Jett Denholm Edit
Class: Wizard (5)
Hit Points: 41
Initiative: +5 (+4 feat + 1 Dex)
Attack (Quarterstaff): +2 [Damage: 1d4 + 0] (Critical) x2 on a 20
+2 BAB +0 Str
Hand of the Apprentice (Quarterstaff): +7 [Damage: 1d4 + 0] (Critical) x2 on a 20
+2 BAB, +5 Int
30 foot range
AC: 13 (10, +1 Armor, + 1 Dex, +1 Deflection, +1 Nat. Armor)
Touch: 12 Flat Footed: 12
Fortitude: +6 (1 Base + 4 Con + 1 Misc)
Reflex: +3 (1 Base + 1 Dex + 1 Misc)
Will: +5 (4 Base + 0 Wis + 1 Misc)
Str 10 (0), Con 17 (+3), Dex 12 (+1), Int 20 (+5), Wis 10 (0), Cha 08 (-1)
Bonded Object (Staff): So long as you have your staff with you, you can cast any spell you know without preparing it once per day.
Arcane School (Universalist): You have no specialty but no penalties based on your school.
Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Combat Casting [1st Level]: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Scribe Scroll [Bonus (1st)]: Won’t come into play.
Improved Initiative [3rd Level]: +4 bonus on initiative checks.
Bouncing Spell [Bonus (5th)] +1 level, You can direct a failed spell against a different target.
+13 Appraise (5 ranks, +5 Int, +3 misc)
+13 Spellcraft (5 ranks, +5 Int, +3 misc)
+13 Knowledge (Arcana) (5 ranks, +5 Int, +3 misc)
+13 Knowledge (Planes) (5 ranks, +5 Int, +3 misc)
+13 Knowledge (Religion) (5 ranks, +5 Int, +3 misc)
+13 Knowledge (Dungeoneering) (5 ranks, +5 Int, +3 misc)
+2 Bluff (2 Race +0 Cha)
+3 Stealth (2 Race +1 Dex)
1st Level: Shield 1/day, Sleep 1/day, Burning Hands 2/day
2nd Level: Create Pit 1/day, Darkness 1/day, Bouncing Burning Hands 1/day
3rd Level: Hold Person 1/day, Fireball 1/day
Any number of spells per day of 0th Level (Link)
1st Level Spells
Grease (Makes 10-ft. square or one object slippery.)
Sleep (Puts 4 HD of creatures into magical slumber.)
Burning Hands (1d4/level fire damage (max 5d4).)
2nd Level Spells
Create Pit (Creates an extradimensional pit.)
Darkness (20-ft. radius of supernatural shadow.)
Blindness-Deafness (Makes subject blinded or deafened.)
3rd Level Spells
Hold Person (Paralyze 1 humanoid)
Fireball (1d6 damage per level, 20-ft. radius.)
Gear (10,500 GP)
+2 Headband of vast intelligence (4,000)
+1 Bracers of Armor (1,000)
+1 Ring of Protection (2,000)
+1 Cloak of Resistance (1,000)
+1 Amulet of Natural Armor (2,000)
Total Spent: 10,000