The southern nation of Halruaa is a humid and mysterious land of arcane wizardry, wherein puissant magicians clash and feud to gain power and sway, and magic-impervious counselors, the jordaini, give structure to the lives of the mighty. Watching over both are loyal Azuthan spellcasters called the magehounds.
In her excellent Counselors and Kings trilogy, The Magehound, The Floodgate, and The Wizardwar, Elaine Cunningham introduces the intriguing jordaini, counselors to kings.
Players and DMs who wish to use the 3.5 version of this material may want to peruse the pages of Shining South, which features the Halruaan magehound prestige class, the jordain vizier prestige class, plus a lot more information about Halruaa! You can also get a preview of the Halruaan magehound on this site.
The jordain-born (jor-DAY-in-BOURN) are members of Halruaa's vizier class who are raised specifically for their role as bodyguards and advisors to the ruling magocracy. Born and bred through the use of a potion that permanently instills a feeblemind effect on the mother and also grants them an innate magic resistance, the jordaini (jor-day-IN-ee) are taken from their parents at a very young age to be raised by the state. Most go on to enter House Jordain, a college that leads them into their expected role as aide-de-camp to Halruaa's elite. At least one jordain-born escaped this life path and became a rogue and sorceress.
Most jordain-born take levels in the expert, monk, and/or fighter classes before taking up the jordain prestige class. The rare rogue jordain takes levels in other classes.
Creating a Jordain-Born
"Jordain-born" is a template that can be added to any humanoid (referred to hereafter as the "character") at creation -- though with the exception of one elf, all known jordain-born have been human. It uses all the base character's statistics and special abilities except as noted here. This template can be taken only at character creation with the approval of the DM.
Special Qualities: A jordain-born retains all the special qualities of the base character and also gains the ability described below.
Arcane Nondetection (Ex): You gain an innate resistance to arcane divination spells, as if you are under the effect of a permanent nondetection spell. You cannot lower the effect. The DC to overcome your nondetection ability equals 10 + your Charisma modifier regardless of the source of the divination. If an arcane divination is attempted against the jordain-born, the caster of the divination must succeed at a caster level check (1d20 + caster level) against the jordain-born's nondetection DC. (See nondetection in Chapter 11: Spells in the Player's Handbook.) This quality does not apply to divine magic of any sort, whether spells or magic items. If the arcane or divine origin of a magic item is not known, the jordain-born should be given the benefit of the doubt and allowed his nondetection power. This quality is Weave-based and is affected by Shadow Weave feats and magic just as any other Weave-based magic.
Arcane Spell Resistance (Ex): You gain an innate spell resistance to arcane magic, including spells and spell-like effects. Unlike normal spell resistance, you cannot lower your spell resistance. Spells that normally ignore spell resistance also ignore your spell resistance. Your spell resistance rating equals 10 + your Charisma modifier. To affect the jordain-born with an arcane spell or magical effect, the jordain-born's foe must roll the jordain-born's spell resistance or higher on 1d20 + the spellcaster's level (see Spell Resistance in Chapter 10 in the Player's Handbook). This resistance does not apply to divine magic of any sort, whether spells or magic items. If the arcane or divine origin of a magic item is not known, the jordain-born should be given the benefit of the doubt and allowed his spell resistance. This quality is Weave-based and is affected by Shadow Weave feats and magic just as any other Weave-based magic.
Elven Blood (Ex): Due to trace amounts of elf blood, most likely unbeknownst to the jordain-born, a jordain-born is considered an elf for all special abilities and effects.
Abilities: A jordain-born gains a +2 bonus to Intelligence, Wisdom, and Charisma.
Climate/Terrain: Any land (Halruaa)
Organization: Solitary, pair, or class (3-12)
Challenge Rating: +1
Alignment: Usually lawful
Advancement: By character class
Except as noted above, a jordain-born is treated as a normal humanoid.
