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Arcane Archer is underated due to grasping arrow
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<blockquote data-quote="Stoutstien" data-source="post: 8490104" data-attributes="member: 7020569"><p>But it's 2 per SR until lv 15 and can only hit one arrow per turn max and if you use it again the first one disappears. You can't even use it on two different targets at once even if you take 2 turn to do it.</p><p></p><p>Then on top of that unless the 10ft movement penalty prevents them from reaching someone it's just 2d6 damage which most NPCs will willingly eat over spending can action to attempt to pull them off. It's a delayed smite that can add some extra damage and if your party has forced movement you could get <em>some</em> use out it. Enough to matter maybe but most likely not.</p><p></p><p>The reason why spike growth is better is it's damage is determined by distances so even something like thornwhip could add as much additional damage and the whole grasping shot does and if they have anything other type of feature they can double tap. Swarm rangers, telekinesis feat, and so on. Could even drop them off so a party member can drag them around the outside of it before showing them back in the middle which is difficult terrain so it could eat up more movement then grasping as well.</p><p></p><p>One place it shines is flying targets but just knocking them prone would probably add more damage and plenty of features do that and can be done more than once every 1-4 encounters.</p><p></p><p>It's just not enough to bring it up to snuff. It's not bad but it's not good and for the subclass with Archer in it's name it doesn't even make the top 3 for being and archer. Pushing for top 5 even.</p></blockquote><p></p>
[QUOTE="Stoutstien, post: 8490104, member: 7020569"] But it's 2 per SR until lv 15 and can only hit one arrow per turn max and if you use it again the first one disappears. You can't even use it on two different targets at once even if you take 2 turn to do it. Then on top of that unless the 10ft movement penalty prevents them from reaching someone it's just 2d6 damage which most NPCs will willingly eat over spending can action to attempt to pull them off. It's a delayed smite that can add some extra damage and if your party has forced movement you could get [I]some[/I] use out it. Enough to matter maybe but most likely not. The reason why spike growth is better is it's damage is determined by distances so even something like thornwhip could add as much additional damage and the whole grasping shot does and if they have anything other type of feature they can double tap. Swarm rangers, telekinesis feat, and so on. Could even drop them off so a party member can drag them around the outside of it before showing them back in the middle which is difficult terrain so it could eat up more movement then grasping as well. One place it shines is flying targets but just knocking them prone would probably add more damage and plenty of features do that and can be done more than once every 1-4 encounters. It's just not enough to bring it up to snuff. It's not bad but it's not good and for the subclass with Archer in it's name it doesn't even make the top 3 for being and archer. Pushing for top 5 even. [/QUOTE]
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Arcane Archer is underated due to grasping arrow
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