Greater Exploits

 

At 11th level and every 2 levels thereafter, an arcanist can choose one of the greater exploits in place of an arcanist exploit.

Greater Exploits is one of many Class Features 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.

 

Greater Exploits Information

Type:

 

Preriquisite for:

Burning Flame

  • 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.

Dancing Electricity

  • 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

  • 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.

Hellfire Ray

  • 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.

Icy Tomb

  • 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.

Lingering Acid

  • 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 Greater Exploits

Greater Exploits can be obtained by the following classes:

 

Greater Exploits can be cast by using the following Items:

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

 

Greater Exploits Tips & Notes

  • Notes & Tips go here

 

 
Shared Abilities 
Advanced Talents  ♦  Alignment Restriction  ♦  Animal Companion  ♦  Arcane Bond - Object  ♦  Arcane Reservoir  ♦  Arcane Spellcasting  ♦  Arcanist Exploits  ♦  Armored Swiftness  ♦  Bardic Knowledge  ♦  Bardic Performance (Move Action)  ♦  Bardic Performance (Swift Action)  ♦  Bloodline (Ability)  ♦  Bonus Feat  ♦  Brew Potions  ♦  Canny Defense  ♦  Cantrips  ♦  Channel Energy  ♦  Danger Sense  ♦  Defensive Parry  ♦  Defensive Powers  ♦  Dirge of Doom  ♦  Domain Selection  ♦  Evasion  ♦  Fast Movement  ♦  Favored Enemy  ♦  Favored Terrain  ♦  Grand Hex  ♦  Hex  ♦  Hunter Tactics  ♦  Improved Evasion  ♦  Improved Quarry  ♦  Improved Uncanny Dodge  ♦  Indomitable Stance  ♦  Inspire Courage  ♦  Inspire Greatness  ♦  Inspire Heroics  ♦  Ki Arrows  ♦  Ki Weapon  ♦  Major Hexes  ♦  Master Hunter  ♦  Nature Sense  ♦  Oracle's Curse  ♦  Perfect Strike  ♦  Quarry  ♦  Scribe Scrolls  ♦  Seeker's Trapfinding  ♦  Seeker Bonus Feat  ♦  Slayer Talents  ♦  Sneak Attack  ♦  Spontaneous Summoning  ♦  Teamwork Feat  ♦  Trapfinding  ♦  Uncanny Dodge  ♦  Weapon and Armor Proficiency  ♦  Weapon Mastery  ♦  Well-Versed



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