Silimiri - The Mage Hunters Of Chal
Hit Die: d10.
Class Skills
The Silimiri's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Imtimidate (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (nobility and royalty), Knowledge (history) Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int) and Spot (Wis).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
Table: The Silimiri
Level BAB Fort Ref Will Special 1st +1 +2 +0 +0 Detect magic, Smite magic 1/day 2nd +2 +3 +0 +0 Divine grace, lay on hands 3rd +3 +3 +1 +1 Aura of resistance, divine health 4th +4 +4 +1 +1 Dispel Magic 5th +5 +4 +1 +1 Smite Magic 2/day 6th +6/+1 +5 +2 +2 Spell Immunity 1/week 7th +7/+2 +5 +2 +2 8th +8/+3 +6 +2 +2 9th +9/+4 +6 +3 +3 Spell Immunity 2/week 10th +10/+5 +7 +3 +3 Smite Magic 3/day 11th +11/+6/+1 +7 +3 +3 Spell Resistance 1/week 12th +12/+7/+2 +8 +4 +4 Spell Immunity 3/week 13th +13/+8/+3 +8 +4 +4 14th +14/+9/+4 +9 +4 +4 Spell Resistance 2/week 15th +15/+10/+5 +9 +5 +5 Spell Immunity 4/week, 16th +16/+11/+6/+1 +10 +5 +5 Smite Magic 4/day 17th +17/+12/+7/+2 +10 +5 +5 18th +18/+13/+8/+3 +11 +6 +6 Spell Immunity 5/week 19th +19/+14/+9/+4 +11 +6 +6 Spell Resistance 3/weel 20th +20/+15/+10/+5 +12 +6 +6 Smite Magic 5/day
Class Features
All of the following are class features of the Silimiri.
Weapon and Armor Proficiency: Silimiris are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Detect Magic (Sp): At will, a Silimiri can use detect magic, as the spell.
Smite Magic (Su): Once per day, a Silimiri may attempt to smite magic with one normal melee attack. She adds her Wisdom bonus (if any) to her attack roll and deals 1 extra point of damage per Silimiri level. If the Silimiri accidentally smites a creature that is not magical or uses magic, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the Silimiri may smite magic one additional time per day, as indicated on Table: The Silimiri, to a maximum of five times per day at 20th level.
Divine Grace (Su): At 2nd level, a Silimiri gains a bonus equal to her Wisdom bonus (if any) on all saving throws.
Lay On Hands (Su): Beginning at 2nd level, a Silimiri with a Wisdom score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her Silimiri level x her Wisdom bonus. A Silimiri may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.
Aura Of Resistance (Su): Beginning at 3rd level, a Silimiri is developing a resistance to magic and receiving a +2 to all saving throws that are due to magic. This aura radiates to her allies, so all allies within 10 feet of her gains a +2 morale bonus on saving throws against magic.
This ability functions while the Silimiri is conscious, but not if she is unconscious or dead.
Spell Immunity (Sp): At 6th level, a Silimiri can produce a spell immunity effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
Spell Resistance (Sp): At 11th level, a Silimiri can produce a spell resistance effect, as the spell, once a week. She can use this ability one additional time per week at level 14 and level 19.