Spend 1 arcane reservoir point (or 2 for a longer duration) to assume an illusory disguise, as disguise self.
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
Gain a familiar using your arcanist level as your wizard level; arcanist levels stack with another class's for a familiar gained elsewhere.
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.
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.
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.
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.
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.
Spend 1 arcane reservoir point to automatically strike one target within 30 feet for 1d4 force damage + 1 per arcanist level, as magic missile.
When you counterspell, you may expend an arcanist spell slot of the countered spell's level or higher (instead of one level higher).
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.
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.
When you use the spell resistance exploit, your spell resistance is 11 + your arcanist level instead of 6 + your level.
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.
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.
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).
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.
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.
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.
Gain one item creation feat as a bonus feat (you must meet its prerequisites).
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).
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.
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.
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.
Gain one metamagic feat as a bonus feat (you must meet its prerequisites).