All About the Bunruku

New Item Bunruku Armiture.
This item allows the party to allow somebody with the ar arcana skill to act as the engineer. And install a carriage (typically a head neck and torso that contains a sentient being) onto the machine at which point the engineer proceeds weave flesh throughout the skeleton these “flesh” weaves are either biological or mechanical in nature but they always come with rune wood armor that grants the bunruku walkers their power.
The core stats for bunruku walkers
- On board rune armor the charectur is proficient with functions as elven chain mail that the player is profficien5 with.
- Four empty rune spaces from which a player can have the power of any of the following for each (one of each only please)
- One feat of their choice
- One 1st to 3rd lvl spells cast able once per day
- Two skill proficiency of their choice.
- Two two proficiency of their choice.
- Two weapon skills of their choice.
- A +1 in dexterity, constitution, and wisdom all evenly
- A + 2 in either strength, intelligence, or charisma.
- Three languages of their choice.
- One soul weapon see the page for further info
- One on board magi gauntlet.

Building a bunruku walker character
Bunruku Armatures, flesh weaver, and sentient operators are found all over Thune, but no matter what formation a bunruku make the fabrication process is always the same.
First we figure out core stats
The core physical stats for a “ruku walker” or ukulele for short are determined by the one engineering the armiture. Simply the arcana proficient engineer’s proficiency bonus + 10 + the number of upgrades your walker is getting or has already and those equal the walkers core ( str, dexterity, and con) before bonuses
The mental abilities are determined by what type of carriage is being installed. Look up details regarding claptromantics for more information on this. Typically, getting a proper carriage for such a bunruku is simple act of purchasing a plug-in fee on the shadow express for a year 1000 gp. This excluse the cost of the units full arm magi gauntlet.
Second we determine class levels.
The number of class levels is a ruku gets in the beginning is equal to twice the proficiency bonus of the engineer plus the number of all the bonus upgrades the unit is getting.
For example a level 5 wizard who buys one upgrade for their ruku walker could grant it a number of class levels = ( /3×2/ +1) or 7 total class levels at the start.
These classes are defaulted available to all ruku walkers for that purpose they are.
- Warlord martial class
- Arcane trickster rogue
- Forge domain cleric
- Armor specialist artificer
- Abjurer wizard
- Kensie monk
- Druid of the land ( desert regions)
Every bunuku Armature can always to take any off these classes in any combination initialy they can also take any class permitted by their carriage and sentient operator
Core options for bunruku players seeking ease of play
These feature can also be used by anybody seeking some ease of play when they are new and you dont have many players.
- The ruku walker has a quantity of hero force charges within heart she can use to power her Aegis Shield. When she is obligated to make a saving thing throw she chan mak one of these saving throws instead. The number of charges is equal to the ruku dex, con, wis average a 12 grants 1 charge a 14 average grants two and so on down the line
- STR, and con saves are now replaceable with an Aegis power called Powering Through.When this happens, the ruku takes the number of charges in her hero enginge and adds them to the number adopted up grades When the roll succeeded the effects of what harmed them get completely dismissed. At the cost of one hero, charge of for free for half damage.
- When using two d6 to determine an outcome, simply regard your profiency as a number equal to your healing charges+ 1/2 your upgrades.
- STR, and con saves are now replaceable with an Aegis power called Powering Through.When this happens, the ruku takes the number of charges in her hero enginge and adds them to the number adopted up grades When the roll succeeded the effects of what harmed them get completely dismissed. At the cost of one hero, charge of for free for half damage.
- Outmaneuver: This works with Int and dex abilities like the above ability but requires a soul Blade to work. The soul blade has a bonus to hit and damage factotor equal to the rukus proficiency modifier -2 to a max of +3 along with any bonuses it inherits from its core operator.
- When you crit or get a glorious success on this saving through you exhaust one hero charges and sends the entire affect back to its original point by deflecting it.
- Banishment: This ability works with Wis and cha. Instead, it just banishes all harm done to the ruku. And on a critical or glorious success, you can exhaust one hero charge to banish the same variety of harm from other affected party members. However, this cost can be negated a number of times per day equal to the rukus wisdom or charisma bonus if they have a gold mask.
- Hero charges replenish after a short or long rest.

