Arcanist Exploits

By bending and sometimes even breaking the rules of magic, the Arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow them to break down various forms of magic, adding its essence to their arcane reservoir. At 1st level and every 2 levels thereafter, the Arcanist learns a new arcane exploit selected from the following list. An Arcanist exploit cannot be selected more than once. Once an Arcanist exploit has been selected, it cannot be changed. Most Arcanist exploits require the Arcanist to expend points from their arcane reservoir to function. Unless otherwise noted, the saving throw DC for an Arcanist exploit is equal to 10 + 1/2 the Arcanist’s level + the Arcanist’s Charisma modifier.  

Acid Jet (Su)

The Arcanist can unleash a jet of acid by expending 1 point from their arcane reservoir and making a ranged Touch Attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of acid damage + the Arcanist’s Charisma modifier, plus an additional 1d6 points of acid damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). The target is also Sickened for 1d4 rounds. They can attempt a Fortitude Save to negate the Sickened condition.  

Altered Shifting (Su)

When the Arcanist is under the effect of a spell of the polymorph subschool that they cast, they can expend 1 point from their arcane reservoir to change to another valid form allowed by the spell. This reduces the spell’s Caster Level by 1, which can take the spell’s Caster Level below the minimum Caster Level necessary to cast the spell, and reduces the spell’s duration if applicable. The Arcanist must have the Shift Caster exploit to select this exploit.  

Arcane Barrier (Su)

As a Swift Action, the Arcanist can expend 1 point from their arcane reservoir to create a barrier of magic that protects them from harm. This barrier grants the Arcanist a number of temporary hit points equal to their Arcanist level + their Charisma modifier, and lasts for 1 minute per Arcanist level or until all the temporary hit points have been lost. Each additional time per day the Arcanist uses this ability, the number of arcane reservoir points they must spend to activate it increases by 1 (so the second time it is used, the Arcanist must expend 2 points from their arcane reservoir, 3 points for the third time, and so on). The temporary hit points from this ability do not stack with themselves, but additional uses do cause the total number of temporary hit points and the duration to reset.  

Arcane Discovery

An Arcanist who selects this Arcanist exploit learns an arcane discovery (Pathfinder RPG Ultimate Magic 86). When they learn an arcane discovery, their level must be high enough for them to qualify for that discovery, using half their Arcanist level as their Wizard level to determine whether they qualify. The effects of any arcane discovery that they select with this exploit apply only to Arcanist spells that they cast, not to Wizard spells, and they cannot select an arcane discovery in place of a feat (unless they also have Wizard levels, in which case the discovery applies only to their Wizard spells).  

Arcane Weapon (Su)

As a Standard Action, the Arcanist can expend 1 point from their arcane reservoir to enhance their weapon. The weapon is treated as magic for the purposes of overcoming Damage Reduction. At 5th level, the weapon gains a +1 Enhancement Bonus, which increases by 1 for every 4 levels beyond 5th (to a maximum of +4 at 17th level). These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5. An Arcanist can also use this exploit to add one of the following weapon special abilities: dancing, defending, distance, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, spell storing, and throwing. Adding these special abilities replaces an amount of Enhancement Bonus equal to the ability’s cost. Duplicate special abilities do not stack. If the weapon is not magical, at least a +1 Enhancement Bonus must be added to it before any other weapon special abilities can be added. The benefits are decided upon when the exploit is used, and they cannot be changed unless the exploit is used again. These benefits only apply to weapons wielded by the Arcanist; if another creature attempts to wield the weapon, it loses these benefits, though they resume if the Arcanist regains possession of the weapon. The Arcanist cannot have more than one use of this ability active at a time. This effect lasts for a number of minutes equal to the Arcanist’s Charisma modifier (minimum 1).
 

Armored Mask (Su)

By expending 1 point from their arcane reservoir as a Standard Action, the Arcanist grants themselves an effective illusion of armor. They gain the benefits of Mage Armor with a Caster Level that’s equal to their Arcanist level and appears to be wearing light or medium armor of whatever design they choose when activating this ability. At any time while this effect is active, they can expend 1 additional point from their arcane reservoir as an Immediate Action to also gain the benefits of Shield Of Faith with a Caster Level equal to their Arcanist level.  

Aspect of Innocence (Su)

An Arcanist can expend 1 point from their arcane reservoir as an Immediate Action to gain the benefits of Innocence, with a Caster Level equal to their Arcanist level.  

