60 ft. cone emanating from you.
Wire Fortress: As Barrier, except in a 60 ft. burst centered on you.
Master Techniques
Blender: Turn enemy organs to mush! 1/day + your dexterity mod, Needled opponent must make a Reflex save (DC 10 + dex bonus + 2 for every pair of wires involved) or die instantly. Opponents that succeed their saves or are immune to criticals instead take normal Tightening damage.
Eviscerate: A particularly violent version of Tighten that does double the Tighten damage on grappled opponents.
Marionette: Insert wires into grappled enemies to control them. This does 5 damage per pair of wires to the grappled opponents. The opponents must then make a Fortitude save (DC 15 + dex bonus + 2 for every pair of wires involved) or have their bodies controlled by the Wire Warrior. Success means that the opponents instead take normal tightening damage.
Since the control mechanism is awkward, opponents controlled this way have a -4 penalty to Strength and Dexterity. Controlled opponents can only perform purely physical actions--they cannot cast spells, manifest powers, use invocations, speak Truespeech, bind Vestiges, use Supernatural or Spell-like-abilities, etc. If they have a natural means of flight, they can fly; if not, they cannot fly. Controlled opponents take 5 damage per pair of wires at the beginning of their turn and can make another Fortitude save (same DC) to wrest free of control (if they succeed, they take normal tightening damage).
Sap Essence: Bestow one negative level to grappled enemies. Subsequent attempts to bestow negative levels occur at a cumulative -10 penalty to the Wire Warrior's grapple check. No save.
Stunning Wires: Force grappled opponents to make a Fort save at a -4 penalty (DC 15 + dex bonus + 2 for every pair of wires involved) or be stunned for 1 round.
Wire Augmentations (Su)
Wire Augmentations modify and improve the Razor Wires themselves. Unless specified, they are swift actions and do not provoke AoO, and last 1 round/level of Wire Warrior or until they are dismissed (free action). Only 1 augmentation may be active at any time
Novice Augmentations
Hardening: Wires ignore 15 points of hardness.
Lengthening: Wires become longer by 5 ft. at Wire Warrior level 1, 15 ft. at level 6, 30 ft. at level 11, and 45 ft. at level 16.
Toughening: The Break DC of wires becomes 15 + Dex bonus of wire user + weapon enhancement bonus + 5 for every extra pair of wires.
Sharpening: At any time the Wire Warrior's Razor Wires do damage, add 1d4 damage for every pair of wires; upgrades to 1d6 damage at level 6, 1d8 damage at level 11, and 2d8 at level 16.
Adept Augmentations
Burning: At any time the Wire Warrior's Razor Wires do damage, either add 1d4 fire damage for every pair of wires (increases to 1d6 at level 6, 1d8 at level 11, 2d8 at level 16) or convert half of all normal damage dealt by wires into fire damage.
Freezing: At any time the Wire Warrior's Razor Wires do damage, either add 1d4 cold damage for every pair of wires (increases to 1d6 at level 6, 1d8 at level 11, 2d8 at level 16) or convert half of all normal damage dealt by wires into cold damage.
Shocking: At any time the Wire Warrior's Razor Wires do damage, either add 1d4 electricty damage for every pair of wires (increases to 1d6 at level 6, 1d8 at level 11, 2d8 at level 16) or convert half of all normal damage dealt by wires into electricity damage.
Transmuting: All Razor Wires become cold iron or alchemical silver for the purpose of overcoming DR.
Disciple Augmentations
Aligning: All Razor Wires become Good or Evil, and Chaotic or Lawful, for the purpose of overcoming DR.
Ensnaring: Grapple attempts by the Wire Warrior with his Razor Wire ignore Freedom of Movement.
Exorcising: All Razor Wires gain the Ghost Touch enhancement.
Screaming: At any time the Wire Warrior's Razor Wires do damage, either add 1d4 sonic damage for every pair of wires (increases to 1d6 at level 6, 1d8 at level 11, 2d8 at level 16) or convert half of all normal damage dealt by wires into sonic damage. Wires deals full damage to objects and creatures of the Construct type.
Master Augmentations
Cut Anything: All Razor Wires ignore hardness, bypasses DR/Adamantine, and can cut through even force effects. As a full action, a Wire Warrior armed with Razor Wire augmented with Cut Anything can make an attempt to destroy a 10 foot section of Wall of Force, destroy one Forcecage, or similar. The Wire Warrior must make a Dexterity check (with +2 bonuses for every pair of wires involved) vs the spell's Save DC to destroy the force effect.
Concussing: At any time the Wire Warrior's Razor Wires do damage, either add 1d4 force damage for every pair of wires (increases to 1d6 at level 6, 1d8 at level 11, 2d8 at level 16) or convert half of all normal damage dealt by wires into force damage. Wires deals full damage to Ethereal creatures.
Cloaking: All Razor Wires become invisible, adding a +5 bonus to attack rolls made with Razor Wires. Any reflex saves made against Razor Wire effects (except for Wire Shield) incur a -10 penalty.
Unbreaking: All Razor Wires gain Hardness 15 and HP 50, and opponents grappled by these Razor Wires cannot attempt to break them.
Current concerns:
1) Is this thing balanced at all? I don't have a lot of experience in D&D, so it's difficult for me to eyeball whether or not a DC 10 + Dexterity bonus + 2, +4, +6, or +8 is a difficult DC to make at low levels, mid levels, and high levels, and so forth.
2) I really need to come up with better names.
3) Would anyone be willing to playtest this once all the kinks are sorted out?