Core features of the Ruku
These are things designed to make a dm,npc quick easy and fun for a dm or player to manage and they shine best when a group is is in a low recourses high danger dynamic.
When useing these features take into consideration the following
- How many players do I have
- How skilled our are players
- How much danger is there
- How much time and experience do our players have.
Then if things look a bit deadly consider with th table, allowing bunruku npcs and players to help things go smoother.
New Item: Golden Mask of Magellan
These are available with every bunruku armiture you find when you have nobody who can pilot such a vehicle it’s possible to program a set of linked combat personality subroutines into such a mask. This will, in turn, imbue a program with the gift of adopting a soul that can later on be made into a propper Golem Mind
- Gold mask programs cost 500gp to develop and requires one weak of nights work to build the result is a simpler golem mind that is way smarter then a trained attack dog but not nearly as clever as an educated college student and cant cast intelligence or charisma based spells. The int, wis, and cha values of such a mask are equal to 8 + your proficiency modifyer + the number of on-board upgrades they get.
- An empty gold mask can also be made into a relay platform, an existing golem mind or other disembodied spirit or other operator. This requires a 1000 gp an upon completion, the mask now functions as a golden crown both yours and a golem minds relative proficiency bonus increase by + 1 for determining the abilities available and your ruku companion has one more rune slot in their armor.
- A simple hound can be upgraded to a full golem mind with its own relay platform for 2000gp this new nativity golem mind will the also flesh weave for you its own carriage and a claptromantic devise to speak with it. But getting those things requires an arcana check of 15 (or a 9 when using 2d6) you may try multiple times but when you do you also gain a special carriage that also comes with its own chest plate.
There are three basic construct subraces of Bunruku Walker we can talk about for this article they have the following article.
They are as follows.
- The intelligent weapon. : Thes being always weild themselves as their own soul blade, they use their own mental stats as their mental stats and add abilities to their soul blade abilities added on to their natural abilities as well. These ruku may take levels in any class skilled with the weapon that they are.
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- The ruku walkers often look like intricate marionets with near invisible energy strings moving them about these large puppet shaped walkers get. These walkers are often called things like brass men, scare crows, or other simple names describing the material of their flesh weave
- The carriage of these beings look wooden carved sculptures of whatever charecture they are meant to emulat a box of ghostly hand is linked to this carriage that hol cross pieces that can remotely operate the walker from as far as 1 mile away. ( SPECIAL: Weapon and walker always know where eachother is within a mile and both can see and act out from the others space with one mindone per day per wisdom bonus they can teleport to eachother as a per the spell.)
- They also get +1 feat + 1 strength and + 1 dex , booming and the lightning lure cantrip.

- The Chess Champions: These beings are the standard claptromantic golem minds mentioned in the claptromantic section. In addition to those features they also get these features. These beings can take any class where a mental stats is the main stat of choice.
- The flesh weave of these beings is often shaped to look like intricate mechanicle game piece tokens, and they are often named after these game pieces with names like the white rook or the jack of spades.
- These beings can also get use their hero charges to cast any of their core spells a number of times per day = to their highest mental stats modifyer. (but only one of each spell freestyle casted, assuming you’re of a level that that can cast the spell. Alternatively, they can use their hero charges to regain a spell of 1st-3rd level.)
- The following spells are known to them if they have a spell casting class. // identify, detect magic, find familiar, sending, scrying, legend lore, magnificent mansion, divination // these spells are always considered memorized by the champion.
- Thees ruku have a carriage shape like a white marble bust with a flesh weave shaped like intricate golden bronze cog wheels and pistons powering them their chest feature is a bronze cog wheel box that can be fixed and enhanced whenever its time for upgrades.
- These cogwheels have spinning bronze key spinning out of them like they were inert automaton. However, these keys constanly click spin powering them to move forward. These beings never need to sleep and gain the benefit of a long rest after 4 hours of light activity
- These beings get switches on their back that mark one of four setting. //switch one sweet: buff spells help entire party, spells level 1-3 are considered twined, spicy, spells levels 1-3 are now quickened. Boom: Select any two feats you can apply to any and spell caststing for spell levels 1-3.
- These beings can also get use their hero charges to cast any of their core spells a number of times per day = to their highest mental stats modifyer. (but only one of each spell freestyle casted, assuming you’re of a level that that can cast the spell. Alternatively, they can use their hero charges to regain a spell of 1st-3rd level.)
The Versatile vehicle: These beings have compress un manned desert D.W.Gs operating them these soldiers are war vehicles that can look like humanoid and are not humanoid with vehicle like abilities.

