Razor Spider Wire & Threaders (3.5e Equipment)
From D&D Wiki
At first glance this weapons looks like a pair of arm bracers with Leather gloves attached to them, but looking more carefully you will see 5 small holes with metal wires coming out of them and running up to rings placed on each finger including the thumb. Because of the weapon's exotic nature and the skill required to use it, it is only a custom made item. The Threaders are made of finely crafted gears and spindles that react to users hand motions and tension in the forearm. The Wires are made of strong and rare wire crafted and spun from both mithral and adamantine metals.
To activate the user swings his arms as if trying to throw the wires forward. The threader senses the movement in the users forearms and the wires launch from the threaders cutting anything in their path. Because the wires are attached to rings the user may tense or move the wires individually much like a puppeteer. After use the wires retract back into the threaders. The exposed wires does not cut or hinder the user in anyway due to the toughness of the Custom Leather gloves.
On a natural 1 the wires become tangled. A Concentration skill check of DC25 must succeed or the user must spend 1d4 hours untangling the wires.Should the user spend 1d4 hours untangling the wires another Concentration check of DC15 must take place to prevent them from cutting themselves with the wires.</nowiki>
The rings connected to the wires do not prevent the user from wearing other rings.
The Threaders provide an AC bonus of +1 but do not count as armor.
Heavy Armor may be worn but the user will take a -4 on attack rolls.
Two-Weapon fighting penalties apply.
Close combat is possible but the user will take -2 on all attacks that are within 5ft.
If you have a Dex of 18 or more, you may make a ranged Grapple attack on a creature ranging one size larger or smaller then you. If you succeed your opponent becomes entangled in the wires. For every round they stay entangled they will take take 1d6 points of damage. To escape they must succeed a DC 15 Reflex Save.