fighter who specializes in fighting magic-users is known as a Wizard
Slayer. He gains 2% magic resistance per level, and the ability
to interrupt spells. Opponents suffer a cumulative 25% spell failure
for each of the Wizard Slayer's successful attacks. He cannot use
any magical items (potions, rings, amulets etc.) except magical
melee weapons and must be of good alignment.
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. They 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 child is taken from its parents and raised to bring
out the abilities of the Wizard Slayer. This upbringing provides
him with special powers to detect evildoers and resist their magic.
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 friendship. He keeps his companions at arm's length
and prefers solitude. Grim and brooding, he may go for days without
saying a word, brightening only at the prospect of encountering
one of his hated foes.
of all forms of outworld magic, he avoids associating with the magic-wielding
members of his party unless forced by circumstance.
Proficiencies: Required: Bow.
Begins with hide armor, a small shield, and a quiver of arrows.
from Evil: As a result of the treatment from his elders,
the 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.
Alignment: A Wizard Slayer can use this ability at will by
touching the targeted creature, character, or object. The creature
is allowed a save to resist this ability.
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.
Magic: A Wizard Slayer has a 25% chance at 1st level and
a 5% bonus per level thereafter, up to a maximum of 90% to detect
Magical Creatures: A Wizard Slayer can strike at magical
creatures normally immune to nonmagical weapons. At 4th level he
can strike as a +1 weapon, he gains an additional +1 for every even
number level after that, up to a max of +5 at 12th level.
Wizard Slayer gains a magic resistance of 2% per level. Whenever
a Wizard Slayer hits an opponent a 25% spell failure is applied
to the target. This percentage is cumulative.
Magic Items: Unable to use any magical items except melee
Combat Compulsion: A Wizard Slayer
must, in combat situations, seek out a mage or spell caster over
any other opponents.
kit already has a few of BioWare's modifications implemented (i.e.
allowed use of magical swords, a higher magic resistance per level,
and a more powerful ability to interrupt spells).
Source: The Complete Barbarian's Handbook