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Wizard Quest D20 Classes Page - Information for Majei

Name: Majei

Born with the ability to alter the fabric of the universe though use of mana that exists all around, the Majei seeks to master the powerful energy that suffuses his very being. Unlike other spell casters, who approach arcane magic through the medium of spells, a Majei invokes powerful magic through nothing more than an effort of will. By harnessing their innate magical gift through determination and force of will, a Majei can perform feats of supernatural ability, control the elements in nature or blast their foes with bolts of magical power.

All of the following are class features of the majei.

Alignment: Any, but most tend to be chaotic.

Hit Die: d4.

Class Skills
The majei’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int) and Use Magic Device (Cha).

Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Weapon and Armor Proficiency: Majei are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type restricts the majei’s ability to tap into the magic energy which drives their powers.
Bonus Languages: A majei may substitute Arcane for one of the bonus languages available to the character because of her race.
Familiar: A majei can obtain a familiar in exactly the same manner as a wizard or sorcerer can. See the sorcerer description and the information on Familiars below for details.
Scribe Scroll: At 1st level, a majei gains Scribe Scroll as a bonus feat. The only restriction needed to scribe the scroll is that the majei have access to the spell they wish to scribe.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a majei gains a bonus feat. At each such opportunity, she can choose a metamagic feat or an item creation feat. The majei must still meet all prerequisites for a bonus feat.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The majei is not limited to the categories of item creation feats or metamagic feats when choosing these feats.

In lieu of spells a majei gains the following arcane abilities.

Arcane Bolt (Sp): The first ability a majei learns is arcane bolt. A majei attacks his foes with pure magical power, using the energy to deal damage and sometimes impart other effects. The arcane bolt can also be used for benefitial effects, in which case it does not deal damage.
The bolt is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An arcane bolt deals 1d6 points of damage at 1st level and increases in power as the majei rises in level. An arcane bolt is the equivalent of a spell whose level is equal to one-half the majei's class level (round down), with a minimum spell level of 1st and a maximum of 9th when a majei reaches 18th level or higher.
An arcane bolt is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to arcane bolt. An arcane bolt deals half damage to objects. Metamagic feats cannot improve a majei's arcane bolt (because it is a spell-like ability, not a spell).
However, the feat Ability Focus (arcane bolt) increases the DC for all saving throws (if any) associated with a majei's arcane bolt by 2. See page 303 of the Monster Manual.
Detect Magic (Sp): Beginning at 2nd level, a majei can use detect magic as the spell at will. His caster level equals his class level.
Damage Reduction (Su): Fortified by the magical energy flowing in their body, a majei becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, a majei's damage reduction improves as shown on table 1-1.
Command Item (Ex): At 4th level and higher, a majei has the ability to more easily command magic items made for the use of other characters. When making a Use Magic Device check, a majei can take 10 even if distracted or threatened.
Mastery of Elements: At 4th level and higher, the majei gains the ability to alter the magical nature of his arcane bolt/invocation(s), changing it into one of the forms he has mastered. At 8th level, the majei gains mastery over a 2nd element. At 12th level, the majei gains mastery over a 3rd element. At 16th level, the majei gains mastery over the final element. At 20th level the majei gains mastery over the element of magic as well.
Resist Nature’s Lure (Ex): Starting at 4th level, a majei gains a +4 bonus on saving throws against the spell-like abilities of fey.
Blindsight (Sp): Beginning at 6th level, a majei can see the flows of mana in the environment and use this information to function in situations where normal sight would not be possible. This ability makes invisibility and concealment (even magical darkness) irrelevant to the creature (though it still can't see ethereal creatures). This ability operates out to a range specified in the creature description.

  • Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight.
  • Blindsight does not subject a creature to gaze attacks (even though darkvision does).
  • Blinding attacks do not penalize creatures using blindsight.
  • Blindsight works underwater but not in a vacuum.
  • Blindsight negates displacement and blur effects.