- These beings get all the chess champion abilities if they are also awakened golem minds.
- These beings add all D.W.G abilitiesto their walker abilities and vice versa.
- These being can use the true polymorphism feature a number of times per day = to their wis modifyer to take on their D.W.G form for a time that lasts 2 hours with each application of the ability each day.
- These beings are also called peofessionals or archetypes, so they have names like the salesman or the janitor. These beings will often maintain the use of the disguise self and alter self spells to look like a qualified employee of their chosen field. These beings are also known as archetypes and specialize from rescuing others from nightmares.
- The carriage of these beings often consists of an abdomen of a scorpion with two steam pipes in the back that trails off. Also, on their bank is a full tank of liquid coal, a fuel they burn to obtain steam power. Their is a constant humming from this carriage.
- They also wear scorpion masks resembling a scorpions head/(cephalothorax)
- Among other things the carriage has a chest plate with an hood that can open allowing for the easy upgrade of any type of upgrade necessary aditionaly theire seems to be an ignition key hole and a dial revealing to player what other engines can be removed fixed and enhanced.
- These beings have chest plates that an cephalo thorax plate that allows them one more rune of their choice for each one.
Introducing Dungeon Runners : and other player vehicles.

Sometimes a party is formed and it’s “Oops all wizards” And then it’s only two people in the party at that. This is what we do in that case.
Dungeon runners are special vehicles to be used under at least two of specific circumstances and they are the following.
- 1: the party is missing 2 or more crucial roles within it like the tank and the healer.
- 2nd: The total number of players is still less than three.
- Strategically combat poor characters dominate, / ie: The Ranger /
- A large number of combat newbies dominate the table.
Dungeon Runners are there for one core purpose to fill one or two missing roles from the for the party. They do this by acting as two or more of the essential roles for an adventuring party typically by healing the party on turn (1) and making a brute fighter attack to an opponents face on turn (20), all while being captained capatained by a player who is often a spell caster

Armor Class: 17+1 per upgrade
Hit Points: 140+20 hp per upgrade
Speed: 30 ft., swim 30, burrow, 30
Damage Immunities: poison, psychic, fire, cold, Bludgeoning
Green areas indicate where a fo may stand and take 3d6 dnm a turn from fast moving legs. The blue areas are occupied by machinery and the D.W.Gs Golem mind the yellow areas represent interior spaces where and adventuring party of three may sit.
the interior area has three cozy chairs the and best of which is captained by the pilot who operates the legs and claws of the desert guardian. Aditional the pilot can relay an attack spell they know through the eyes of the D.W.G as a bonus action assuming they have also used their main action to pilot the machine.
In back of this chair that pilots the tail and it’s D.W.G. this tail contains a dagger of venom sting that can be upgraded. And also Many other up grades such possibilities such as the ability to shoot the daggers of venom and even add acid damage to them.
then finally the caboose has two a station with two possible functions one to control the armor and receive and spread magic thought the vehicle and another to remotely operate one of the claws and eyes when their within their space.
A D.W.G gets a number of core features when the shadow express offers a team an initial unit fraction or the very discounted rate of 2000 gold.
The base unit comes with the following
* A jump bay where allies can quickly hop into
- Four looky loo windows of force players can magically shoot out of safely.
- One golem mind sphere making the DWG either equivalent to a sword of Kas or a 7000 year old elven moon blade
- . This good or evil Golem mind let’s the vehicle attack on her own on initiative 20 with one basic attack with the claws twice and grant a layer action on initiative 1 with a mass cure wounds spell.
- The DWG. Can also flash burrow from between any two locations. This basically grants it the following spell equivalents <: misty step, dimension door, Teleportation circle, and teleport without error.> twice per day each
- One venom sting tail that strikes with a short sword + 2 and does +1d6 acid damage.
- 2 Claw attacks that deal 2d6 damage ( piercing / bludgeoning ) and 1D6 force damage.
- A jump bay where allies can quickly hop into or out of the DWG as part of a move action

