Much like the razor wires that the butler used in Hellsing, I think that the Puppeteer should have these wires as natural weapons. If the power is arcane, then these wires get power from being infused with arcane energy. If the power is psychic, then wires work much the same as the mind blade would. This could give the class some extra flavor and help it to stand on its own a little more. Not sure what the damage should be. I know that, as a natural weapon, it shouldn't be any less than a d6. You have to keep in mind that the Puppeteer has learned to use these wires as effective tools to kill. So, I'm thinking that, starting out, it should be either 1d6 or 1d8. There should be a feat that increases this damage, and the feat can be taken multiple times. This would expand the use of the wires beyond tripping, choking, trapping, and controlling. Perhaps there should be a paragon path for a Puppeteer that has chosen to focus on the wires. The Puppeteer that focuses on wire use could go two different routes: all inclusive or seperated into two types of wire users. The first route would be a Puppeteer that controls enemies and/or evicerates them with their skillfully deadly use of wire (arcane or psychic razor wire). The second route would divide these abilities. The player would have the choice of making the String Adept Puppeteer one who controls or strikes. So in essence, if one were to go the second route then there could be paragon paths that seperate much like the build kits.
Paragon Paths:
1) Masterpiece Marionnette- You've focused your art into the skillful use of one main puppet. You are capable of controlling several dolls, but this puppet has become your trump card...your ace-in-the-hole.
This path goes best with the
Puppeteer: Deadly Controller
Main Puppet: Striker
Encounter/Dailies: Status Ailment, Traps, One-Shots
2) Master Hand of Many: There's strength in numbers. You understand this well, and have chosen to overwhelm the enemy with an endless onslaught of puppetry. (This path would possibly have an increase in the number of puppets you could control at one time.)
This path goes best with the
Puppeteer: Controller
Puppets: Various uses (no main puppet)
1) Master Manipulator: You see all things as mere tools for your manipulation. Friends, enemies, and neutral parties alike. They are all just puppets on your stage. (This path focuses on the Puppeteer's abilities to supplement ally abilities, turn enemies on themselves, and manipulate everything around. This path would control any creature, dead or alive.)
This path goes best with
Puppeteer: Master Controller (String Manipulator)
2) Hand of the Crimson Strings: Putting away your toys, you've learned the deadly possibilities of your strings. Focusing each string into a vorpal web of death, you evicerate all who stand in your way. (This path focuses on turning your strings into deadly razor wires. In essence the Puppeteer changes from controller to striker.)