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STATISTICS
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Str 10, Dex 16, Con 12, Int 19, Wis 10, Cha 10,
Base Atk +1; CMB +1; CMD 14
Feats Alertness, Combat Casting, Improved Initiative, Spell Focus (Evocation), Combat Casting, Augment Summoning, Superior Summoning
Skills Acrobatics +4, Appraise +9, Craft (Scribe) +9, Diplomacy +1, Disable Device +4, Fly +7, Knowledge (Arcana) +10, Knowledge (Dungeoneering) +10, Knowledge (Engineering) +9, Knowledge (Geography) +9, Knowledge (History) +10, Knowledge (Local) +10, Knowledge (Planes) +10, Knowledge (Nobility) +14, Linguistics(Giant) +9, Perception +10, Spellcraft +14, Spellcraft (Identify magic item) +16, Stealth +4, Survival +1, Swim +1, Use Magic Device +1,
Traits Reactionary, Volatile Conduit
Languages Celestial, Common, Draconic, Elven, Giant, Goblin, Orc, Varisian
SQ abjuration opposition school, arcane bond, arcane school, cantrips, conjuration school, elven immunities, elven magic, familiar, familiar's alertness ability active, keen senses, low-light vision, necromancy opposition school, summoner's charm, weapon familiarity,
Combat Gear Other Gear spellbook (wizard's/blank), 100 gp
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SPECIAL ABILITIES
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Abjuration Opposition School You have chosen abjuration spells as an opposition school. Preparing an abjuration 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 an abjuration spell as a prerequisite.
Acid Dart (Sp) 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+1 points of acid damage. You can use this ability 7 times per day.
Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.
Arcane School
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.
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
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.
Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
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 an necromancy spell as a prerequisite.
No Racial Subtype You have chosen no racial subtype.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Summoner's Charm (Su) When casting Conjuration (summoning) spells the duration is increased by 1 rounds.
Volatile Conduit You discovered a secret that enhances the energy of some spells. Once per day as a free action, when you cast a spell that deals acid, cold, electricity, or fire damage, you can enhance that spell with volatile energy. When you do, it deals 1d4 points of extra damage of the same energy type.
Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.