Pathfinder 1e Archetype Wizard

Exploiter Wizard

Trades arcane bond and arcane school for the arcanist's arcane reservoir and one arcanist exploit at 1st level and every 4 levels after, all keyed to wizard level.

Class
Wizard
Kind
Archetype
Granted Spells
0 levels
Choices
24 exploiter exploits

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.

Replaces

Arcane BondArcane School

Arcane Reservoir

Archetype Features

Arcane Reservoir Level 1 D · Point Pool

At 1st level, the exploiter wizard gains the arcanist's arcane reservoir class feature. The exploiter wizard uses his wizard level as his arcanist level for determining how many arcane reservoir points he gains at each level. This ability replaces arcane bond.

Exploiter Exploit Level 1 A · Selection Pool

At 1st level and every 4 levels thereafter, the exploiter wizard gains a single arcanist exploit. The exploiter wizard uses his wizard level as his arcanist level for determining the effects and DCs of his arcanist exploits. This ability replaces arcane school.

Exploiter Exploits

Chosen as you gain archetype choices — 24 options.

Acid Jet Spend 1 arcane reservoir point and hit with a ranged touch attack to deal 1d6 acid damage + Charisma modifier (+1d6 per 2 levels beyond 1st, max 10d6) …
Arcane Barrier Spend 1 arcane reservoir point as a swift action to gain temporary hit points equal to your arcanist level + Charisma modifier for 1 minute per level; each …
Arcane Weapon Spend 1 arcane reservoir point to make your weapon count as magic and, from 5th level, gain a scaling enhancement bonus or weapon special abilities for a number …
Bloodline Development Gain the 1st-level power of a chosen sorcerer bloodline, and spend 1 arcane reservoir point to treat your arcanist level as your sorcerer level for it; if you …
Consume Magic Items Consume potions, scrolls, staves, or wands as a move action (Charisma modifier times per day) to refill your arcane reservoir by half the contained spell's level.
Counterspell Spend 1 arcane reservoir point and an arcanist spell slot to counter a spell you identify with a dispel check (a same-level prepared spell gives a +5 bonus).
Dimensional Slide Spend 1 arcane reservoir point as part of a move or withdraw action to teleport up to 10 feet per arcanist level to a spot you can see, …
Energy Shield Spend 1 arcane reservoir point as a standard action to gain resistance 10 (rising to 30 by 20th level) against one chosen energy type for 1 minute per …
Familiar Gain a familiar using your arcanist level as your wizard level; arcanist levels stack with another class's for a familiar gained elsewhere.
Flame Arc Spend 1 arcane reservoir point to loose a 30-foot line of fire dealing 1d6 + Charisma modifier fire damage (+1d6 per 2 levels beyond 1st, max 10d6), Reflex …
Force Strike Spend 1 arcane reservoir point to automatically strike one target within 30 feet for 1d4 force damage + 1 per arcanist level, as magic missile.
Ice Missile Spend 1 arcane reservoir point and hit with a ranged touch attack to deal 1d6 cold damage + Charisma modifier (+1d6 per 2 levels beyond 1st, max 10d6) …
Item Crafting Gain one item creation feat as a bonus feat (you must meet its prerequisites).
Lightning Lance Spend 1 arcane reservoir point and hit with a ranged touch attack to deal 1d6 electricity damage + Charisma modifier (+1d6 per 2 levels beyond 1st, max 10d6) …
Metamagic Knowledge Gain one metamagic feat as a bonus feat (you must meet its prerequisites).
Metamixing Spend 1 arcane reservoir point to apply a metamagic feat you know to a spell as you cast it without increasing casting time (still using the higher-level slot).
Potent Magic When you spend an arcane reservoir point to raise a spell's caster level or DC, it increases by 2 instead of 1.
Quick Study Spend 1 arcane reservoir point as a full-round action (provokes) to prepare a spell in place of another prepared spell of the same level, referencing your spellbook.
School Understanding Gain one 1st-level arcane school power (using Charisma for Intelligence), and spend 1 arcane reservoir point to treat your arcanist level as your wizard level for it; if …
See Magic You can see magical auras; spend 1 arcane reservoir point to detect magic for 1 minute, auto-identifying auras and, on a touch, magic item properties without the usual …
Spell Disruption Spend 1 arcane reservoir point and succeed at a dispel check to suppress one spell effect on a single creature for a number of rounds equal to your …
Spell Resistance Spend 1 arcane reservoir point as a standard action to gain spell resistance 6 + your arcanist level for a number of rounds equal to your Charisma modifier.
Spell Tinkerer Spend 1 arcane reservoir point while adjacent to a spell effect you know of to increase or decrease its remaining duration by 50% (once per effect; unwilling targets …
Swift Consume Use the consume spells class feature or the consume magic items exploit as a swift action instead of a move action.
Attribution

Rules content from Paizo Inc., reproduced by TheCrazyGM under the Open Game License v1.0a. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Advanced Class Guide · OGL-1.0a

Added to the library by eco_the_exploiter on Sept. 10, 2026.

Open Game Content reproduced from Advanced Class Guide by TheCrazyGM under the OGL-1.0a. Copyright in the reproduced material is held by its original publisher, named in this site's Section 15 notice. The core designation is TheCrazyGM's assertion that the material faithfully matches its cited source; that attestation was recorded by Advanced Class Guide on 2026-09-10.

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  • Based on class: Wizard (Class) — core content under OGL 1.0a

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