Arcanist Exploits

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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 her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit. 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 her 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.

Arcanist Exploits is one of many Class Features available in Pathfinder: Wrath of the Righteous. Class Features are generally passive benefits that characters gain based on their Class but can also some times be active Skills that you can use in combat. Abilities in Pathfinder: Wrath of the Righteous can be used for both dealing damage to Enemies, inflict Status Ailments , buff characters or just protect you.

 

Arcanist Exploits Information

Type:

 

Arcanist Exploits Selections

An Arcanist can choose one of the following Arcanist Exploits at level 1. Then every 2 levels thereafter, until he reaches level 19th. This means that a level 19 Arcanist can pick up 10 different abilities from this pool.

Quick Search of all Arcanist Exploits Selections 

Name

Description

acid jet supernatural pathfinder wotr wiki guide
Acid Jet

The arcanist can unleash a jet of acid by expending 1 point from her arcane reservoir and making a ranged touch attack against any one target in close range. 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. It can attempt a Fortitude saving throw to negate the sickened condition.

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Arcane Barrier

As a swift action, the arcanist can expend 1 point from her arcane reservoir to create a barrier of magic that protects her from harm. This barrier grants the arcanist a number of temporary hit points equal to her arcanist level + her 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 she must spend to activate it increases by 1 (so the second time it is used, the arcanist must expend 2 points from her 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.

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Armored Mask

By expending 1 point from her arcane reservoir as a standard action, the arcanist grants herself an effective illusion of armor.
She gains the benefits of mage armor with a caster level that's equal to her arcanist level. If the arcanist already has mage armor active, she instead gains the benefits of shield of faith with a caster level equal to her arcanist level.

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Dimensional Slide

The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as a move action, allowing her to move to any location in close range she can see.

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Energy Shield

The arcanist can protect herself from energy damage as a standard action by expending 1 point from her arcane reservoir. She must pick one energy type and gains resistance 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).

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Flame Arc

The arcanist can unleash an arc of flame by expending 1 point from her 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 saving throw to halve the damage.

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Force Strike

The arcanist can unleash a blast of force by expending 1 point from her 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.

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Holy Water Jet

Prerequisites: Angel 1, or Azata 1
The arcanist can unleash a jet of holy water by expending 1 point from her 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 saving throw to halve the damage.

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Ice Missile

The arcanist can unleash a freezing projectile by expending 1 point from her 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.

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Lightning Lance

The arcanist can unleash a lance of lightning by expending 1 point from her 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 saving throw to negate the impaired vision.

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Potent Magic

Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell's DC, it increases by 2 instead of 1.

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Shadow Veil

By expending 1 point from her arcane reservoir, an arcanist can pull a veil of shadows around her, making her 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.

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Sonic Blast

The arcanist can loose a deafening blast of sonic energy by expending 1 point from her 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 can attempt a Fortitude save to halve the damage.

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Spell Resistance (Arcanist Exploit)

The arcanist can grant herself spell resistance for a number of rounds equal to her Charisma modifier (minimum 1) as a standard action by expending 1 point from her arcane reservoir. This spell resistance is equal to 6 + her arcanist level.

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Swift Consume

The arcanist can use the consume spells class feature or the consume magic items exploit as swift actions instead of as move actions.

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Wooden Flesh

The arcanist infuses herself with the toughness of the plant life that she studies. The arcanist can spend 1 point from her arcane reservoir to gain a +2 natural armor bonus and DR/slashing equal to her Charisma modifier (minimum 1) for 1 minute per arcanist level. While this ability is in effect, she counts as both her original creature type and a plant creature for the purpose of abilities and spells.

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Burning Flame

Prerequisites: Greater Exploits, and Flame Arc
This exploit works as the flame arc exploit, but the arcanist needs to expend 2 points from her arcane reservoir instead of one. If she does, each target catches on fire if it fails its saving throw. Until the fire is extinguished, the target takes 3d6 points of fire damage at the start of each of its turns. The target can attempt a Reflex every round to extinguish the flames.

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Dancing Electricity

Prerequisites: Lightning Lance, and Greater Exploits
This exploit works as the lightning lance exploit, but the arcanist needs to expend 2 points from her arcane reservoir instead of one. If she does, all creatures adjacent to the target take an amount of damage equal to half the amount of electricity damage rolled. Adjacent creatures can attempt a Reflex saving throw to halve this damage. Whether or not the target makes its saving throw has no effect on adjacent targets. The arcanist must have the lightning lance exploit to select this exploit.

greater spell resistance feats pathfinder wotr wiki guide
Greater Spell Resistance

Prerequisites: Greater Exploits, and Spell Resistance
Whenever the arcanist uses the spell resistance exploit, the spell resistance is equal to 11 + the arcanist's level. The arcanist must have the spell resistance exploit to select this exploit.

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Hellfire Ray (Arcanist Exploit)

This exploit works as the flame arc exploit, but the arcanist needs to expend 2 points from her arcane reservoir instead of one. If she does so, half of the damage she deals is fire, and the other half results directly from unholy power that is not subject to fire resistance. Good creatures that take damage from a hellfire ray must succeed at a Will saving throw or be sickened for 1d4 rounds.

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Icy Tomb

Prerequisites: Greater Exploits, and Ice Missile
This exploit works as the ice missile exploit, but the arcanist needs to expend 2 points from her arcane reservoir instead of one. If she does, the target is coated in rime if it fails its saving throw. As long as the ice remains (1 minute per level), the target is entangled and takes 1 point of Dexterity damage at the start of each of its turns. The target tries to break free from the ice every round by making a Strength check with a DC equal to 10 + the arcanist's Charisma modifier. If the target takes fire damage, the ice melts and the effect ends. The arcanist must have the ice missile arcanist exploit to select this exploit.

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Lingering Acid

Prerequisites: Greater Exploits, and Acid Jet
This exploit works as the acid jet exploit, but the arcanist needs to expend 2 points from her arcane reservoir instead of one. If she does, the target takes additional damage on the following rounds if it fails its saving throw. The target takes 1d6 points of acid damage on the following round for every 2d6 points of acid damage dealt by the initial attack. On subsequent rounds, the target continues to take 1d6 points of acid damage for every 2d6 points of acid damage dealt on the previous round. The damage continues until the amount of acid damage dealt on the previous round by this effect is 1d6. For example, a 9th level arcanist would deal 5d6 points of acid damage + the arcanist's Charisma modifier, 2d6 points of acid damage on the following round, and 1d6 points of acid damage on the third and final round. The arcanist must have the acid jet exploit to select this exploit.

 

 

How to Acquire Arcanist Exploits

Arcanist Exploits can be obtained by the following classes:

 

Arcanist Exploits can be cast by using the following Items:

  • Item: ??
  • Weapon: ??
  • Armor: ??

 

Arcanist Exploits Tips & Notes

  • Notes & Tips go here

 

 
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