Shield Globe (Sp): At 8th level and higher, a majei has the ability to create a sphere of flaming magical energy that increases his effective AC by +1. This plus increases every 4 levels as follows, (+2 at 12th, +3 at 16th, +4 at 20th).
Energy Resistance (Su): At 10th level and higher, a majei has resistance 5 against any two of the following energy types: acid, cold, electricity, fire and sonic. Once the types are chosen, this energy resistance cannot be changed. At 20th level, a majei gains resistance 10 against the two selected types of energy.
Imbue Item (Su): A majei of 12th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells) in place of a required spell he doesn't know or can't cast.
If the check succeeds, the majei can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Invocations
Known
1st +0 +0 +0 +2 Arcane Bolt 1d6, Invocation (least) 1
2nd +1 +0 +0 +3 Detect Magic 2
3rd +1 +1 +1 +3 Arcane Bolt 2d6, Damage Reduction 1/cold iron 3
4th +2 +1 +1 +4 Command Item, Gain mastery over 1 of the following elements(Air, Earth, Fire or Water), Resist Nature’s Lure (Ex). 3
5th +2 +1 +1 +4 Arcane Bolt 3d6 4
6th +3 +2 +2 +5 Blindsight, Invocation (least or lesser) 5
7th +3 +2 +2 +5 Arcane Bolt 4d6, Damage reduction 2/cold iron 6
8th +4 +2 +2 +6 Shielding Globe +2 AC, Gain mastery over a 2nd element not previously chosen from the following list(Air, Earth, Fire or Water). 7
9th +4 +3 +3 +6 Arcane Bolt 5d6 7
10th +5 +3 +3 +7 Energy Resistance 5 8
11th +5 +3 +3 +7 Arcane Bolt 6d6, Damage reduction 3/cold iron, Invocation (least, lesser or greater) 9
12th +6 +4 +4 +8 Imbue Item, Gain mastery over a 3rd element not previously chosen from the following list(Air, Earth, Fire or Water). 10
13th +6 +4 +4 +8 Shielding Globe +4 AC 11
14th +7 +4 +4 +9 Arcane Bolt 7d6 11
15th +7 +5 +5 +9 Damage reduction 4/cold iron 12
16th +8 +5 +5 +10 Invocation (least, lesser, greater or archmagei), Add mastery over the final element not previously chosen from the following list(Air, Earth, Fire or Water). 13
17th +8 +5 +5 +10 Arcane Bolt 8d6 14
18th +9 +6 +6 +11 Shielding Globe +6 AC 15
19th +9 +6 +6 +11 Damage reduction 5/cold iron 15
20th +10 +6 +6 +12 Arcane Bolt 9d6, Energy resistance 10, Gain mastery over the element of magic as well. 16

MAJEI INVOCATIONS:

Majei choose the invocations they learn as they gain levels, much like bards and sorcerers choose which spells to learn. However, a majei's arcane repertoire is even more limited than that of a sorcerer, and his invocations are spell-like abilities, not spells.
In addition to its grade (least, lesser, greater or archmajei), every invocation has a spell level equivalent, which is used in the calculation of save DCs and for other purposes. A least invocation has a level equivalent of 1st or 2nd; a lesser, 3rd or 4th; a greater, 5th or 6th; and an archmajei invocation has a level equivalent of 6th or higher (maximum 9th). The level equivalent for each invocation is given in its description.
Invocations and Arcane Bolt: Arcane bolt is not an invocation, but some invocations provide a majei with the ability to modify his arcane bolt or add new arcane attacks/abilities.

ARCANE ESSENCE INVOCATIONS:

Some of a majei's invocations, such as frightening blast, modify the damage or other effects of the majei's arcane bolt. These are called arcane essence invocations. Unless noted otherwise, arcane bolts modified by arcane essence invocations deal damage normally in addition to imparting the effects described in the invocation description.
A majei can apply only one arcane essence invocation to a single arcane bolt, choosing from any of the arcane essence invocations that he knows. When a majei applies an arcane essence invocation to his arcane bolt, the spell level equivalent of the modified bolt is equal to the spell level of the arcane bolt or of the arcane essence invocation, whichever is higher. If a majei targets a creature with an arcane essence bolt that has immunity to the invocation's effect, it still takes damage from the bolt normally (provided it isn't also immune to the arcane bolt).
A majei can apply an arcane essence invocation and a bolt shape invocation (see below) to the same bolt. When a majei uses both kinds of invocations to alter an arcane bolt, the spell level equivalent is equal to the spell level of the arcane bolt, the level of the arcane essence invocation or the level of the bolt shape invocation, whichever is higher.

Least Arcane Essence Invoations:
Frightening Bolt: Target must make a Will save or become shaken.
Light: You manipulate the power of the surround mana to create an area of light.
Control Element - Least: A majei can exercise very minor control over any elementals he has mastered.

Lesser Arcane Essence Invocations:
Chilling Bolt: Bolt deals cold damage and target must make Fortitude save or take -2 penalty to Dexterity.
Flaming Bolt: Bolt deals fire damage and target must make Reflex save or catch fire.
Gift Of Wings: Manifests itself as a pair of wings, which allow the ability to fly at land speed +10 ft with average maneuverability.
Healing Touch: You manipulate the power of the surround mana to heal damage done to yourself or an ally. This invocation functions like cure moderate wounds, curing 2d6 points of damage +1 point per 2 caster levels (maximum +10).
Control Element - Lesser: A majei can exercise minor control over any elements he has mastered.

Greater Arcane Essence Invocations:
Confusing Bolt: Target must make Will save or be confused for 1 round.
Quaking Bolt: Target must make a Fortitude save or be knocked down.
True Sight: A pulse of pure mana exposes any creatures hidden, incorporeal or invisible that are within 60 feet of the majei. Effect lasts for 1 round per 2 caster levels.
Control Element - Greater: A majei can exercise normal control over any elements he has mastered.

