# [[Bone Knuckles of Mighty Blows]]
![[Bone Knuckles of Mighty Blows.svg]]
The Bone Knuckles of Mighty Blows are an item equipped by [[Zuhri]]. They are mechanically equivalent to *Handwraps of Mighty Blows (+1 Striking)*.
> [!NOTE] Bone Knuckles of Mighty Blows
> **Usage** worn gloves; **Bulk** —
> **Base Weapon** [Fist](https://2e.aonprd.com/Weapons.aspx?ID=356)
>
> ---
>
> As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example_, +1 striking handwraps of mighty blows_ would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally 2d4 instead of 1d4, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead).
>
> You can upgrade, add, and transfer runes to and from the handwraps just as you would for a weapon, and you can attach talismans to the handwraps. Treat the handwraps as melee weapons of the brawling group with light Bulk for these purposes. Property runes apply only when they would be applicable to the unarmed attack you're using. For example, a property that must be applied to a slashing weapon wouldn't function when you attacked with a fist, but you would gain its benefits if you attacked with a claw or some other slashing unarmed attack.
>
> The entries below list the most typical combinations of fundamental runes.
Using the [[Battlezoo Bestiary]] [rules for refining and imbuing](obsidian://open?vault=ttrpg-vault&file=sources%2FPathfinder%2F2e%2FBattlezoo%20Bestiary), Zuhri created these by:
- Refining them as a weapon to Level 6 (+1 Striking)
- Imbuing them with *Undeadbane* to Level 4 (+1d4 against undead)
## Refinement
Refinement Benefits by Item Level
| Item Level | Refinement Benefits |
| ---------- | --------------------------------------------------- |
| 1 | |
| 2 | item bonus to attack rolls (+1), imbuing (1) |
| 3 | |
| 4 | additional damage dice (2 dice, *striking*) |
| 5 | |
| ==6== | |
| 7 | |
| 8 | |
| 9 | |
| 10 | item bonus to attack rolls (+2), imbuing (2) |
| 11 | |
| 12 | additional damage dice (3 dice, *greater striking*) |
| 13 | |
| 14 | |
| 15 | |
| 16 | item bonus to attack rolls (+3), imbuing (3) |
| 17 | |
| 18 | |
| 19 | additional damage dice (4 dice, *major striking*) |
## Imbuing
### Imbuing Cost by Item Level for Weapons
| Item Level | Total Cost |
| ---------- | ---------- |
| 1 | 20 gp |
| 2 | 35 gp |
| 3 | 60 gp |
| 4 | 100 gp |
| 5 | 160 gp |
| 6 | 250 gp |
| 7 | 360 gp |
| 8 | 500 gp |
| 9 | 700 gp |
| 10 | 1,000 gp |
| 11 | 1,400 gp |
| 12 | 2,000 gp |
| 13 | 3,000 gp |
| 14 | 4,500 gp |
| 15 | 6,500 gp |
| 16 | 10,000 gp |
| 17 | 15,000 gp |
| 18 | 24,000 gp |
| 19 | 40,000 gp |
| 20 | 70,000 gp |
### Imbue: Bane - Undead
`evocation, magical`
*Type*: Weapon
*Parts*: The monster must be of the same type as the type you chose for bane, or at the GM’s discretion, of a type anathematic to the type you chose for bane, such as using celestial parts to make a weapon bane against fiends.
*Effect*: You imbue the weapon with energies spawned by your previous defeat of the creatures whose parts reside within it, or from energies anathematic to a certain type of creature, in order to make the weapon particularly effective against a specific type of creature. When you create a bane weapon, choose aberration, animal, astral, beast, celestial, construct, dragon, dream, elemental, ethereal, fey, fiend, giant, monitor, negative, ooze, positive, spirit, time, or both fungus and plant. Hereafter, this entry refers to the type of creature you chose as the weapon’s “bane type”.
*Path: Might*
- *2nd*: Strikes with the weapon deal 1 additional damage of the weapon’s base damage type to creatures of the bane type
- *4th*: The additional damage against the bane type increases to 1d4
- *6th*: The additional damage against the bane type increases to 1d6. On a critical hit, you sap the strength of a creature from the bane type, causing it to be enfeebled 1 until the end of your next turn
- *10th*: Against a creature of the bane type, the weapon’s base damage ignores the first 5 points of the target’s resistance
- *14th*: The weapon can outright slay creatures of its bane type. On a critical hit, instead of being enfeebled 1 until the end of your next turn, a creature of the weapon’s bane type must attempt a Fortitude save. On a critical success, it’s enfeebled 1 until the end of your next turn, on a success, it’s enfeebled 2 until the end of your next turn, on a failure, it’s enfeebled 3 until the end of your next turn, and on a critical failure, it’s destroyed. This effect has the incapacitation trait
- *16th*: The additional damage against creatures of the bane type increases to 1d8
- *20th*: The additional damage against creatures of the bane type increases to 1d10
%%
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