A jordain-born PC's effective character level (ECL) is its class level +2; thus an 8th-level jordain-born monk has an ECL of 10 and is the equivalent of a 10th-level character.
Jordain (Prestige Class)
The jordaini are a special servitor class, though still upper class, in the southern magocracy of Halruaa. They are trained at a young age to understand magic, schooled in a wide range of academic disciplines, and taught to be unflappable in the face of the wondrous. Following their graduation from House Jordain, they are assigned to Halruaa's ruling-class of wizards where their special skills make them important viziers to and often guardians of their new masters.
The typical jordain begins his training as an expert, then applies his abilities to the monk class until qualifying as a jordain, whereupon he typically alternates between monk and jordain levels. A few jordain multiclass as fighters or more rarely rogues. Members of the jordaini order can multiclass as experts, fighters, jordain, and monks. Fewer still take up spellcasting classes, since doing so almost inevitably makes them renegades hunted by the magehounds. With the exception of one traitorous and since-executed elven jordain, all known jordaini have been humans, though some are rumored to have elven blood in their veins (and, in fact, do).
Jordaini approach adventures as unflappably as they approach everything else. Despite their abilities, the jordaini have several restrictions on their behavior: They are indoctrinated to never lie, never utilize magic, whether learning spells or even wielding magic items, and obey Halruaan wizards, authorities, and laws. The punishment for breaking these rules is usually death (though some wizard masters have forced their jordaini to utilize a magic device in extreme circumstances). In addition, the jordaini are prevented from having children -- upon graduation, they are rendered infertile. Jordaini seldom handle money on the theory that they are less likely to be corrupted by its lure. They are taught to value the philosophical over the material and rely on their wizard masters to handle most of their material needs. Consequently, jordaini do not seek out wealth.
Hit Die: d6.
To qualify to become a jordain, a character must fulfill all the following criteria.
Alignment: Any lawful.
Patron Deity: Mystra.
Base Will Save: +5.
Skills: Concentration 8 ranks, Diplomacy 2 ranks, Gather Information 2 ranks, Heal 2 ranks, Knowledge (arcana) 8 ranks, Knowledge (history) 4 ranks, Knowledge (nobility and royalty) 4 ranks, Knowledge (any one other) 4 ranks, Listen 2 ranks, Spellcraft 4 ranks.
Feats: Courteous Magocracy, Improved Counterspell.
Special: Must have the jordain-born template. Must be literate and speak Common, Halruaan, and at least 2 other languages. Must have been raised by the jordaini order, precluding the practice of arcane magic or use of magic items, subject to interrogation by a magehound, prior to taking up the jordain prestige class.
The jordain's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intuit Direction (Wis), Knowledge (any) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Read Lips (Int, exclusive skill), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), and Spot (Wis).
Skill Points at Each Level: 8 + Int modifier.
Table1 : The Jordain
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +2 Arcane magic resistance, eidetic memory
2nd +1 +0 +0 +3 Bonus language, combat insight +1
3rd +2 +1 +1 +3 Counterspell
4th +3 +1 +1 +4 Bonus language, combat insight +2
5th +3 +1 +1 +4 Aide-de-camp, grace
All of the following are class features of the jordain prestige class.
Weapon and Armor Proficiency: A jordain gains no proficiency with any weapons or armor.
Arcane Magic Resistance (Ex): A jordain undergoes mental and physical training to further enhance his innate nondetection and spell resistance abilities. At 1st level, the DC to overcome your arcane nondetection ability and your arcane spell resistance score both increase to 15 + your Charisma modifier + your class level.
Should a jordain multiclassing with monk reach 13th level monk and gain the class feature diamond soul, the jordain can add his jordain and monk levels together to determine his effective level. However, while the monk levels apply to both arcane and divine magic, the totaled levels and Charisma modifier apply only to arcane magic. The multiclassed jordain can lower the portion of his spell resistance resulting from his monk levels.