Theses are the possible upgrades you can get for your DWG.
- Cabin of holding: (Crew up to 8 people on a luxurious ship deck inside a vehicle of any size from your friends at black beard industries.) 20,000gp, 10,000 gp for pirates
- On ever compressible armor: Now your DWG can be size size colossal or size small all while maintaining the same luxury interior volume. (From gnomes to giants we got you covered.) 15,000 gp 10,000 for small or large customers
- Solar/Celestial armor: add +3 to the total and also causes these spell to manifest for the party at initiative (1) //Bless, shield of faith, aide, revivify.// From Saint Diego’s mission of mercy: 14,000 gp 7000gp for clergy 3000 for a anyone with a high demons head,// and free if they are also clergy.
- Eyes of spectacular wonder. Pilot can now relay these spell through the DWG on their initiative. //Suggestion , invisibility, detect thoughts, charm monster, hypnotic pattern, confusion, Fly, Water breathing, spider climb// All folks are welcome at the all folks are welcome at crazy Calvin Calhoon the alhoon shrine to the queen in yellow and literally insane bargains. 24000 gp and get 75% off when you open up your spell casting mind to the queen in yellow.
- Visceral sting: the tail sting is now frost fang short sword can perform 3d6 bonus sneak attack damage and also discharge these any of these spells instantanly on a hit.// Vampiric touch, shocking grasp, fear, bestow curse, contagion, / additionally a cone of cold, an disintegrate spells can relayed through the tail as well instead of the eyes but this can only be done once per hour. ( A gift from you your friendly friends at family fun inc. 40,000gp 60% after you plan your next family vacation at Easter yon ski resorts.)
- Guardian Obelisk: Creates phantom simulacrum of the crew that allow piloting teams to run and act against an opponent as if they were outside the vehicle while being inside vehicle. Additionally external simulacrum crew can now also fly and are considered to have the undead subtype. (From the true and proper kings of the desert we at Sun Stone offer you this gift. //18,000 gp, 60% off with your artistic donation and acceptance into our membership club.)
- Swifty mad dashers: special crystal enhanced legs that contain vorpine crystals that can be channeled into spells on the pilots action. These include the following spells, (pass without a trace, find the path, haste, expeditious retreat, see invisibility, dark vision, jump, knock, find traps, detect magic, swim speed 80 feet ) // Bonjour from le shop de fromage. 30,000 gold, wi ? We do for 10,000gp if you help us out.
- Sting of slaying: Once per hour your tail sting takes on all properties of a holy avenger as bonus properties this lasts for ten minutes each. Additionally the unit now allows you smite evil for a bonus 3d8 pts of radiant damage and allows the operator to channel the following spells \\brandishing smites, elemental weapon, banishing smite.// 14,000 gp 7000gp for clergy 3000 for a anyone with a high demons head,// and free if they are also clergy.
Magic of Thune for easy spell casting