Bloodline Development

The Arcanist selects one Sorcerer Bloodline upon taking this exploit. The Arcanist gains that bloodline’s 1st-level bloodline power as though they were a 1st-level Sorcerer. The Arcanist must select an ordinary bloodline with this ability, not one altered by an archetype. As a Swift Action, the Arcanist can expend 1 point from their arcane reservoir to bolster their latent nature, allowing them to treat their Arcanist level as their Sorcerer level for the purpose of using this ability, which lasts for a number of rounds equal to their Charisma modifier (minimum 1). They do not gain any other abilities when using this exploit in this way, such as bloodline arcana or those bloodline powers gained at 3rd level or higher. If this ability is used to gain an arcane bond and a bonded item is selected, the Arcanist can only use that item to cast spells of a level equal to the level of spell that could be cast by their equivalent Sorcerer level (limiting them to 1st level spells unless they spend a point from their arcane reservoir). If the Arcanist already has a bloodline (or gains one later), taking this exploit instead allows their Arcanist levels to stack with the levels of the class that granted them access to the bloodline when determining the powers and abilities of their bloodline.  

Charmer (Su)

Prerequisite: Aspect of innocence   An Arcanist can expend 1 point from their arcane reservoir as a Standard Action to gain the benefits of Glibness, with a Caster Level equal to their Arcanist level.  

Consume Magic Items (Su)

The Arcanist can consume the power of Potions, Scrolls, Staves, and Wands, using them to fill their arcane reservoir. They can use this ability a number of times per day equal to their Charisma modifier (minimum 1). Using this ability is a Move Action that provokes an Attack of Opportunity. When using this exploit, the Arcanist adds a number of points to their arcane reservoir equal to 1/2 the level of the spell contained in the item (o-level and 1st-level spells do not recharge the Arcanist’s arcane reservoir). If used on a potion or scroll, the item is destroyed. If used on a wand, the wand loses 5 charges; if it has fewer than 5 charges, the wand is destroyed and the Arcanist gains no benefit. If used on a staff, it loses 1 charge and the Arcanist gains a number of points to their arcane reservoir equal to the level of the highest-level spell the staff can cast using only 1 charge; if the staff has no spells that require only 1 charge, the Arcanist cannot consume that staff ‘s magic. No more than 1 charge can be drawn from a staff each day in this way. Points gained in excess of the Arcanist’s reservoir’s maximum are lost. This exploit has no effect on magic armor, weapons, Rings, Rods, Wondrous Items, or other Magic Items besides those noted above.  

Counterspell (Su)

By expending 1 point from their arcane reservoir, the Arcanist can attempt to counter a spell as it is being cast. They must identify the spell being cast as normal. If they successfully do so, the Arcanist can attempt to counter the spell as an Immediate Action and by expending an available Arcanist spell slot of a level at least one higher than the level of the spell being cast. To counterspell, the Arcanist must attempt a dispel check as if using Dispel Magic. If the spell being countered is one that the Arcanist has prepared, they can instead expend an available Arcanist spell slot of the same level, and they receive a +5 bonus on the dispel check. Counterspelling in this way does not trigger any feats or other abilities that normally occur when a spellcaster successfully counters a spell.  

Dimensional Slide (Su)

The Arcanist can expend 1 point from their arcane reservoir to create a dimensional crack that they can step through to reach another location. This ability is used as part of a Move Action or Withdraw action, allowing them to move up to 10 feet per Arcanist level to any location they can see. This counts as 5 feet of movement. They can only use this ability once per round. They do not provoke Attacks of Opportunity when moving in this way, but any other movement they attempt as part of their Move Action provokes as normal.  

Energy Shield (Su)

The Arcanist can protect themself from energy damage as a Standard Action by expending 1 point from their arcane reservoir. They must pick one energy type and gain Resistance To Energy 10 against that energy type for 1 minute per Arcanist level. This protection increases by 5 for every 5 levels the Arcanist possesses (up to a maximum of 30 at 20th level).  

Face Thief (Su)

The Arcanist can expend 1 point from their arcane reservoir to assume an illusory disguise as Disguise Self. If they expend 2 points from their arcane reservoir instead of 1, the duration of the effect increases to 10 minutes per level.  

Familiar (Su)

An Arcanist with this exploit can acquire a Familiar as the arcane bond Wizard class feature, using their Arcanist level as their Wizard level to determine any of the statistics and abilities of the Familiar. If the Arcanist receives a Familiar from another class, their levels of Arcanist stack with the levels from that class when determining the Familiar’s statistics and abilities (this ability does not stack with a Familiar gained through the bloodline development exploit; they must choose one or the other).  

