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 NameStrengthsWeaknesses
Base-ArcanistStrong 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-MageHigh 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-SavantFree 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-AllCombines 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-SageEnchanting 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.
Arcanist
Base Arcanist

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.
Blade Mage
Counterspell Savant

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.
Screw You ALL
Wild Sage

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.

Join us at Stellar Dragons with the Arcanist!

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Authors

  • Andrew Wilson

    Writer, Editor, GM, Technologist – Andrew’s been playing TTRPGs since as far back as he can recall… at least sometime in the nineties… or was it the early 2000s?

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Terms definitions
1. ↑ Arcanist – Blade Mage – Pathfinder 1E ( Blade Mage )

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.

2. ↑ Arcanist – Counterspell Savant – Pathfinder 1E ( Counterspell Savant )

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.

3. ↑ Arcanist – Wild Sage – Pathfinder 1E ( Wild Sage )

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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