Weapons and Initiative
Initiative: +8
Improved Initiative (Feat)
Benefit: You get a +4 bonus on initiative checks. This has already been added to his Inititive, above.
Base Melee Attacks: +20/+13/+8
Inamsu gets three attacks per round, rolling 1d20 +20 on the first attack, +13 on the second attack, and +8 on the third attack.
Base Ranged Attacks: +20/+14/+9
Hammer of Tyr (+5 Maul)
Base Melee Attack: +26/+19/+14
Base Ranged Attack: +26/+20/+15
Damage Per Attack: 3-30 (+3 if used in melee)
1-10 damage normal, 2-20 damage magical
Critical Hit: 17-20, double damage (4-40 (2-20 normal, 2-20 magical))
The Hammer of Tyr returns to it's weilder if thrown without error, teleporting back to the hand of the thrower. The Hammer can channel a miracle of some type once per year, as approved by Tyr himself.
The Hammer can also be used to repel attacks by spells, sometimes even returning such spells back at the caster. This affects only spells cast directly at Inamsu. When attacked by a spell, Inamsu must roll higher than a DC equal to save against the spell, using 1d20+10. This effect can be used as many times as the Dexterity bonus of the weilder (in Inamsu's case, 4 times per round).
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