In our party, I play a cleric of St. Cuthbert, so he's lawful neutral and pretty rigid about codes of conduct. A while back, one of wizards (chaotic neutral) decided to take it upon himself to scorching ray an unconscious woman because "she was working with a necromancer", right after my cleric said "We should take her to the temple and have a mark of justice put down on her, so she will never do this again". So my cleric gets pretty mad that 1) his advice is ignored, and 2) because the wizard half-incinerated an unconscious halfling woman in broad daylight, in public. Basically, he challenged him to a duel, and had a decent anti-mage spell list ready, which, if used correctly, would've made the wizard pretty sad. Here's the list (the wizard uses mainly fire and acid spells) 0-Resistance- +1 on saving throws. 0-Create Water- 8 gallons of water wherever. (cannot be created inside living things) 0-Create Water-^ 0-Create Water-^ 0-Create Water-^ 1-Divine Favor- +2 to attack and damage rolls 1-Sanctuary- Cannot be attacked directly, including spells unless enemy succeeds on DC15 Will save*. 1-Magic Weapon-+1 to attack and damage rolls with weapon. 1-Shield of Faith- +2 to AC 1-Entropic Shield- All ranged attacks have 20% miss chance. *2-Owl’s Wisdom- +4 Wisdom (+2 Wis Mod, +2 Will saves, +2 DC to spells) 2-Silence- 20ft. radius (40ft diameter) sphere of no sound; Verbal components of spells are nullified, spells fail. Can be cast on a target (Will save negates; DC16*), or a point in space. 2- Summon Monster II- Celestial Riding Dog (1d6+3 damage, 40ft speed, +2 initiative, AC16, touch 12), or Lemure (1d4+2 1d4+2 (2 claws), BAB+2, 20 ft speed, immunity to fire and poison, resistance to acid and cold 10) 2-Resist Energy- Damage reduction 10 (-10 damage each time) against one type of energy for 40 minutes. 3-Protection from Energy- Absorb 48 points of damage of one type of energy. 4-Freedom of Movement- Move as if unimpeded for 40 minutes. All slowing effects nullified during this time, including grapples. The wizard has this time slowing spell that makes things move at 10% speed, which is why I had Freedom of Movement, and the various protection spells should be obvious. Well, obviously I cast FoM first, and immediately after the wizard casts his timeslow spell, and the DM says I'm moving at 10% speed. After a debate about what counts as slowing effects, the DM compromises and makes me sacrifice my Protection From Energy spell to get out of timeslow, which, even with my Resist Energy, would not be enough against this glasscannon. After a long fight, the result of which is a twice-broken sternum and Fortitude saves to move in any way or collapse for the cleric, and a broken arm for the wizard, my cleric yields, and the wizard casts Acid Splash just because he felt like it on my beaten cleric, who has been burned, dissolved, and broken already. Story moves on, my cleric is alright after some healing, and gets some very nice perks (long story). Naturally, however, he's pretty upset at having lost to a frail 70 year old madman in the name of justice, so he's on his way to becoming a Witch Hunter. Now, besides reading the Quintessential Cleric II, Witch Hunter section, I know nothing about the class. Could someone explain to me how I get it, what I get from it, and how I should modify it for maximum killwizard.exe ?