ArchMajei Arcane Essence Invocations:
ArchMajei Bolt: Target must make Fortitude save or (not complete)
Conjure Aid: You summon good aligned creatures to you as helpers. Works as Summon Monster VIII, except it only works for good aligned creatures.
Control Element - ArchMajei: A majei can exercise great control over any elements he has mastered.

BOLT SHAPE INVOCATIONS

Some of a majei's invocations, such as arcane spear, modify the range, target(s), or area of a majei's arcane bolt. These are called bolt shape invocations. Unless noted otherwise, arcane bolts subject to bolt shape invocations deal damage normally in addition to imparting the effects described in the invocation description. A majei can apply only one bolt shape at a time to an arcane bolt, and he can choose from any of the bolt shape invocations that he knows. A majei need not apply a bolt shape invocation to his arcane bolt. When a majei applies a bolt shape invocation to his arcane bolt, the spell-level equivalent is equal to the spell level of the arcane bolt or of the bolt shape invocation, whichever is higher.
A majei can apply a bolt shape invocation and an arcane essence invocation (see Arcane Essence Invocations above) to the same bolt. When a majei uses an arcane essence and a bolt shape to alter an arcane bolt, the spell-level equivalent is equal to the spell level of the arcane bolt, the arcane essence invocation, or the bolt shape invocation, whichever is higher.

Least Bolt Shape Invocations:
Arcane Spear: Bolt range increase to 250 feet.
Tremendous Blow: Melee attack channels arcane bolt.

Lesser Bolt Shape Invocation:
Arcane Chain: Bolt jumps from initial target to secondary targets.

Greater Bolt Shape Invocation:
Arcane Cone: Bolt takes the shape of a cone.

ArchMajei Bolt Shape Invocation:
Arcane Blast: Bolt affects all enemies within 20 feet.

OTHER INVOCATIONS

In addition to the potent bolt shape and arcane essence invocations, majei learn a number of others that enable them to perform many tricks and attacks. These invocations are briefly described below.

Least Invocations
Arcane Utterance: Speak word of the arcane language and shatter objects as the shatter spell.
Beguiling Influence: Gain bonus on Bluff, Diplomacy and Intimidate checks.
Nightfall Cloak: Create a fog cloud as the spell.
Darkness: Use darkness as the spell.
Earthen Grasp: Use earthen grasp as the spell.
Entropic Warding: Deflect incoming ranged attacks, leave no trail and prevent being tracked by scent.
Leaps and Bounds: Gain bonus on Balance, Jump and Tumble checks.
Miasmic Cloud: Create a cloud of mist that grants concealment and fatigues those who enter.
Spiderwalk: Gain spider climb as the spell and you are immune to webs.

Lesser Invocations
Charm: Cause a single creature to regard you as a friend.
Flee the Scene: Use short-ranged dimension door as the spell, and leave behind a major image.
Stony Grasp: Use stony grasp as the spell.
Great Dispelling: Use dispel magic as the spell.
Walk Unseen: Use invisibility (self only) as the spell.

Greater Invocations
Chilling Tentacles: Use Evard's black tentacles as the spell, and deal extra cold damage to creatures in the area.
Concealing Shadow: Gain total concealment in dark areas and impose a Strength penalty on adjacent living enemies.
Consume Magic: Use targeted greater dispel magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.
Tenacious Plague: Use insect plague as the spell, but the summoned locust swarm deals damage as a magic weapon.
Wall of Flame: Create a wall of fire as the spell, but half the damage from the wall results from supernatural power.
Majei's Call: Use sending as the spell, but risk damage from recipient.

ArchMajei Invocations
Coming Foresight: Use foresight as the spell, and communicate telepathically with a close target of the effect.
Path of Shadow: Use shadow walk as the spell.
Retributive Invisiblity: Use greater invisibility as the spell (self only) that deals damage in a burst if dispelled.

FAMILIARS

A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a majei, sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar also grants special abilities to its master (a majei, sorcerer or wizard), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other. Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.

FamiliarSpecial
BatMaster gains a +3 bonus on Listen checks
CatMaster gains a +3 bonus on Move Silently checks
HawkMaster gains a +3 bonus on Spot checks in bright light
LizardMaster gains a +3 bonus on Climb checks
OwlMaster gains a +3 bonus on Spot checks in shadows
RatMaster gains a +2 bonus on Fortitude saves
Raven1Master gains a +3 bonus on Appraise checks
Snake2Master gains a +3 bonus on Bluff checks
ToadMaster gains +3 hit points
WeaselMaster gains a +2 bonus on Reflex saves
1 A raven familiar can speak one language of its master's choice as a supernatural ability.
2 Tiny viper.

Familiar Basics: Use the basic statistics for a creature of the familiar's kind, but make the following changes:
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.
Hit Points: The familiar has one-half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to get the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.
Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use.
Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the master's combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.
Natural Armor Adj.: The number noted here is an improvement to the familiar's existing natural armor bonus.
Int: The familiar's Intelligence score.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: At the master's option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.
Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.

Playable: Y
Date Entered: 2005-01-25


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