Pathfinder 1E Arcanist: Top Archetypes for Flexible Spellcasting
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Article-At-A-Glance
- This guide explains utilizing Pathfinder Arcanist Builds for optimized creation.
- Review of strengths and weaknesses in strategic Arcanist configurations.
- Balances between spell mastery and adventure efficiency.
- Optimal tactics for influencing success in different game scenarios.
Strengths & Weaknesses
| Build Name | Strengths | Weaknesses |
|---|---|---|
| Base-Arcanist | Strong initiative boost from Warrior of Old and Improved Initiative. Craft Constructs for Adamantine Golem creation. Powerful spell versatility through Sacred Geometry. | Vulnerable low physical defenses with low Strength and Dexterity. Criticized as broken; may not be enjoyable for group dynamics. |
| Blade-Mage | High BAB and 9th level spells access. Swift action spellcasting on critical hits via Eldritch Knight. Power through weapon finesse and critical hit feats. | Complex; requires understanding multi-classing synergy. Weak at early levels due to builds’ late bloom. |
| Counterspell-Savant | Free immediate action counterspells by expending Arcane Reservoir. Stuns or sickens targets with Destructive Dispel. Synergy with Arcane and Sorcerer spellcasting. | Requires optimized Spellcraft for success. Opposition schools limit spell options. |
| Screw-You-All | Combines powerful elements from multiple classes. Accesss to Mythic Spells and Craft Constructs. Command outsiders with Adamantine Golem. | Extremely complex; requires understanding multiple class features. Might overshadow other players, affecting team balance. |
| Wild-Sage | Enchanting social versatility for a hermit. Access to wizard and druid spells enhances flexibility. Constructs creation offers tactical advantages. | Offset by unconventional character flavor. Average combat prowess compared to other spellcasters. |


Base Arcanist
The Base Arcanist is a flexible and potent magician who uses a combination of wizard and sorcerer spellcasting, along with high intelligence. They are excellent crafters that specialize in complex spellcasting techniques using Sacred Geometry.
- The main advantage of this build is its adaptability and ability to use Sacred Geometry to manipulate spells on the fly, enabling fast, legendary-level spellcasting.
- Because high levels are required to completely achieve the potential, early levels may feel less strong, and the reliance on Sacred Geometry may be perceived as burdensome.
- By combining Fabricate with Wall of Iron to create an Adamantine Golem, you can become a formidable force on the battlefield.
Blade Mage
The Blade Mage[1] build skillfully combines magical talent with combat intensity by emphasizing access to 9th-level spells and achieving a Base Attack Bonus of +15 at level 20. A Wayang character who skillfully utilizes metamagic feats on Battering Blast for dynamic battlefield effects, creating an exceptional combination of magical and melee skills.
- A sentient rapier facilitates accelerated spellcasting during critical strikes, creating strong synergy between attacks and spells, thereby enhancing both damage and adaptability in battle.
- Relying on various archetypes and prestige classes results in a complicated structure and can cause vulnerable defenses, especially at early levels where it’s essential to balance magical and combat abilities.
- Employ the Wayang Spellhunter and Magical Lineage traits for Battering Blast to cast it at lower levels than typical, allowing for the regular use of metamagic-augmented spells at a reduced cost.


Counterspell Savant
The Counterspell Savant[2] is an Arcanist build that masters counterspelling by leveraging the School Savant Archetype and Arcane Exploits. This setup allows quick, efficient disruption of enemy spellcasting without sacrificing the Arcanist’s own spell capability.
- The ability to counterspell immediately using Arcane Reservoir points, effectively nullifying enemy spells while maintaining offensive capabilities.
- Limited by the arcane reservoir usage, which can deplete rapidly in extended encounters, leaving less for other exploits.
- Use Improved Familiar to gain tactical advantage and extra actions during combat, enhancing battlefield control.
Screw You All Arcanist
The Screw You All Arcanist build masterfully combines the Sorcerer, Wizard, Arcanist, and Witch abilities, creating an all-in-one powerhouse. With access to some of the strongest Hexes, spellcasting versatility, and crafting capabilities including constructs, no challenge is too daunting.
- Exceptional versatility in spellcasting allows for adept offensive, defensive, and support actions.
- Complexity of the build requires meticulous planning and management of numerous abilities and resources.
- Use Phoenix Bloodline to convert fire damage to healing, making Fireball heal allies, and don’t forget True Name for unique meta-magic twists.


Wild Sage Arcanist
The Wild Sage[3] build focuses on combining Arcane and Druidic spellcasting to create a hermit-like character with vast magical capabilities.
Utilizing Prestige Classes and a high Intelligence score, it excels at versatile spellcasting and crafting powerful magical items.
- The combination of Wizard and Druid spell lists provides unmatched versatility and adaptability.
- Sacrifices physical combat capabilities, relying heavily on spells and crafted constructs for defense.
- Use Fabricate and Wall of Iron to generate materials for crafting a Fossil Golem, enhancing both your defense and offensive capabilities.
FAQ
What makes the Base Arcanist build so versatile?
