Jett Denholm Edit

Alignment: CN

Race: Tiefling

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

BAB: +2


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)

Ability Scores

Str 10 (0), Con 17 (+3), Dex 12 (+1), Int 20 (+5), Wis 10 (0), Cha 08 (-1)

Class Features

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)

Spells Known

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)

Quarterstaff (0)

+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

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