Feral Shifting (Su)

As a Swift Action, the Arcanist can spend 1 point from their arcane reservoir to gain either a bite attack that deals 1d6 points of damage (1d4 points of damage if they are Small) or two claw attacks that deal 1d4 points of damage (1d3 points of damage if they are Small) for a number of minutes equal to their Charisma modifier (minimum 1).   These are primary Natural Attacks.  

Flame Arc (Su)

The Arcanist can unleash an arc of flame by expending 1 point from their arcane reservoir. This creates a 30-foot line of flame that deals 1d6 points of fire damage + the Arcanist’s Charisma modifier, plus an additional 1d6 points of fire damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level) to each target in the line. Creatures in the area of effect may attempt a Reflex Save to halve the damage.  

Flame Control (Su)

The Arcanist can spend 1 point from their arcane reservoir to move or extinguish one 5-foot square per Arcanist level of an ongoing non-magical fire. If they choose to move a portion of the fire, it must be moved to a square contiguous with that fire. If they also expend a spell slot of at least 3rd level when activating this ability, they can attempt to dispel a magical fire effect, as Dispel Magic.  

Focused Summoning (Su)

When an Arcanist is on a plane other than the Prime Material Plane, they can expend 1 point from their arcane reservoir as part of casting a spell that summons a single outsider native to that plane. If they do so, the outsider’s attacks bypass all types of DR that it has.   For example, a Nabasu demon, which has DR/Cold Iron or DR/good, would bypass both DR/Cold Iron and DR/good.  

Force Strike (Su)

The Arcanist can unleash a blast of force by expending 1 point from their arcane reservoir. This attack automatically strikes one target within 30 feet (as Magic Missile) and deals 1d4 points of force damage, plus 1 point of damage per Arcanist level. Spells and effects that negate Magic Missile also negate this effect.  

Holy Water Jet (Su)

The Arcanist can unleash a jet of holy water by expending 1 point from their arcane reservoir. This creates a 30-foot line of water that deals damage equal to 1d8 points of damage plus the Arcanist’s Charisma modifier, plus an additional 1d8 points of damage for every 2 levels beyond 1st (to a maximum of 10d8 at 19th level) to each target in the line that would normally take damage from holy water. Creatures in the area of effect can attempt a Reflex Save to halve the damage.  

Ice Missile (Su)

The Arcanist can unleash a freezing projectile by expending 1 point from their arcane reservoir and making a ranged Touch Attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of cold damage + the Arcanist’s Charisma modifier, plus an additional 1d6 points of cold damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). In addition, the target is Staggered for 1 round. It can attempt a Fortitude saving throw to negate the Staggered condition.  

Illusion Catcher (Su)

Prerequisite: Face thief exploit   The Arcanist gains a +2 bonus on Saving Throws against illusions. If the Arcanist successfully disbelieves an illusion, they can expend 1 point from their arcane reservoir to try to negate or steal control of the illusion. The Arcanist attempts a Caster Level check as if they were dispelling the effect with Dispel Magic. If they succeed, they can either end the effect or alter it as if they were the spell’s caster. If the spell’s duration is Concentration, the Arcanist must concentrate on the new effect or it ends.  

Invoke Primal Magic (Su)

When an event within 30 feet of the Arcanist would trigger a chance for a primal magic effect, the Arcanist can spend 1 point from their arcane reservoir as an Immediate Action to increase the chance to 100%.  

Item Crafting

The Arcanist can select one Item Creation Feat as a bonus feat. They must meet the prerequisites of this feat.  

Lightning Lance (Su)

The Arcanist can unleash a lance of lightning by expending 1 point from their arcane reservoir and making a ranged Touch Attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of electricity damage + the Arcanist’s Charisma modifier, plus 1d6 points of electricity damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). The target’s vision is also impaired, causing the target to treat all creatures as if they had Concealment (20%) for 1 round. It can attempt a Fortitude Save to negate the impaired vision.  

Mending Flesh (Su)

The Arcanist can expend 1 point from their arcane reservoir as a Standard Action and touch a target to grant superficial healing. This stops any bleed effects the target is suffering and grants a number of temporary hit points equal to 1d8 + the Arcanist’s Charisma modifier, lasting for a number of hours equal to the Arcanist’s level.   At 6th level, the number of hit points granted increases to 2d8 + the Arcanist’s Charisma modifier. A creature can benefit from mending flesh only once per day.  

Metamagic Knowledge

The Arcanist can select one Metamagic Feat as a bonus feat. They must meet the prerequisites of this feat.  

Metamixing (Su)

The Arcanist can expend 1 point from their arcane reservoir to add a Metamagic Feat that they know to a spell as they casts it without affecting the casting time (though using a higher-level spell slot as normal). They can use this ability to add a Metamagic Feat to a spell that they prepared using a Metamagic Feat, although they cannot add the same Metamagic Feat to a given spell more than once.  

