By Robert J. Schwalb
The savage archer, as some are called, demonstrates talents through the arrows’ odd movements and his or her surprising control over projectiles even after being loosed from bows. The evocations described in Player’s Handbook 3 scratch the surface for what a seeker with a bow can achieve. The truly dedicated can have greater power than ever before thought possible.
When a savage archer uses primal magic to guide his or her arrows, the spirit allies manifest in its path, giving all a glimpse into the vibrant and strange spirit world. Writhing spirits in beast, humanoid, or other, stranger forms, appear and just as quickly vanish when the projectile slams home. Seekers with the following powers have even more options for making sure no arrow is wasted.
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About the Author
Robert J. Schwalb is an award-winning game designer who has contributed design to or developed over one hundred roleplaying game titles for Dungeons & Dragons, Warhammer Fantasy Roleplay, A Song of Ice and Fire RPG, Star Wars RPG, and the d20 system. Some of his more recent work for Wizards of the Coast can be found in Player’s Handbook 3, Martial Power 2, and Draconomicon 2: Metallic Dragons and in the pages of both Dragon and Dungeon magazines. Robert lives in Tennessee.