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Exploits: First and foremost, the elemental ray attacks need some love. Low damage, draws from valuable pool, requires ranged touch attack, AND a save based on a secondary stat is just cruel.
I would like to see a return to the Bloodline/School expansion options; only ever having the 1st-lvl options is not fair to many of the schools and bloodlines and makes the class more 2-D.
If Arcanists could mix and match different levels of different Bloodlines and Schools, that would allow for much more dynamic characters. If there's a question of OP, make it so you have to "purchase" each level with an exploit, working up the chain.
That is my #1 wish for Exploits.
OK in general, great in non-PFS; why? The feat Scribe Scroll.
Grab Scribe Scroll and boom, you can crank out some very cheap 2nd-lvl scrolls that you can eat on the fly. Example: with Scribe, 2nd-lvl scrolls are 150gp a piece. So you could have 20 of those for 3000gp. Just at level 8, that's not even 10% of your WBL.
Not to mention how ridiculously cheap this becomes at later levels. So I don't see see how one could complain about it being useless. With a little investment, you can have a very steady stream of Reservoir coming from this Exploit. And that's just what you make on your own; the scrolls you find in the wild would be an added bonus. It isn't game-breaking, but it's definitely useful.
Other Exploits I'd enjoy seeing:
Spell Resistance: By expending one point from her arcane resevoir, an arcanist can give herself Spell Resistance equal to 6 + her arcanist level for a number of rounds equal to her Charisma modifier.
Greater Spell Resistance: By expending 2 points from her arcane resevoir, an arcanist can grant herself Spell Resistance equal to 11 + her arcanist level for a number of rounds equal to her Charisma modifier. The arcanist must have the spell resistance exploit before selecting this exploit.
Spell Resistance Synergy: When an arcanist's spell resistance (granted by her Spell Resistance or Greater Spell Resistance exploit) successfully stops an spell whose target including the arcanist, she can instead choose to let the spell affect her normally and automatically forgo her saving throw (if any). She gains a number of points to her reservoir equal to the amount of damage done to her divided by 10 (rounded down). For example, if she was targeted by a scorching ray and dealt 14 points of damage, she would regain one point of arcane reservoir. She can absorb a number of points in this way equal to her Charisma modifier. The arcainst must have the spell resistance exploit before selecting this exploit.