Obfuscated Spellcasting (Su)

When casting a spell, the Arcanist can spend 1 point from their arcane reservoir to make the spell being cast appear to be a different spell. The spell can be disguised as any other spell that the Arcanist knows. This exploit raises the DC for a Spellcraft check to correctly identify the spell being cast by double the Arcanist’s Caster Level. Identification attempts that fail by an amount less than double the Arcanist’s Caster Level mistakenly identify the spell being cast as the false spell chosen by the Arcanist.  

Orderly Casting (Su)

The Arcanist can tie their spells to the rigid order of Axis, giving them predictable results. As a Swift Action, they can spend 1 point from their arcane reservoir. For the next minute, their spells deal damage as if they had rolled exactly average on all of the dice, rounded down. To find the average, treat the Arcanist as if they had rolled 2-1/2 on all d4s, 3-1/2 on all d6s, 4-1/2 on all d8s, 5-1/2 on all d10s, and 6-1/2 on all d12s. For example, if a 3rd-level Arcanist used this exploit and cast Burning Hands, the spell would deal a total of 7 points of damage.  

Philanthropic Magic (Su)

Whenever the Arcanist targets one or more allies (excluding themselves) with a spell, they can expend 1 arcane point from their arcane reservoir in order to grant those allies a number of temporary hit points equal to the spell’s level. These temporary hit points stack with temporary hit points from other sources, but temporary hit points from multiple uses of this exploit don’t stack with each other. The temporary hit points last 1 minute per Caster Level or until expended.  

Primal Magic ()

The Arcanist can expend 1 or more points from their arcane reservoir to create an uncontrolled primal effect. This creates an effect from the Sample Primal Magic Events table (https://www.d20pfsrd.com/magic/variant-magic-rules/primal-magic/#Sample_Primal_Magic_Events). The CR of this effect is equal to the Arcanist’s Caster Level, to a maximum Caster Level of 5 per point spent from their arcane reserve. In this case, the effect is treated as a spell with a Spell Level equal to half its CR (maximum Spell Level 9).   Alternatively, the Arcanist can expend 1 point from their arcane reservoir and expend a spell slot of at least 3rd level to create an effect as if they have used a rod of wonder. Any spell created by the rod of wonder effect uses the Arcanist’s Spell Level, rather than the Spell Level set by the rod of wonder table (for example a Fireball created by an 8th level Arcanist rolling on the rod of wonder table would deal 8d6, rather than the listed 6d6). In this case, the effect is treated as a spell with a Spell Level equal to the spell slot expended.  

Potent Magic (Su)

Whenever the Arcanist expends 1 point from their arcane reservoir to increase the Caster Level of a spell, the Caster Level increases by 2 instead of 1. Whenever they expend 1 point from their arcane reservoir to increase the spell’s DC, it increases by 2 instead of 1.  

Quick Study (Su)

The Arcanist can prepare a spell in place of an existing spell by expending 1 point from their arcane reservoir. Using this ability is a Full-Round Action that provokes an Attack of Opportunity. The Arcanist must be able to reference their Spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.  

Redirect Primal Magic (Su)

If the Arcanist triggers a primal magic event, they can spend 1 point from their arcane reservoir as an Immediate Action to redirect the event. The event occurs at a location of the Arcanist’s choosing within a 20-foot radius.   This radius expands by 5 feet for every 2 Arcanist levels they have.  

Resist Primal Magic (Su)

When attempting to cast spells in an area infused by primal magic, the Arcanist can spend 1 point from their arcane reservoir as part of the casting to gain a bonus equal to half their Arcanist level on Spellcraft checks to avoid triggering a primal magic effect.  

School Understanding

The Arcanist can select one Arcane School from any of the schools available to a character with the Arcane School Wizard class feature, but does not have to select any opposition schools. The Arcanist gains one ability of that Arcane School as though they were a 1st-level Wizard, using their Charisma modifier in place of their Intelligence modifier for this ability. The ability must be one gained at 1st level and is limited in its use per day to 3 + the Arcanist’s Charisma modifier. As a Swift Action, the Arcanist can expend 1 point from their arcane reservoir to bolster their understanding, allowing them to treat their Arcanist level as their Wizard level for the purpose of using this ability for a number of rounds equal to their Charisma modifier (minimum 1). During this time, they also gain use of the other ability gained at 1st level for their selected school. They do not gain any other abilities when using this exploit in this way, such as those gained at 8th level. If the Arcanist already has an Arcane School (or gains one later), taking this exploit instead allows their Arcanist levels to stack with the levels of the class that granted the arcane school when determining the powers and abilities of their Arcane School.  

