Medjai (3.5e Class)

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<-Great soldiers, guardian of tombs and palaces with a good military instruction and an excellent academic training. They tend to be warriors in the service of empires and institutions or reliable mercenaries. Trained elite fighters using their knowledge to face any foe in particular to kill specific creatures in their territory of origin.->.

Making a <Medjai>[edit]

<-Like any fighter class Medjai has good hit points despite their ability to use weapons and armor is much lower than that of a fighter. Medjai strength comes from its preparation or grows throughout the fight. Like a magician should review their notes to remember how to defeat an enemy or another. The Medjais blend seamlessly with other Medjais also can play the role of a frontline fighter, a rogue eliminating primary targets and be as good source of knowledge as any wizard.->.

Abilities: <-Medjai's wisdom is its main feature, and increases his abilities greatly. Strength is useful, but they rely on their dexterity to cause more damage and improve their attack, and the constitution allows it to withstand more damage.->.

Races: <-Humans and half-elves are usually the best breeds adapted to be Medjais. His versatility is what allows them to use their intellect to do what others do with their muscles and more. Anyway and depending on campaign any race that is sufficiently intelligent and organized can create a Medjai order.->.

Alignment: <-Any non-chaotic. As possible Medjai must meet its covenants, agreements, contracts and promises. Lies, promises not officially agreed and agreements that are impossible to meet will not harm the reputation of a Medjai. On the other hand, a Medjai who refuses to fulfill his contract will be punished with monetary fines and even expulsion from the order to which he belongs.->.

Starting Gold: <-4d4->×10 gp (<-100-> gp).

Starting Age: <-Moderate->.

Table: The <-Medjai->

Hit Die: d<-8>

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +2 <-Track, Wild empathy, Smite evil 1/day->
2nd +2 +1 +2 +2 <-Combat style->
3rd +3 +1 +3 +3 <-Aura of courage, Endurance->
4th +4 +2 +3 +3 <-Desert stride*, School of the doctrine*->
5th +5 +2 +3 +3 <-Smite evil 2/day->
6th +6/+1 +3 +4 +4 <-Improved combat style->
7th +7/+2 +3 +4 +4 <-Remove disease 1/week->
8th +8/+3 +3 +5 +5 <-Swift tracker->
9th +9/+4 +4 +5 +5 <-Evasion->
10th +10/+5 +4 +6 +6 <-Smite evil 3/day, School of the doctrine level 2->
11th +11/+6/+1 +4 +6 +6 <-Combat style mastery->
12th +12/+7/+2 +5 +7 +7 <-Remove disease 2/week->
13th +13/+8/+3 +5 +7 +7 <-->
14th +14/+9/+4 +5 +8 +8 <-->
15th +15/+10/+5 +6 +8 +8 <-Remove disease 3/week, smite evil 4/day->
16th +16/+11/+6/+1 +6 +9 +9 <-School of the doctrine level 3->
17th +17/+12/+7/+2 +6 +9 +9 <-->
18th +18/+13/+8/+3 +7 +10 +10 <-Remove disease 3/week->
19th +19/+14/+9/+4 +7 +10 +10 <-->
20th +20/+15/+10/+5 +7 +11 +11 <-Smite evil 5/day->

Class Skills (<-4-> + Int modifier per level, ×4 at 1st level)
<-Appraise (Int), Climb (Str),Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge Geography (Int), Knowledge Religion (Int), Move Silently (Dex), Ride (Dex), Listen (Wis), Spot (Wis), Search (Int), Survival (Wis), Swim (Str), Use Magic Device (Cha)->.

Class Features[edit]

<-->. All of the following are class features of the Medjai.

Weapon and Armor Proficiency: <-Medjais are proficient with the following weapons: club, dagger, quarterstaff, scimitar, falchion, sling, short bow, long bow and all the simple and martial spears and polearms. Medjais are proficient with light or medium armor only. Medjais cant use any kind of shield. Use of heavy armor or shields is a sign of cowardice acceptable only in critical conditions that besides make impossible to benefit from most of the special skills of Medjais.->.

Dessert stride: <-As Woodland Stride but including any dessertic soil or impediment, like quick sands. The medjai also becomes inmune to sandstorms, and can orient himself in them->.

School of the doctrine: <-This is the principal characteristic of a Medjai warrior. At 4th level a Medjai warrior must choose between one of the several schools in which his order is divided. The name of them can change from one cult to another but the typical ones are inspired in the desertic folclore->.

School of the Ibis: <-This medjai finds meaning in healing others like the holy bird of the sacred river. The medjai gains the ability Lay on Hands as a paladin of this level. At 2nd level he gains access to the Healing domain like a cleric 4 levels behind and gains also inmunity to any poison, including the ones from the School of the Cobra. At 3rd level he gains access to the Healing domain like a cleric of the same level->.

School of the Chacal: <-The medjai learns to fight swiftly and wisely like the dessert maraudeer. He or she adds his dexterity bonus to his attack modifier and his WIS bonus to his AC, touch armour and flat-footed armour, in both cases on top of the usual bonuses. At 2nd level the warrior adds his DEX bonus to damage, gains a number of opportunity attacks equal to his WIS bonus, can feint as a swift action once per turn and is inmune to the extra critic range(but not multiplier) of the School of the Crocodile. At 3rd level the medjai adds his DEX bonus to his grapple and topple checks, and his WIS bonus to his feint checks on top of the already existing bonuses, and is inmune to any feint tried by a humanoid enemy->.

