Exploiter Wizard

Wizard Archetype

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Fortitude
Low
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Will
High
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Reflex
Low
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Base Attack Bonus
Low
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HP per level
4/ Level
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HP
6
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Max level of Spells
10
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Caster ability
Intelligence
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Caster type
Memorizing Spells

Class Initial Features

Class Skills

Exploiter Wizard is a sub-class in Pathfinder: Wrath of the RighteousExploiter Wizards use spells in battle. They can learn any numbers of spells, but they need to prepare them in order to be used in battle. Exploiter Wizards can also specialize in one school of magic, gaining additional spells and powers based on that school

 

"Contrary to traditional wizardly study, an exploiter wizard forgoes the tried and true methods of arcane focus and arcane schools for the exploits favored by an arcanist. Some wizards regard this blatant exploitation of arcane magic as somehow “cheating,” but most exploiters believe this prejudice is close-minded and overly traditional."

  

 

 

Exploiter Wizard Information

  • Base Class: Wizard
  • -1 Fortitude, +2 Will, +1 Reflex
  • Skill Ranks per Level: 2.
  • Alignment: Any
  • Hit Die: +4
  • Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail.

 

 

 

Exploiter Wizard Familiar

Name Bonus
Cat Familiar +3 Stealth checks, +2 Perception checks
Centipede Familiar +2 Will saves, +2 Perception checks
Chicken Familiar +3 hit points, +2 Perception checks
Dog Familiar +3 bonus on Lore(Nature), +2 Perception checks
Duck Familiar +3 bonus on Knowledge(World), +2 Perception checks
Hare Familiar +4 Initiative checks, +2 Perception checks
Jerboa Familiar +3 Athletics checks, +2 Perception checks
Lizard Familiar +1 natural armor bonus to AC, +2 Perception checks
Monkey Familiar +3 Mobility checks, +2 Perception checks
Rabbit Familiar +2 Reflex saves, +2 Perception checks
Rat Familiar +2 Fortitude saves, +2 Perception checks
Tarantula Familiar +3 Athletics checks, +2 Perception checks
Viper Familiar +3 Persuasion checks, +2 Perception checks

 

Exploiter Wizard Progression

 

Level

Base Attack Bonus

Fort

Ref

Will

Special

Level 1 +0 0 0 +2 Arcane ReservoircantripsDetected MagicWizard Bonus Feat, Exploiter ExploitWizard Proficiencies
Level 2 +0 0 0 +3  
Level 3  +1 +1 +1 +3  
Level 4  +1 +1 +1 +3  
Level 5  +2 +1 +1 +4 Wizard Bonus Feat
Level 6  +2 +2 +2 +5  
Level 7  +3 +2 +2 +5  
Level 8  +3 +2 +2 +6  
Level 9  +4 +3 +3 +6  
Level 10  +4 +3 +3 +7 Wizard Bonus Feat
Level 11  +5 +3 +3 +7  
Level 12  +5 +4 +4 +8  
Level 13  +6/+1 +4 +4 +8  
Level 14  +6/+1 +4 +4 +9  
Level 15  +7/+2 +5 +5 +9 Wizard Bonus Feat
Level 16  +7/+2 +5 +5 +10  
Level 17  +8/+3 +5 +5 +10  
Level 18  +8/+3 +6 +6 +11  
Level 19  +9/+4 +6 +6 +11  
Level 20  +9/+4 +6 +6 +12 Wizard Bonus Feat

 

 

Exploiter Wizard Abilities

Arcane Reservoir

An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

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Wizard Bonus Feat

At 1st, 5th, 10th, 15th, and 20th level, a Wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The Wizard must still meet all prerequisites for a bonus feat, including caster level minimums.

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Wizard Proficiencies

Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Scribe Scrolls

Allows you to craft scrolls durihng camping.

 

Exploiter Exploit

At 1st level and every 4 levels thereafter, the exploiter wizard gains a single arcanist exploit. An Exploiter wizard exploit cannot be selected more than once. Once an Exploiter Wizard exploit has been selected, it cannot be changed. Most Exploiter Wizard exploits require the Exploiter Wizard to expend points from his Arcane Reservoir to function. Unless otherwise noted, the savinh throw DC for an Exploiter Wizard exploit is equal to 10 + half the wizard's level + the wizard's Intelligence modifier. 

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Cantrips

Wizards can cast a number of Cantrips, or 0-level spells. These Spells are cast like any other spell, but they are not extended when cast and may be used again.

 

 

 

Classes
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