Library / Talent Pools

Arcanist Greater Exploit

A class talent — every Arcanist Greater Exploit is granted as a class feature, not picked independently the way an ordinary feat is.

Spend 1 arcane reservoir point and touch a willing item as a full-round action (provokes) to swap one of its weapon or armor special abilities for another of equal cost for a number of minutes equal to your Charisma modifier.

When using flame arc, spend 1 extra arcane reservoir point to set failed-save targets on fire for 3d6 fire damage each round until extinguished.

When you successfully counterspell, regain arcane reservoir points based on the countered spell's level (1 per 3 spell levels, max 3 at 9th).

When using lightning lance, spend 1 extra arcane reservoir point to also deal half the rolled electricity damage to all creatures adjacent to the target (Reflex half).

When your energy shield absorbs 10+ points of damage, you can fuel an exploit that deals that same energy type at a 1-point reduced cost within 1 minute.

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 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.

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 and win an opposed caster level check to control a directable spell (flaming sphere, spiritual weapon) for 1 round, extendable by spending another point each round.

When the spell resistance exploit protects you from a foe's spell, end it as an immediate action to gain temporary arcane reservoir points equal to half the spell's level.

When you use greater spell disruption against a spell of your caster level or higher, beat the dispel DC by 5+ to regain 1 arcane reservoir point (2 points if by 10+).

Spend 1 arcane reservoir point (melee touch attack and Will save vs. an unwilling target) to transfer a spell affecting a creature onto yourself for its remaining duration.

When you fail a save against an enemy's sorcerer/wizard spell you can cast, spend 1 arcane reservoir point as an immediate action to temporarily prepare that spell for a number of rounds equal to your Charisma modifier.

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.