School of the Falcon: <-The warrior is inspired by the truth of his faith, mystic and profound like the lord of the skies. The medjai can choose a Cleric domain strictly related to his cult and make use of these spells like a cleric of the same level. At 2nd level the medjai can turn undead like a cleric 2 levels behind but only those risen by the School of the Beetle. At 3rd level he can turn said undead like a cleric of the same level using his WIS bonus instead of the CHAR bonus if he wishes, and can choose a second extra domain strictly related to his cult->.

Every medjai can choose one of this schools, but only the evil ones have access to the following, more obscure, dark and deadly:

School of the Cobra: <-The medjai uses a deadly poison, like the queen of the reptiles. In his first attack with a weapon of the turn he has a possibility equal to level/20 of inflicting poison damage. This poison deals 1d4+WIS of damage every turn and can only be cured by the remove desease feat outside of combat, magic, or an explicit antidote. The victim has a Fortitude Save equal to 10+the medjai level+WIS modifier and can only be infected if he is non-affected. The poison does not stack with itself. At 2nd level the poison can be inflicted with every attack and deals 2d6+WIS of damage, and the medjai becomes inmune to any kind of poison except, ironically, the ones he use, but very few know of this. At 3rd level the poison deals 3d8+WIS and the Fortitude Save is equal to 15+the medjai level+WIS modifier.->.

School of the Crocodile: <-Like the deadly hunter of the sacred river, this medjai crushes his enemies when they are weaker. The medjai adds one point to his critic range and to his critic damage multiplier. At 2nd level the warrior looses that point in the critic range but adds his WIS modifier to the critic range, being able to stack this with Improved Critics if desired, and gains +WIS to his AC. At 3rd level he becomes inmune to critics and opportunity attacks, and adds another +5 to his AC, his skin becoming hard as crocodile hide->.

School of the Beetle: <-The medjai is trastorned by the Book of the Dead and the magic of the afterlife, of which the sacred insect is symbol. The medjai gains access to spells like a necromenacer 3 levels behind the level of the medjai, but can not raise undead. At 2nd level the medjai acts as a necromancer 2 levels behind and can raise undead as such. At 3rd level his necromancer level is equal to his medjai level, since he understands now the misteries of the Book of the Dead->.


The Medjais who commit serious offenses against his order not only are fined financially. In addition they are expelled from their order and are rarely allowed to return. If you have the resources Medjais expelled form their own order or leave the path that used to follow. However, it is very rare for a comet Medjai such offense that can not be fixed with a big enough bag of gold. At least in the opinion of the order.

Epic Medjai[edit]

Table: The Epic Medjai

Hit Die: d8

Level Special
21st Arcane Reader: Permanent
22nd Hunter Tipe VII
23rd Bonus Feat
25th Life of Study VI
26th Bonus Feat
27th Shared KnowledgeIV
29th Bonus Feat
30th Life of Study VII

<4> + Int modifier skill points per level.

Arcane Reader: The capacity of read magic becomes permanent.

Hunter Tipe: Chosse another sub-category

Life of Study:' Chosse another Knowledge or a +3 bonification to an existing one.

Shared Knowledge: The efect now last two rounds instead of just one.

Bonus Feats: The epic Medjai gains a bonus feat (selected from the list of epic Medjai bonus feats) every 3 levels after 20th.

Epic Medjai Bonus Feat List: Arcane Eyes, True Knowledge, Perfect Health, Legendary Climber, Great Intelligence, Epic Weapon Focus, Overwhelming Critical, Penetrate Damage Reduction, Polyglot, Augmented Craft (Any), Damage Reduction, Instant Reload, Epic Reputation.

Human Medjai Starting Package[edit]

Weapons: Scimitar or Spear, Long Bow.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Knowledge Religion 4 Int
Knowledge Geography 4 Int
Concentration 4 Con
Use Magic Device 4 Cha
Swim 4 Str 0
Climb 4 Str 0
Ride 4 Dex 0
Move Silently 4 Dex 0
Hide 4 Dex 0

Feat: Combat Expertice.

Bonus Feats: Toughness>.

Gear: Leather Armor, various travel items (that depends of the situation).

Gold: 1d10 gp.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Medjais in the World[edit]

"Live today, fight tomorrow."
—Ardeth Bay, Human Medjai
“People like to invent monsters and monstrosities. Then they seem less monstrous themselves. When they get blind-drunk, cheat, steal, beat their wives, starve an old woman, when they kill a trapped fox with an axe or riddle the last existing unicorn with arrows, they like to think that the Bane entering cottages at daybreak is more monstrous than they are. They feel better then. They find it easier to live.”
—Geralt of Rivia, Mutated Human Medjai (Witchers are a kind of Medjais)

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

Medjai Lore[edit]

Characters with ranks in Bardic Knowledge, Knowledge History or Knowledge Religion can research Medjais to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Bardic Knowledge or Knowledge History/Religion
DC Result
5 The Medjais are soldiers or mercenaries.
10 The Medjais are the only real smart combatants in the world.
15 The Medjais study their enemies and situations and gain powerful bonuses.
20 The Medjais specialize in a style of fighting and share their knowledge among themselves getting an incredibly powerful synergy.

Medjais in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.

--Teo (talk) 00:32, 5 March 2014 (MST)

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