The Base Arcanist uses both Wizard and Sorcerer spell lists, offering flexibility. Sacred Geometry lets them manipulate spells, enhancing their versatility. They can craft powerful items like the Adamantine Golem. This allows for adaptation to various combat and non-combat scenarios.
Why is the Blade Mage[1] considered powerful in both magic and melee?
Blade Mages gain 9th-level spells and a +15 Base Attack Bonus by level 20. Their critical hits enable quickened spellcasting, blending attacks and spells seamlessly. Weapon finesse and metamagic feats enhance their combat efficiency. This makes them a formidable magic-melee hybrid.
How does the Counterspell Savant[2] efficiently disrupt enemy spellcasters?
The Counterspell Savant[2] uses Arcane Reservoir points for immediate counterspells. Destructive Dispel allows them to sicken or stun enemy casters. They maintain offensive capacity while nullifying enemy magic. This makes them a key player in controlling magical encounters.
What challenges come with the Screw You All build?
Screw You All combines elements from several classes, requiring intricate management. Its complexity might overshadow other players, affecting team dynamics. Mastering multiple abilities can challenge new players. Yet, its versatility and sheer power are unmatched.
What unique advantage does the Wild-Sage offer in gameplay?
Wild-Sage combines Wizard and Druid spellcasting, offering expansive options. They craft powerful constructs using Fabricate and Wall of Iron. The blend of arcane and nature magic supports varied tactical approaches. This allows extreme flexibility, but may weaken physical combat abilities.
How can players maximize each build’s strengths?
Players should tailor their actions to the strengths of their chosen build. For example, plan spells and actions around the versatility of a Base Arcanist. Blade Mages should focus on critical hit opportunities to maximize their synergy. Planning enhances the build’s potential output.
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Blade Mage
The eternal question of “this arcane class is cool, but can we make it into a Gish?”
The answer is yes, yes you can. Take the Blade Adept Archetype, take one level of Fighter, with the Lore Warden Archetype and then take the Eldritch Knight Prestige Class. Your leveling should look like the following:
Class
Arcanist (Blade Adept) 9/Fighter (Lore Warden 1/Eldritch Knight 10
Race
Wayang. This may sound weird for now but wait for it.
Ability Scores
Put everything in Int.
15Point-Buy
Str 7/Dex 12/Con 10/Int 20/Wis 8/Cha 12
20Point-Buy
Str 7/Dex 14/Con 10/Int 20/Wis 8/Cha 14
25Point-Buy
Str 7/Dex 15/Con 14/Int 20/Wis 7/Cha 14
Traits
Wayang Spellhunter and Magical Lineage, both on the Battering Blast spell(from Dungeons of Golarion). So now when you apply metamagics on that spell, it is cast at lvl-2. So a Tenebrous Spell enhanced Battering Blast is now a lvl 1 spell(originally 3rd). See where that shenanigan goes?
Favored Class Bonus
HP. Doubly so if less PB than 25.
Skills
Spellcraft, Knowledge(Arcana).
Feats by Level
1-Weapon Finesse
3-Weapon Focus(Rapier)
5-Fencing Grace
7-Extra Exploit
9-Improved Initiative
Bonus 10-Combat Expertise
11-Piranha Strike
Bonus 11-Tenebrous Spell
13-Improved Critical(Rapier)
15-Critical Focus
Bonus 15-Accursed Critical
17-Improved Trip
19-Staggering Critical Bonus
19-Heighten Spell
So, you can use your Sentient Rapier surprisingly good via Weapon Finesse+Fencing Grace. Improved Critical+Critical Focus opened the doors to get some great critical feats such as Accursed Critical and Staggering Critical. Improved Trip just adds salt to the injuries and via the Eldritch Knight’s Spell Critical and your massive crit range of 15-20, you can cast spells as a swift action whenever your crit which is ridiculous.
Arcanist Exploits by Level
1-Replaced by Blade Adept
3-Replaced by Blade Adept
5-School Understanding(Evocation-Admixture)
7-Arcane Weapon
7-Armored Mask
9-Replaced by Blade Adept
You can switch up your spell elements a few times a day, get a sentient magical blade that you can upgrade by spending Arcane Reservoir and can summon an illusory Armor that acts as a Mage Armor which makes you look very cool.
Equipment
Your Sentient Rapier, Spellbook, Component Pouch.
Final Thoughts on the Build
You get both access to 9th level spells and a BAB of +15 at lvl 20, which makes you by default a Gish. Add to that a sentient rapier that lets you cast quickened spells whenever you crit(which should be fairly often), and your main spell, Battering Blast can be cast at literally all spell levels which is really, really nice and adds a ton of damage on the battlefield. By yourself, assuming one crit per turn, you are dealing some 24d6+15 per round before any buff whatsoever, while Bull Rushing your targets. This is great.
Counterspell Savant
There is a certain rule of thumbs that Counterspelling is bad because one you must delay your action and two you gotta have access to a spell opposite of the casted spell, succeed on a Spellcraft check and your action limits yourself at stopping that one spell.
We’re taking the School Savant Archetype for this build.
