Osteo Armaments
Feat 4
Source Pathfinder Impossible Magic
If you have bones, you have a weapon. You create a +1 striking weapon in which you are proficient, made of bone and sinew. If this weapon requires ammunition, mundane bone ammunition is created when you reload it. The weapon falls apart and is destroyed after 1 hour, if you aren't holding the weapon at the end of your turn, or if you use this action again, whichever comes first.
At 8th level, you can destroy an adjacent thrall as part of using this action. If you do, the action gains the thrall trait and the weapon also gains a Decaying rune, or the Greater decaying rune if you're 15th level or higher.
At 10th level, the weapon improves to a +2 striking weapon, increasing to a +2 greater striking weapon at 12th level, a +3 greater striking weapon at 16th level, or a +3 major striking weapon at 19th level.
Effect: Osteo Armaments
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ManipulateYou must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
NecromancerThis indicates abilities from the necromancer class.
OccultThis magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to occult magic.