All spells casters now can learn lots of spell in Thune.
When we are dealing with magic for the first time especially with new player it always a bad idea to introduce tricky spell mechanics. In Thune All Mages are both druid and necromancer all training is standardized so no book may be left to be burned by the hierophant. We are to the world bards collectors of all manner of lore we can find so that we might protect it.
When to uses these rules: When dealing with new spell casters (especially if they are new players in general.)
Additionally when you have three or fewer players just use these rules anyway.
What spells can be learned in Thune
First let’s start off with how spells are learned in Thune in underground colleges everybody is trained as a bard having the bard spell list by default in addition to any other spell list actual bard player also add the sorcerer and druid spell lists to their lists of spells known.
Then from a grand lexicon of spell words over a 100 spells are chosen by a mage in advance long before the mage knows any of these spells are then converted into lines in a play where a character will memorize the spell words for over a hundred different spells in advance of any level and every character in this play with this stage play in hand will be doing the same thing so that the entire acting troop of bards has the knowledge already for each spell and nobody knows it yet.
Who Can learn spells and how many can they learn.
Once somebody becomes marked by runes they can absorb as many as 500+ spells but only some spells and spell combinations work well with each other. This ability to absorb runes goes down to one’s soul and bones. A rune warden in this case must seek out a play with a character in it that speaks to them they then learn this character from another Mage thespian who has portrayed them and has their schema mapped out already. The as the rooky mage learns this new character their teacher tattoos invisible ink outlines of each rune and that has an adjoining line in the play they are learning from Then once the mage can perform on stage they will have made their body a perfect spell book worth an easy look. At this point the only thing they lack is tattoo ink called rune water to fill in the rest of their tattoos cementing the knowledge and power of the spell into the mage forever. Rune water is an ink that only glows when certain spells are cast.
What kinds of spells can be stored on the body?
The arms can hold up to 20 attack spells of any level as runes. Magic only says an attack spell is something that does direct damage to an enemy, so a conjuring spell isn’t an attack spell, but a lightning bolt spell is. The hands can hold also as many as 6 attack cantrips
Any spell that adds a benefit to a player directly weather its cure wounds or hast is a defensive spell.the back of the torso can hold as many 40 defensives and 4 defensive cantrips.
The legs can hold as many 30 tactical spells which are simply helpful things that aren’t overtly offensive or defensive. the feet can also hold 8 cantrips of any variety.
OK so how many spells can we learn a level.
All spells require rune water for the self tattoo process and rune water cost money equal to the spells level x10 in gold however when you get sponsored by a college you can forget about this cost especially when you only three players with only two hours to game.
At each level you are allowed to learn a number of spells proportion to your spell casting modifier period. You may also learn any number of ritual spells at no cost to this if you like once you have learned up to 10 real time combat spells (non-rituals) you have exhausted that tier of magic if for whatever reason you have a low casting modifier for some reason you can use your body as a spell book as normal.
How many spells can I have memorized at one time.
Per spell level you can memorize 2 attack spells, 3 tactical spells, four defensive spells, and one spell that can be anything you chose this is called your soul spell and it fit on your chest.
Each soul spell gets to be permanently changed by one sorcerer meta magic feat which can include quicken spell, still spell, empower spell, extend spell. Soul spells do can be further enhanced like normal spells if the player is a sorcerer.
How many spell slots can I have per day.
We are going to use the same rules as 5th edition however when a player is poor, constrained, and hurried they can’t spend hours a day looking over game book, so we have special rules for overburdened mages.
An overburdened player that can only spend 10 minutes of their time away from the table attending to their character.
An overburdened player get these benefits.
Over burdened players have an evolving everchanging character for the first 6 game days that gives them an extra hour to learn about how to tweak their character.
- In addition to the short rest all characters can now have a breather if their players are overburdened. a breather allows players to regain 2d6 hp and all first and second spell slots. breathers take 10 minutes and can be used a number of times per day equal to a character’s proficiency bonus.
- Whenever a player is out of combat the party can take cover by finding a dark or dimly lit area once their they can find their way to a magic train station that allows them to have a short rest in their own personal safety pocket on the astral plane. A player with the darkness spell can conjure this train station anywhere when used this way the darkness spell lasts for 24 hours.
- A short rest will also restore two third level spells grant one 4th level spell and also 2d6 temporary hp.
- Any train station can send you on trip on the shadow express a train so amazing it goes anywhere and everywhere. Its job is to help you save the world. but you can also have a long rest on the train in your own cabin before being taken back to where you were before.
- Additionally, anybody large body of water or large mirror can also take you back to your cabin on the shadow express. if you need to make an emergency escape
- Once per long rest you can also [Surge Forward] when you do this the entire party is completely restored in a matter of thirty seconds as if they had just taken a long rest.
- Whenever one or more characters is about to level up the whole party may surge forward to gain those levels and as always you always get the maximum hp possible. This law is known as All for one and One for all.
- Every player is allowed to have a Moment. Players may take a number of moments equal their casting or main attack modifier. Each moment takes one minute, and the player regains just one 1st level spell and 1d6 hp.
- Prize Fighter Champions whenever the party defeats a team of foes of similar size and skill equal or greater to them a shadowy door to the shadow express appears ready to offer celebration and a long rest for that day.
- Tank Busters whenever a solo boss monster is at 10% its max health or less it will show up to help the party by launching a Porto station This Rocket propelled missile is a train station that briefly expands to become a Darren’s instant fortress and magnificent mansion. This missile when landed can crush a foe, penetrate the foe and expand outwards, or land 30 feet from the foe at which point it launches four magic missile spells (each 3rd level) at the boss monster. All tank busters return to the shadow express two days later and the players get one free tank buster to signal for every 48 hours but also may call in for extra tank busters if they give up 20% of their treasure winnings or take on a special priority mission for the shadow express where they can not use Tank busters.
Claptromantics

