Acid Dart (Sp) (7/7) - As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage. You can use this ability 7 times per day.
Cantrips - You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Conjuration School - You have chosen to specialize in conjuration spells.
Divination Opposition School - You have chosen divination spells as an opposition school. Preparing an divination spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has a divination spell as a prerequisite.
Necromancy Opposition School - You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has a necromancy spell as a prerequisite.
Familiar - A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Familiar's Alertness ability active (Ex) - PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.
Summoner's Charm (Su) - When casting Conjuration (summoning) spells the duration is increased by 1 rounds.
Resilient Trait - Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You gain a +1 trait bonus on Fortitude saves.
Arcane Temper Trait - You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks
Tough Minded Campaign Trait - You gain a +1 trait bonus on all Will saves made to resist mind-affecting effects.
Improved Initiative: gain a +4 bonus to Initiative.
Point-Blank Shot: Gain a +1 bonus to attack and damage with ranged weapons when firing within 30ft.