Introduction
Arcanist Exploits are one of the Arcanist’s major decision points, function similar to class-specific feats.
Table of Contents
Disclaimer
RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks.
- : Bad, useless options, or options which are extremely situational. Nearly never useful.
- : OK options, or useful options that only apply in rare circumstances. Useful sometimes.
- : Good options. Useful often.
- : Fantastic options, often essential to the function of your character. Useful very frequently.
Disclaimer
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RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. Also note that many colored items are also links to the Paizo SRD.
- : Bad, useless options, or options which are extremely situational. Nearly never useful.
- : OK options, or useful options that only apply in rare circumstances. Useful sometimes.
- : Good options. Useful often.
- : Fantastic options, often essential to the function of your character. Useful very frequently.
Exploits
Arcanist Exploits give the Arcanist some addition abilities on which they can
rely when their spells run short. If you want to rely entirely on your spells,
pick up exploits like Item Creation and Metamagic Knowledge.
Sickened inflicts -2 to saving throws, which makes the target more susceptible
to your spells.
option. Turn it on when enemies start getting too close.
(Su): You are not a Magus. Unless
you’re using the Blade Adept archetype, skip this. If you are using
Blade Adept, this is absolutely required. The explout caps at +4, unlike the
Magus’ ability to enhance their weapons, but Arcane Weapon’s duration is
measured in minutes, while the Magus’ is only measure in rounds. On top of
that, the Arcanist’s Arcane Reservoir grows 4 times fast than the Magus’
Arcane Pool, so you can afford to lean on this constantly while a Magus must
typically enhance their weapon in short bursts when they really need the
help.
you plan to multiclass with Sorcerer, and I’m not sure why you would do
that.
expensive.
counterspell that doesn’t require you to waste your turn staring down the
enemy caster.
getting out of bad positions in combat, and removes the need for short-range
teleportation spells like Dimension Door.
2nd-level spell, and this won’t surpass Resist Energy until level 15.
you put them to good use.
which means that you can hit multiple targets. Your spells will do more
damage, but this is a nice option when you run low on spells, and at low
levels it may be your best line option until you get Lightning Bolt.
other offensive Exploits, but it’s force damage and hits automatically with no
save.
damage. Staggered is a good condition for disabling melee enemies who depend
on full attacks.
powerful, and in many campaigns an Arcanist or Wizard will be the best item
crafter in the party.
damage. The vision impairment is weird, but it could be a good way to hit
someone and let your Rogue hide.
especially because Arcanists can cast spells spontaneously. Each metamagic
feat hugely expands the Arcanists options.
(Su): Situational.
more duration and damage, and increased DC is fantastic for save-or-suck
spells.
even more versatile because you can prepare highly situational spells when you
require them instead of guessing at the beginning of the day.
you plan to multiclass with Wizard, and I’m not sure why you would do that.
with Detect Magic and a bit of patience.
Magic.
and the resistance isn’t very high.
extend the duration of high level buffs with short durations.
wait until you are out of combat to start consuming spells, or your can just
stand still for the round.
Greater Exploits
Many Greater Exploits improve on regular exploits, but unfortunately most of
them aren’t very good.
supporting your party’s martial characters. When ghosts show up, turn the
fighters +1 flaming weapon into a flaming ghost touch weapon.
is usually a minor annoyance because the damage is so low, but 3d6 damage per
round will eat through hit points very quickly. If the target is prevented
from taking a full round action (such as by being staggered, grappled, or
otherwise disrupted), this could outright kill people.
could get more Arcane Reservoir points by using Consume Spells.
damage per 4 Arcanist levels, with a reflex save for half. That’s awful.
you need 4 other exploits to make it worthwhile.
Countserspell.
certainly better than Metamagic Knowledge, but if you select a metamagic feat
you probably intend to use it. At this level you might consider using Great
Metamagic Knowledge to switch between Extend Spell and some other metamagic
feat, then use Extend Spell the night before an adventure to cast hours per
level duration buffs so that they will last through the following day.
resistance is finally decent, but the duration is still going to be poor.
Dispel Magic.
inflict Dexterity damage. This likely won’t be lethal, but it can be very
helpful for your melee allies.
quite a bit of damage, and it’s a great way to force concentration checks.
action. Just cast your own spells.
the points expire very quickly.
to rely on.
close enough to make a melee touch attack, and that is not where you should
be.
and the benefit isn’t all that great.