Armament of Last Resort [Martial]
  • Prerequisites: Must not be able to cast spells.
  • Key Skill: Craft (weaponsmithing).
  • Time: 1 standard action.
  • Ritual: A warrior without his weapon is often at a tremendous disadvantage, like a caster caught in an anti-magic field. But there is a way that a warrior who has lost his weapon can craft another instantly & continue the fight. To do this, you must call upon your weapon of choice, yelling it aloud & reaching up for it. This must be a weapon that you are proficient in using, & you must be capable of speech & reaching upward. This requires a successful Craft (weaponsmithing) check (DC10 + the desired weapon’s maximum non-critical damage + its critical multiplier).
  • Effects: If successful, then you conjure the weapon from thin air, in a swirl of orange & blue flame. The weapon will immediately form (safely) in your hands, ready to be brandished. The weapon has a +1 enhancement bonus & the Diurnal special ability when conjured on Siraaj; on Najmah, the weapon has the Nocturnal special ability instead. Holding the weapon burns you, dealing you 1 point of damage per round. The weapon lasts for a number of rounds equal to your HD × 5, or until it is put down, after which it will fade away. It can only be used by you; handing the weapon to another creature causes it to fade away, as if discarded.
  • Untrained: Simple. Knowledge (The Planes) to learn.
  • Failure: If you fail during the ritual, then all that is lost is time.
  • Special: Reaching upward is done on Siraaj, but on Najmah, you must reach downward. Also, on Najmah, you must add the weapon’s threat range to the Craft check’s DC, instead of its critical multiplier. Lastly, this ritual automatically fails if you have another weapon on your person, or are capable of using a natural weapon.
  • Removal: NA.