Library / Talent Pools

Arcanist Exploit

Learned at 1st level and every 2 levels; most are paid for with points from the arcane reservoir. Greater exploits take their place from 11th level.

Granted by Arcanist

Archetypes that add it Brown-Fur Transmuter, Collegiate Initiate, Eldritch Font, Exploiter Wizard, Occultist, Tarot Student, Twilight Sage

Advanced Class Origins

Spend 1 arcane reservoir point (or 2 for a longer duration) to assume an illusory disguise, as disguise self.

Advanced Class Guide

Gain a familiar using your arcanist level as your wizard level; arcanist levels stack with another class's for a familiar gained elsewhere.

Wilderness Origins

Spend 1 arcane reservoir point as a swift action to gain a bite attack or two claw attacks as primary natural attacks for a number of minutes equal to your Charisma modifier.

Horror Realms

Spend 1 arcane reservoir point to grow a proboscis with a 10-foot-reach primary tongue touch attack that drains reservoir points or heals you and sickens the target.

Advanced Class Guide

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 half.

Wilderness Origins

Spend 1 arcane reservoir point to move or extinguish one 5-foot square per arcanist level of non-magical fire, or spend a 3rd-level slot to dispel a magical fire effect.

Plane-Hopper's Handbook

On another plane, spend 1 arcane reservoir point while casting a summoning spell to let the summoned native outsider's attacks bypass all of its damage reduction.

Advanced Class Guide

Spend 1 arcane reservoir point to automatically strike one target within 30 feet for 1d4 force damage + 1 per arcanist level, as magic missile.

Greater Advanced Class Guide

When you counterspell, you may expend an arcanist spell slot of the countered spell's level or higher (instead of one level higher).

Greater Advanced Class Guide

Gain a metamagic feat as a bonus feat, and each day spend 1 arcane reservoir point to exchange it for another metamagic feat you qualify for.

Greater Advanced Class Guide

Spend 1 arcane reservoir point to dispel a spell effect or magic item with a touch-range targeted dispel magic, adding your Charisma modifier to the dispel check.

Greater Advanced Class Guide

When you use the spell resistance exploit, your spell resistance is 11 + your arcanist level instead of 6 + your level.

Greater Plane-Hopper's Handbook

When using flame arc, spend 1 additional arcane reservoir point so half its damage is unholy (bypassing fire resistance) and good creatures are sickened on a failed Will save.

Plane-Hopper's Handbook

Spend 1 arcane reservoir point to fire a 30-foot line of holy water dealing 1d8 + your Charisma modifier damage (+1d8 per 2 levels beyond 1st, max 10d8, Reflex half) to creatures harmed by holy water.

Advanced Class Guide

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) and stagger the target for 1 round (Fortitude negates the stagger).

Greater Advanced Class Guide

When using ice missile, spend 1 extra arcane reservoir point to coat a failed-save target in rime, entangling it and dealing 1 Dexterity damage each round until it breaks free or takes 10+ fire damage.

Advanced Class Origins

Gain a +2 bonus on saving throws against illusions, and spend 1 arcane reservoir point to negate or seize control of an illusion you disbelieve.

Heroes of Golarion

When a nearby event could trigger a primal magic effect, spend 1 arcane reservoir point as an immediate action to make it certain to occur.

Advanced Class Guide

Gain one item creation feat as a bonus feat (you must meet its prerequisites).

Advanced Class Guide

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) and impair the target's vision for 1 round (Fortitude negates).

Greater Advanced Class Guide

When using acid jet, spend 1 extra arcane reservoir point to deal lingering acid damage over the following rounds, halving each round until it ends.

Greater Plane-Hopper's Handbook

Spend 1 arcane reservoir point as a swift action to gain entropic shield for 1 minute and move 10 feet in a random direction at the end of each of your turns.

Disciple's Doctrine

Spend 1 arcane reservoir point and touch a creature to stop its bleeding and grant 1d8 + your Charisma modifier temporary hit points (2d8 at 6th level), once per day per creature.

Advanced Class Guide

Gain one metamagic feat as a bonus feat (you must meet its prerequisites).

OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.