Wizard Slayer (Character Kit)

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==Wizard Slayer==
Description: Wizard Slayers are obsessed with destroying practitioners of evil magic. They come from cultures where the practice of magic is reserved for an elite group of elders. The elders examine every baby born to the tribe, looking for omens. An unusual birthmark, a head of white hair, or a complete set of teeth may be interpreted as a sign that the gods have selected the baby to become a Wizard Slayer. The elders take the child from his mother and raise him as their own. Three concentric circles are tattooed on his forehead to indicate his status. When the child reaches maturity, the elders bathe him in magical oils and direct him to inhale the fumes of a sacred incense. These treatments provide him with special powers to detect evildoers and resist their magic. The elders then send him into the outworld to exterminate evil wizards and priests on the tribe's behalf.
Requirements: A Wizard Slayer must be of good alignment.
Homeland Terrain: Any.
Role: The Wizard Slayer has few interests aside from destroying evil magic. He cooperates with his companions as circumstances dictate, but he is always seeking evil practitioners of magic.
His single-mindedness discourages friend ship. He keeps his companions at arm's length and prefers solitude. Grim and brooding, he may go for days without saying a word, bright ening only at the prospect of encountering one of his hated foes. Wary of all forms of outworld magic, he avoids associating with the magic-wielding members of his party unless forced by circumstance.
Secondary Skills: Butcher, Forester, Hunter.  
Weapon Proficiencies: Required: Short bow.
Nonweapon Proficiencies:
* Recommended: Crude Weaponsmithing*, Danger Sense*, Endurance, Hunting, Light Sleeping*, Survival, Tracking, Weapon Improvisation*.
* Barred: All proficiencies from the shaman list (Table 31, Chapter 4).
Economic System: Both simple barter and animal products barter.
Wealth Options: The Wizard Slayer begins with 3d4 gp worth of tradable goods.
Armor and Equipment: He begins with hide armor, a small shield, and a leather quiver of 3d4 spirit arrows, gifts from his tribal elders. (See Chapter 5 for more about spirit arrows.)
===Special Benefits===
Protection from Evil: As a result of the treatments from his tribal elders, a Wizard Slayer radiates a protection from evil aura to a distance of one foot. The aura is constant and permanent; it otherwise acts exactly as the 1st-level priest spell of the same name.
Know Alignment: A Wizard Slayer can use this ability at will by touching the targeted creature, character, or object. Casting times and spell components aren't necessary; the ability is otherwise similar to the 2nd-level priest spell. The creature is entitled to a saving throw to resist the ability.
Detect Illusion: A Wizard Slayer has a 5% chance per level of determining that a phenomenon with illusory, visual, auditory, or other sensory components is actually an illusion. This chance can't exceed 75%. He may use this ability twice per day, but only once per phenomenon.
Detect Magic: A Wizard Slayer has a 25% chance at Ist level of detecting magic; this ability increases by 5% per level, up to a maximum of 90%. The ability works at will, providing the Wizard Slayer does nothing but concentrate for a full round. He perceives the presence of magic as a dull throb in his head(dim, faint, moderate, strong, or overwhelming). He can't determine the sphere or type of magic; otherwise, this ability works as the Ist-level priest spell.
If successful, the barbarian has a 50% chance to determine the general bent of the spellcaster who cast the spell (good or evil).
Attack Magical Creatures: A Wizard Slayer can strike at creatures normally immune to non magical attacks. At 4th level, he can make attacks against creatures that normally can only be hit with a +1 or better weapon. At 6th level, he can attack creatures requiring a +2 weapon. At 8th level, he can attack creatures requiring a +3 weapon. At 10th level, he can attack +4-weapon creatures, and at 12th level he can attack +5-weapon creatures. This ability does not give the Wizard Slayer any special combat bonuses; he makes normal attack and damage rolls against these creatures.
Experience Point Bonus: If a Wizard Slayer destroys or disposes of a magical item, he earns 150% of its experience point value. For example, if he tosses a ring of shocking grasp into a crevasse, he earns 1,500 experience points instead of the normal 1,000. This benefit applies only to magical weapons of an evil alignment, or those created or wielded by an evil wizard or priest.
In addition, for the experience point bonus to occur, he must make certain that no one else can easily recover the item, certainly not a member of his own party. Generally, items recovered by other PCs negate the experience point bonus.
The barbarian earns twice the normal number of experience points for slaying an evil wizard or priest.
==Special Hindrances==
No Magical Items: A Wizard Slayer can't use magical items of any kind. If the barbarian allows a wizard to cast a spell on him, he loses all special benefits for 24 hours or until an atonement spell absolves the violation.  
Combat Compulsion: In combat situations, a Wizard Slayer must seek out an evil wizard or priest in preference to all other potential opponents. If the party encounters a horde of ogres and an evil priest, the Wizard Slayer directs his attacks against the priest. If the barbarian hears rumors of an evil wizard in a mountaintop castle, he feels compelled to track him down unless his companions convince him otherwise or forcibly restrain him. This compulsion doesn't necessarily interfere with his common sense or his responsibilities to his friends. If a companion dangling from a cliff calls for the Wizard Slayer's help, the barbarian will interrupt his attacks against an evil priest to rescue him, then resume his attacks when his companion is safe.
Category:Character Kit
Category:Character Kit CBarbH
Category:The Complete Barbarian's Handbook