See Magic (Su)

The Arcanist can see magical auras. If they expend 1 point from their arcane reservoir, for 1 minute they instantly recognize magic item auras and spell effects (as Detect Magic). During this time, they are treated as if they had studied each aura for 3 rounds and they treat their Knowledge (arcana) skill check as if they had rolled a 15 on the d20. In addition, if they touch a magic item during this time, they can immediately identify its properties using Spellcraft without needing to spend 3 rounds examining the Object. If an enemy possesses the Object, the Arcanist must first succeed at a melee Touch Attack to identify the item.  

Shadow Veil (Su)

By expending 1 point from their arcane reservoir, an Arcanist can pull a veil of shadows around them, making them more difficult to spot and strike. The Arcanist gains Concealment (20% miss chance) and a +5 bonus on Stealth checks. This effect lasts a number of rounds equal to 1 + the Arcanist’s Charisma bonus.  

Shift Caster (Su)

The Arcanist can expend 1 point from their arcane reservoir to cast a spell while under the effects of a Polymorph spell. This ability works like Natural Spell, except the Arcanist uses the ability to cast while under the effects of a spell instead of wild shape.  

Sonic Blast (Su)

The Arcanist can loose a deafening blast of sonic energy by expending 1 point from their arcane reservoir and succeeding at a ranged Touch Attack against any one target within 30 feet. The blast deals an amount of sonic damage equal to 1d6 + the Arcanist’s Charisma modifier, plus an additional 1d6 points of sonic damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). The target is also Deafened for 1 minute. The target can attempt a Fortitude Save to halve the damage and negate the deafness.  

Spell Disruption (Su)

The Arcanist can temporarily disrupt a spell by expending 1 point from their arcane reservoir and succeeding at a dispel check against the spell, as Dispel Magic. This ability suppresses a spell effect for a number of rounds equal to the Arcanist’s Charisma modifier (minimum 1). If the spell affects multiple creatures, this ability only suppresses the spell for one creature. At the end of this duration, the spell resumes and the suppressed rounds do not count against its total duration. This ability can be used on unwilling targets, but the Arcanist must succeed at a melee Touch Attack, and the target may attempt a Will saving throw to negate the effect. This ability has no effect on spells that are instantaneous or have a duration of permanent.  

Spell Resistance (Su)

The Arcanist can grant themselves Spell Resistance for a number of rounds equal to their Charisma modifier (minimum 1) as a Standard Action by expending 1 point from their arcane reservoir. This Spell Resistance is equal to 6 + their Arcanist level and cannot be suppressed, but it can be ended as a Free Action on their turn.  

Spell Tinkerer (Su)

The Arcanist can alter an existing spell effect by expending 1 point from their arcane reservoir. To use this ability, they must be adjacent to the spell effect (or the effect’s target) and be aware of the effect. They can choose to increase or decrease the remaining duration of the spell by 50%. This ability can be used on unwilling targets, but the Arcanist must succeed at a melee Touch Attack, and the target may attempt a Will saving throw to negate the effect. This ability cannot be used on a given spell effect more than once. This ability has no effect on spells that are instantaneous or have a duration of permanent.  

Swift Consume (Ex)

The Arcanist can use the consume spells class feature or the consume magic items exploit as a Swift Action instead of a Move Action.  

Weather Sage (Su)

If they spend 1 point from their arcane reservoir, the Arcanist can predict the Weather in their current location for the next 24 hours. The Arcanist’s prediction is always accurate, but it cannot account for spells or supernatural effects that might alter conditions.   In addition, they gain a bonus equal to half their Arcanist level on Fortitude Saves against severe Weather for the next 24 hours. They can share this benefit with a number of allies equal to their Charisma bonus.  

Wild Stride (Su)

The Arcanist can spend 1 point from their arcane reservoir to ignore impediments to their Movement and vision in natural growth. For 1 minute per level, the Arcanist gains the Druid’s woodland stride ability and can see through plant material as if they had Greensight with a range of 60 feet (see the universal monster rule).  

Wooden Flesh (Su)

The Arcanist infuses themself with the toughness of the plant life that they study. The Arcanist can spend 1 point from their arcane reservoir to gain a +2 Natural Armor Bonus and DR/slashing equal to their Charisma modifier (minimum 1) for 1 minute per Arcanist level. While this ability is in effect, they count as both their original creature type and a plant creature for the purpose of abilities and spells.  

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