Hunter of the Dead was originally published in Dragon magazine #281. It is distributed here under the Open Gaming License.
It is © 2001 Dragon Magazine, Wizards of the Coast, Inc. and author Monte Cook.

     Psi-Hunters are arcane spellcasters specially suited to hunting and neutralizing psionicists.

Base Attack: +5
Skills: Knowledge (Psionics) 3
Feats: Track, Iron Will
Spellcasting: Must be able to cast arcane spells.

 

Level
Attack+
Fort+
Ref+
Will+
Special
Spells per Day
           
1st
2nd
3rd
4th
5th
1
+1
+0
+0
+2
Detect Psionics, Mental Defense 1
1
0
--
--
--
2
+2
+0
+0
+3
Hamper Psionics
2
1
--
--
--
3
+3
+1
+1
+3
Mental Defense 2
3
2
0
--
--
4
+4
+1
+1
+4
Psychic Stab
3
3
1
--
--
5
+5
+1
+1
+4
Invisible to Psionics
4
3
2
0
--
6
+6
+2
+2
+5
Mental Defense 3
4
4
2
1
--
7
+7
+2
+2
+5
Power Resistance, Hamper Psionics
4
4
3
2
0
8
+8
+2
+2
+6
Null Psionics Prison
4
4
4
2
1
9
+9
+3
+3
+6
Mental Defense 4
4
4
4
3
2
10
+10
+3
+3
+7
Mete Out Mental Justice
4
4
4
4
3

Skill points at each level: 4+Int modifier

The Psi-Hunter's class skills and their key abilities are: Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Psionics)
    (Int), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Wilderness Lore (Wis).

1st: alarm, cause fear, command, doom, hypnotism, magic weapon, obscuring mist, true strike, shield
2nd: blur, bull's strength, cat's grace, detect thoughts, endurance, hypnotic pattern, locate object, see invisibility
3rd: dispel magic*, freedom of movement, greater magic weapon, hold person, minor globe of invulnerability*, non-detection,
       spell-immunity*

4th: emotion, detect scrying*, dimensional anchor, discern lies, haste, locate creature, scrying
5th: anti-magic field, globe of invulnerability*, magic jar, mind fog, Rary's telepathic bond, true seeing
* Regardless of how magic and psionics interrelate in the campaign, these spells work against both magic and psionics.

HD: d8

Weapon and Armor Proficiencies: Psi-Hunters are proficient in the use of all simple and martial weapons as well as all armor
    and shields.

Spells Per Day: The Psi-Hunter has the ability to cast a small number of arcane spells. To casta spell, he must have an
    Intelligence score equal to the 10+the spells level. Bonus spells are determined by Intelligence. If a level has 0 spells known of that
    level, he only gains bonus spells for that level. A Psi-Hunter learns, prepares, and casts spells as a Wizard but only from the spell
    list provided.

Detect Psionics (Sp): At will, a psi-hunter may detect psionics as the power of the same name.

Mental Defense (Su): When a psionic attack mode is used against a Psi-Hunter, he considered to have the mental hardness
    
indicated in the table. In adition, he gains a luck bonus to Will saves of that amount against psionic attacks and items as well. This
    Mental Hardness does not stack with any gained from another source.

Hamper Psionics (Sp): The Psi-Hunter generates psychic static around himself at all times. Anyone attempting to use a psionic
    power within 30 feet does so as through the areain a catapsi field. When the psi-hunter reaches 7th level, the area of this power
    increases to 50 feet and the power points spent are tripled to manifest a psionic power.

Psychic Stab (Su): 1/day the Psi-Hunter may alter one melee attack to be particularly potent against Psionic enemies. This strike
    is made a +4 attack bonus and a damage bonus equal to the class level of the Psi-Hunter. If the Psi-Hunteraccidentaly stabs a
    creature that is not psionic, it does no extra damage and the daily use is wasted.

Invisible to Psionics (Su): The Psi-Hunter may no longer be detected by psionic powers, feats or items.

Power Resistance (Su): The Psi-Hunter gains a special PR of 10+class levels. This ability only functions against psionic
    powers, feats and items.

Null Psionics Prison (Sp): 1/day, the Psi-Hunter may create a 5-foot radius area in which psionics do not function (as if under
    the effects of a null psionics field). The prison can only be created around a psionic creature. This prison is immobile and lasts as
    long as the psionic creature remains in the 5-foot-radius area.

Mete Out Mental Justice (Su): The Psi-Hunter can place a curse on any psionic creature he touches. If he succeeds at a melee
    touch attack, the creature must make a Will save DC 20 or take 2d6 damage each time a psionic power, ability, attack or defense
    mode is used. A remove curse, limited wish, miracle or wish spell can remove the curse. This may be used a number of times
    equal to the Psi-Hunters class levels. (Yes, it is a finite number of times)