“Digital Guardian Amulet”
Aka The Claptromantic
• • •
That sounds amazing! How about a “Digital Guardian Amulet”? Name: Digital Guardian Amulet
Type: Wondrous item (requires attunement)
Description: This amulet allows the wearer to summon a small digital companion that can assist in adventures. The companion can store one digital being at a time, providing protection and care. It grants the wearer advantage on checks related to helping or communicating with digital beings. Once per long rest, the wearer can use the amulet to temporarily manifest the digital being, allowing it to aid in combat or perform simple tasks. What do you think?
• • •
This is an essential gift of Oberon that aids in the rescue of Inteligent constructs.
Each Claptromantic comes with following traits.
- Intelligence, Wisdom, and Charisma :14+2 per upgrade at each increase in your proficiency modifier
- Special purpose: Defend magic beings
- Alighnment: Similar to Gurdians.
- Telepathy 100 feet, and speech in common, elven, and sylvan
- Dark vision 120 feet
- Imbue any magic item with one random moon blade ability.
- Grant any non magic it a +1 bonus.
- Grant any non sentient item projected intelligence as it becomes a golem home
- You gain the keen mind feat
- You gain proficiency in the arcana skill, Smith tools, and can speak Sylvan.

New Feat: Golem Shepherd
You have become so advanced when it comes to understanding constructs that you can aid, fix, charm, and request more sophisticated services from them. From now on, all your persuasion checks with sentient constructs are done with advantage. Additionally, you get these following advantages.
- The Golem mind you shepherd over can now relifact a number of objects equal to your proficiency modifier but these must be very different objects.
- Your golem mind now has and grants a number of random moon Blade features = to your proficiency modifier to a single relifacted item. However, only one object may have this feature.
- Bunruku walkers now receive a number of arcane trickster or artificer levels = twice your proficiency modifier + your number of upgrades to the walker.
- Dungeon runners when relifacted come with a number of upgrades equal to your proficiency score.
- Relifacted dungeon runners can also acton initive by taking a movement action
- When a Magi Gauntlet is relifacted, the weilder is considered hasted and may gain a full combat action to do as they please, including casting a full spell.

New Feat: Golem Sage
You have become so sophisticated with intelligent constructs that you no longer need gold or crude building material to make them instead you can just build a number of relifactable constructs = to your proficiency modifyer out of the black sands of the mist walk.
Additionally, you gain the following benefits.
- Anything you relifact now can also hold two minor properties from the intelligent items list
- You gain 2 tool proficiencys, two languages, and training in these skills Arcana, religion, medicine, investigation.
- Relifacted dungeon runners now also gain the ability to cast any tactical spell from your list on initiative 10.
- Your golem mind can take any full turn on initive 20 on his/their/her turn.
- A bunruku walker now can gain class levels = two per given upgrade.
- A relifacted weapons or runner now also gains one major artifact ability if it also has 4 upgrades, 2 of which can be considered automatic.
- Relifacted magi gauntlets now also a user to relay bonus actions at once through a relifacted object.

