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You are at:Home»All About the Bunruku

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 mechanicle 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 charecture 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 proficiencies of their choice.
    • Two two proficiencies 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 charecture

Bunruku Armitures, 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 Armiture 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.
  • 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 modifyer -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.

+

    • 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 mind one 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.

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.

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