Class
Arcanist (School Savant) 20
Favored School: Abjuration(Counterspell)
Opposition Schools: Necromancy, Evocation
Race
Half-Elf, put that floating +2 into Intelligence.
Ability Scores
Put everything into Intelligence.
15Point-Buy
Str 7/Dex 10/Con 12/Int 20/Wis 10/Cha 10
20Point-Buy
Str 7/Dex 14/Con 12/Int 20/Wis 10/Cha 10
25Point-Buy
Str 7/Dex 14/Con 14/Int 20/Wis 10/Cha 12
Traits
Warrior of Old for a nice +2 to Initiative, Spell Duel Prodigy gives you a +2 on Dispel Checks which is crucial for our build.
Favored Class Bonus
HP.
Skills
Spellcraft and Knowledge(Arcana). Everything else is extra gravy.
Feats by Level
1-Improved Initiative
Half-Elf Bonus-Skill Focus(Spellcraft)
3-Spell Focus(Abjuration)
5-Extra Exploit
Bonus 6-Improved Counterspell
7-Dispel Synergy
9-Spell Specialization(Dispel Magic)
11-Varisian Tattoo(Abjuration)
13-Destructive Dispel
15-Parry Spell
17-Leadership
19-Improved Familiar
Dispel Synergy makes targets of your Dispel Magic more susceptible to your own spells, and if you do a targeted Dispel Magic at a target via Destructive Dispel, they get at best Sickened and at worst Stunned. Parry Spell makes it so when you successfully counter a spell, you send it back to caster. This is hilarious. Finally you get Leadership because at this point you’re already broken, I do not think anyone will argue against it anyway.
Arcanist Exploits by Level
1-Replaced by School Savant
3-Replaced by School Savant
5-Counterspell
5-Familiar(Scorpion)
7-Replaced by School Savant
9-Spell Disruption
11-Counter Drain
13-Greater Counterspell
15-Greater Spell Disruption
17-Siphon Spell
19-Quick Study
So, now you can Counterspell as an Immediate Action by spending points from your Arcane Reservoir. And you replenish your Arcane Reservoir…hear me out…by counterspelling. That’s right. So now you get to Dispel for free on the spot, and you still get to play your normal rounds.
Equipment
Spellbook. Component Pouch. Get yourself some Masterwork Tools(Mickey Mouse Fantasia Wizard Hat) for a free +2 in Spellcraft.
Final Thoughts on the Build
You get to get the best of both worlds from Wizard and Sorcerer, and get to tell enemy spellcasters “no” once per turn during their turn for essentially free, on top of possibly stunning them, or sickening them. Again, that’s on top of casting all the spells. Stupid good build.
Wild Sage
Okay, but what if I want to play the weird hermit that lives in a dirt house in the middle of the moors and lives off of mushrooms and wild game and plants? Well, as weird as that is going to sound, I do, in fact, have a build for you. We are taking the Collegiate Initiate Archetype.
We are taking the Collegiate Arcanist and the Mage of the Third Eye Prestige Classes. Our leveling should look like the following:
Class
Arcanist (Collegiate Initiate) 6/Collegiate Arcanist 4/Mage of the Third Eye 10
Race
Human, put that floating +2 in Intelligence.
Ability Scores
Put everything in Int.
15Point-Buy
Str 7/Dex 13/Con 15/Int 20/Wis 7/Cha 7
20Point-Buy
Str 7/Dex 14/Con 16/Int 20/Wis 7/Cha 7
25Point-Buy
Str 7/Dex 16/Con 16/Int 20/Wis 7/Cha 7
Traits
Reactionary for that +2 to Initiative, Silent Hunter to get Stealth as a Class Skill.
Favored Class Bonus
HP again!
Skills
So, we need Spellcraft, Linguistics and Stealth. We also need Knowledge(Arcana, Engineering, Nature) and Diplomacy at least at 5. I would also recommend Craft(Sculpture).
Feats by Level
1-Scholar
Human Bonus-Skill Focus(Linguistics)
3-Extra Exploit
5-Eye of the Arclord Bonus
5-Spell Mastery
7-Craft Magic Weapons and Armor
9-Craft Constructs
11-Orator
13-Sacred Geometry(Quicken Spell, Ascendant Spell)
15-Improved Initiative
17-Iron Will
19-Toughness
You do eventually get Orator, you get Craft Construct meaning Fabricate+Wall of Iron shenanigans for lots of money to craft your favorite golem. Sacred Geometry is as busted as it always has been.
Arcanist Exploits by Level
1-Replaced by Magaambyan Initiate
3-Item Crafting(Craft Wondrous Items)
3-School Understanding(Universalist)
5-Replaced by Magaambyan Initiate
Equipment
Spellbook, Component Pouch. A Jar of Dirt.
Final Thoughts on the Build
So, not only do you get to switch your Spell Mastery spells pretty much at will meaning shenanigans, but you also get a magic third eye that grants you insane bonuses, are a surprisingly good social character despite being a…well…weird ass hermit covered in mud… On top of getting access to the Wizard spell list, you also get access to druid spells which gives you some great versatility. Get yourself a Fossil Golem and get to play the absolute mad man that your character is.
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