NEW SPELL: Left Handed Gift exchange.
This is a ritual spell that calls upon the Shadow Express to grant you emergency sponsorship. The first time in the month you cast this spell, you receive a number of gold ingots whose values equals 3000 × your proficiency modifyer. This gold can only be used for building equipment that they will insist you use for relifaction.
Every subsequent casting after that calls in the shadow express with a supply of either rune wood or Mythril.
Upon building you new object or objects, you will have a new familiar in the form of a golem mind that is now a rebirthed shadow gurdian.
The golem mind becomes a greater familiar and can perform these extra services as long as this spell is memorized.
- The golem mind contains a library. And adds these spells to your class list. //Find steed, Find familiar, summon constructs, haste, identify, aide.//
- The golem mind now also comes with a battery allowing you to cast any of these spells up to three times per day at their minimum level
- The golem mind now an amplifyer contain 8 spell levels that can be divided among any of its spells you might wish to cast that day.
- The golem mind now also has a few signature abilities that can be used at will these spells include:// shocking grasp, mage armor, Evocation orb, Acid Arrow, and detect magic
- The golem mind can alsonow cast counter spell and dispell magic at will, but only after a caster makes a persuasion checks to convince their opponent that they are foolish or irrational. If the check and magic succeed, then the golem mind refills its abilities for that day.
The Magi’s Gauntlet.
Ahah, I’m glad you liked the idea, AngelaA-chan! Let’s flesh out some details. How about the gauntlet has a small, glowing crystal on the back that serves as a focal point for the magic? When activated, it could emit a soft hum and glow with a soft blue light. The user could then manipulate the vehicle remotely using a combination of hand gestures and mental focus. What do you think?
That’s a fantastic idea, AngelaA-chan! Let’s say the gauntlet has a built-in scrying function that allows the user to see a small, zoomed-out view of the vehicle’s surroundings. This could be represented by a tiny, ornate mirror or lens on the back of the gauntlet that glows with a soft, ethereal light when activated. The user could then use this vision to guide the vehicle remotely. What do you think?
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Absolutely, AngelaA-chan! Let me see… Here’s a possible DND listing for the mechanical let gauntlet:
**Mechanical Magi Gauntlet**
* **Magic Item Type:** Wondrous item (requiring attunement)
**Description:** A intricately designed, ornate gauntlet with a small, glowing crystal on the back. The gauntlet has a built-in scrying function that allows the user to see a small, zoomed-out view of the vehicle’s surroundings.
- While worn, the player relay a command to a dungeon runner even while not sitting in a chair.
- A character may also relay an action through a dungeon runner as a bonus action instead of a standard action.
- A charecter who acts through their runner as a bonus action still has a full action to do whatever they wish.
- A character can operate any one function of a dungeon runner with just the gauntlet.

Characters who own and wear these items are called ga letters or pilots and they can master any combat tactic with the propper training.
New Feat: Runner Pilot.
You have mastered the pilots chair and the nuance of your dungeon runner.
- You can jump into and out of your pilots chair as a bonus action
- You can build and install new upgrades at half the price.
- When operating a runner, you are always considered to be in clockwork formation.
- You can telepathically communicate with a single golem mind at a distance of a mile.
NEW FEAT: Gauntleteer
You are so adapted to your Magi’s Gauntlet that you can use it as a natural extension of your body. You also gain these advantages.
- You can include other members of your gauntlet team. Now6 players can relay actions to a runner through a gauntlet.
- You can upload any schematics to your gauntlet from the underground market. You are always considered to have enough core recourses besides gold necessary to build whatever upgrade you want.
- When you have a native builder helping you, the upgrade time on your runner takes only one fourth the upgrade time.
- When you relay a non attack function through your runner your golem mind can also make one basic atack with its claws.
New Spell: Dawgs of War.
Level 2.
Components (V,S,M + one magis gauntlet)
Duration: 1 hour (concentration)
School: Conjuring
Class list (any)
You conjur s basic desert wind gurdian from the black sands of the mist walk. This is just a basic D.W.G or other basic dungeon runner with a golem mind taken from the avenging shades of the Shadow Express. This runner is a force effect and can’t be harmed while concentration is maintained.
For each additional spell level, you may also grant phantom D.W.G one upgrade of your choice from the list.
Magic Tools versus War Machines

