Ruins of Adventure
Wizard Slayer
Base Requirements
- Races: Any
- Sub-Classes: Barbarian
- Ability Requirements: None
- Alignments: Any
- Starting Cash: 3d4 gp
Weapon Proficiencies
- Weapon Slots: By class
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: Shortbow
- Allowed Weapons: By class
- Allowed Armors: By class
Non-Weapon Proficiencies:
- Non-weapon Slots: By class
- Available Categories: By class
- Bonus Non-weapon Proficiencies: Detect Illusions, Detect Magic
- Required Proficiencies: none
- Recommended Proficiencies: Blind-Fighting, Bulwark, Crude Weaponsmithing, Danger Sense, Endurance, Evade, Folklore, Hunting, Light Sleeping, Mental Armor, Survival, Tracking, Vision Quest, Weapon Improvisation.
- Forbidden Proficiencies: Arcane Order, All Sorcerous Proficiencies, All Spiritual Proficiencies
Overview: 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.
Role-Playing: 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 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. Wary of all forms of outworld magic, he avoids associating with the magic-wielding members of his party unless forced by circumstance.
Special Abilities:
- A Wizard Slayer begins with hide armor, a small shield, a shortbow, and a leather quiver of 3d4 spirit arrows, gifts from his tribal elders.
- 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.
- A Wizard Slayer can use know alignment 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.
- 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 7th level, he can attack creatures requiring a +2 weapon. At 10th level, he can attack creatures requiring a +3 weapon. At 13th level, he can attack +4 weapon creatures, and at 16th 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.
- If a Wizard Slayer destroys or disposes of a magical item, he earns 150% of its experience point value. 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 Wizard Slayer earns twice the normal number of experience points for slaying any wizard or priest
Special Disadvantages:
- A Wizard Slayer can’t use magical items of any kind (other than magical arrows). If the barbarian allows a wizard to cast a spell on him, he loses all special benefits for 24 hours.
- In combat situations, a Wizard Slayer must seek out any wizards or priests 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 a 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.
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