Fiend Slayer (Character Kit)

The fiend slayer
Description: Fiend slayers are wizards who have taken it upon them- selves to learn about the lower planes and their denizens; and it is fiend slayers who have chosen to combat them. While many such mages choose this kit out of sense of duty (perhaps getting involved initially due to curiosity), many more become fiend slayers due to personal loss at the hands of tanar’ri, baatezu, or other fiends, and are not about to let it happen again.
Preferred/Barred Schools: This kit is best suited for conjurers, but all wizards are eligible to take this kit.
Ability Score Requirements: An minimum of 16 in Intelligence or Wisdom.
Secondary Skills: None.
Weapon Proficiencies: Any weapons normally allowed to wizards.
Non-Weapon Proficiencies:
* Bonus: Lower plane knowledge (new).
* Required: Ancient/modern languages (choose one that would aid in researching extraplanar matters), reading/writing. 
* Recommended: Ancient history.
Equipment: Fiend slayers start out as any other wizard, but they are required to purchase an extra spellbook (about 200 gp value), most of which is set aside for writing down what they learn about the planes and planar creatures they specialize in. Holy water and silvered weapons are also useful.
Special Benefits: Major/Minor Studies: At the beginning of their careers, fiend slayers must choose to concentrate their studies on one plane in particular: the Abyss, Baatezu, Gehenna, etc. By doing so, they gain certain bonuses with regard to that particular plane or its inhabitants. They receive a +2 on netherworld knowledge checks when seeking knowledge about that plane. Fiend slayers also have an easier time learning how to cast magic properly there (if the PLANESCAPE™ campaign set- ting is used, fiend slayers know two ran- dom spell keys of their choice at the start, and are allowed one Intelligence check to learn another spell key for every two experience levels attained beyond 1st level). At 11th level, a fiend slayer is considered an expert on sub- jects related to his major plane (equal to a sage). He may choose another plane of existence to specialize in at 15th level.
Fiend Detection: This ability is equal to the extra-dimensional detection spell found in the Tome of Magic (as per the 3rd-level priest spell). This ability can be used once a day for every two levels of experience and is double-range when the fiend slayer is attempting to detect the type of creature he gets a bonus with (see below).
Creature
* Bonus: Because of their expertise, fiend slayers gain certain bonuses when dealing with a specific race. This is often a race that the wizard holds a grudge against, and one which must be native to or common on the plane the mage has majored in. In com- bat with this chosen creature, the fiend slayer receives a +1 bonus on all saving throws against attacks made by the race, and the magic resistance of suchcreatures is lowered by 10% in magical attacks made by the fiend slayer (includ- ing summonings, charming attempts, or other castings that the creature would view in as hostile). Creature types include baatezu, gehreleth, mephit, tanar’ri, etc. At 9th level, fiend slayers receive a +2 bonus (total) on saves when attacked by the creatures in question (penalties to fiends remain unchanged).
Special Hindrances: Fiend slayers suffer from the great expense of their researches, even as compared to other magical studies. Reference materials are hard to come by, so they must either pay through the nose (at a 200% mark-up) or spend double the time compiling this knowledge. In addition, fiend slayers are required to slay at least one specimen of their chosen enemy in order to advance each level beyond 7th level (number of Hit Dice equal to the wizard’s level). This must be done each time the fiend slayer receives enough experience points to advance to another level.
Races Allowed: Any race that has wizards.
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