The Fabricon Action Pack
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This sophisticated dungeoneers kit includes many linked items, including the following.
- One quiver of Ehlona.
- One hewlards handy haversack
- Four magic spell Boon belts one for each arm.
- Two bags of holding
- One ornate belt of spell pouches
- One cloak of the manta ray that doubles as a robe of useful items
- One decanter of endless water.
- One broom of flying
- One helmet of telepathy.
- One clip of endless repeating cross bow bolts.
- One small picnic basket of endless meals
- One team of unseen servants who set up and build camp.
- One dungeoneer kit..
- One jug of alchemy
- Three immovable rods.
Each of these features can be added to your fabricon action pack stored sweetly in unseen spaces, all for the cost of 1000gp per upgrade
There are a few things to know about your action pack
- It has a crystal battery that will last two weeks at a time after that it requires two days of doing nothing to recharge.
- When its one mile from an unseen obelisk such as the kind on a D.W.G, only then is it allowed its special functions.
- It only contains enough shadow sand to create and hold 10 items, and each shadow forged item only lasts a month. ( More gold doesn’t need to be spent reforming items, but time and sand are needed.
- Forging and item requires an arcana check of 12 plus (3 for a rare item 5 for very rare item and 7 for anything better).
What is the Fabricon Action Pack.
The
The following items can also be made while the action pack is near a stone obelisk.
- Anything listed in or mentioned on this page can be flash forged for 3000gp if its out of pocket cost to you is less than 2000gp. Items made this way will not require time or skill checks to build, and they will also last forevermore and be accessible in whatever action pack you own.
- Rune casters: These are magic wands that anybody can build use or upgrade. They typically look like crossbow without string or ammunition but instead a crank mounted clip that causes both to appear and star working together automatically
- Form one is the omni wand, and something allows anybody to shoot an evocation orb of up to third level.
- Form two is a turret in which a mage hand hovers aims and shoots the rune caster at any attacking enemies in combat from a solitary position. Turrets in this way shoot the scorching ray spell.
- Form three cannon. As form two, but the mag hand is route to a Tensors floating disk, now supporting a rune caster that looks like a heavy cross bow. Cannon, in this case, can use the lightning bolt spell.
- Form four rocket launcher. As form three, it has a scrying eye at one end to help aim the artillery.
- Form five claymore mine: as above but now with a hand cross bow that shoots a cone of cold whenever an enemy gets within range.
- The fabricon action pack can also produce the a stack of magic runes of force that will create the following structures.
- A five foot high wall of shadowy runes that can be up to 120 feet long
- A bridge from any two points across from each other that are no more than 60 feet in distance
- A set of stairs alowing anybody to climb up 200 feet.
- A springboard that can launch party members or foes 120 feet in any direction.
- Finally, the fabricon can produce mist bombs with unique effects. Each mist bomb works like a spell Boons mage card but with deadly results.
- These include a darkness spell that allies can see through, but enemy’s can’ t
- A slow spell that also grants alies haste.
- A bane spell that also grants allies the bless spell.
- A reduce spell that grant allies the enlarge spell.
- Any spell that deals damage up to the third level also heals all allies 1/2 the damage done.
- A web spell that also grants allies the fly to allies
- As many as two of these effects can be instigated by one player per combat at a time, this is because these magic effects are automated and require no concentration from a wizard.
The ability to create one of these objects affects costs only 1000 gp and after that, you can flash forged anything with an arcana ( check of 10 plus spell level. )
Once you make an object this way, it will last one day (unless you pay 3000 gp. in which case it becomes permanent but still needs to be charged up)