Eidetic Memory (Ex): Jordaini are trained in various forms of mnemonics so in-depth as to become unconscious. They collect knowledge from all disciplines and can process this knowledge in a deductive way that almost belies explanation. This ability has three functions: the ability to recall knowledge and perceptions, the ability to commit specific things to memory, and the ability to make accurate conclusions.
First, through years of study to be of the greatest use to his wizard master, a jordain has picked up the details of legends and information regarding various topics. This knowledge works just like a bard's bardic knowledge ability. Jordaini also can attempt to recall the details of any memory, even those details they did not consciously note at the time of the event. Jordaini add their jordain level and their Intelligence modifier to the Knowledge check. See Chapter 3: Classes in the Player's Handbook for more information on bardic knowledge. Table 2: Eidetic Memory includes additional example DCs for use with eidetic memory.
Second, jordaini can also purposely commit an item -- whether a spoken message, a confession, a written note, a map, and so on -- to memory with perfect accuracy. They can store a number of items equal to their jordain class level plus Intelligence modifier in their memory. Jordaini can choose to drop certain items in favor of new ones. Dropped items can be recalled as if they were other types of memories on Table 2: Eidetic Memory.
Finally, the jordaini can use this ability to make lightning-fast deductions based on only the slightest clues, patterns, or scraps of memory. They can make reasonable statements about a person, place, or object, seemingly from very little knowledge. However, it is in fact the result of rigorously logical process the jordaini force their minds to undertake, digging up and correlating every possible piece of knowledge bearing on the topic. The nature of the knowledge the jordaini gains concerning the subject of analysis is subject to the DM's discretion but might include the DC of a particular task, the answer to a riddle, the way out of maze, or even a conclusion concerning a dilemma. The DM can ask for an eidetic memory check to receive the desired information; the DM secretly determines the DC.
If the jordain has levels in bard, loremaster, or in another class that grants the equivalent of bardic knowledge, the levels stack for the purpose of using bardic knowledge.
Table 2: Eidetic Memory
Type of Memory DC Examples
Recall obvious detail or common knowledge 10 Several noblewomen attended the royal ball; the gist of a conversation; silver weapons hurt lycanthropes.
Recall important detail or specialized knowledge 15 The queen's third daughter was absent; key phrases or "sound bites" of a conversation; fiendish creatures have cold resistance.
Recall noticeable detail or esoteric knowledge 20 Sir Hugo asked several ball-goers about the princess; word-for-word recollection of key portions of a conversation; which spells affect a particular kind of golem.
Trivial detail or obscure knowledge 25 The queen grimaced briefly when Sir Hugo asked about the princess; word-for-word recollection of an entire conversation; the process for becoming a lich.
Bonus Language (Ex): During their laborious studies, jordaini learn new languages to access more knowledge and better serve their wizard masters. The jordain can choose any new language at 2nd and 4th levels.
Combat Insight (Ex): Due to their quick, deductive minds and extensive training, jordaini can predict an opponent's next move to some extent. Jordaini gain a +1 insight bonus to AC and attack rolls. If the jordaini is caught flat-footed, the bonus to AC does not apply. At 4th-level, the bonus to AC and attack rolls increases to +2.
Counterspell (Ex): Jordaini do not learn to cast spells. However, beginning at 3rd level, they do learn to direct their spell resistance outward. This ability, combined with their knowledge of magecraft and how to disrupt spells, gives them the ability to counterspell arcane spells (see page 152 of the Player's Handbook).
The jordain must select an opponent as the target of the counterspell and make a Spellcraft check (DC 15 + the spell's level) to identify the opponent's spell, just as a spellcaster. However, unlike spellcasters, to complete the action, the jordain must make a special jordain class level check (1d20 + jordain class level + Charisma modifier) at least equal to the spell's DC. If successful, the jordain negates the arcane spell with no other results. The jordain can only counterspell spells equal to or less than his jordain class level + his Charisma modifier. This power is Weave-based and is affected by Shadow Weave feats and magic just as any other Weave-based magic.
A jordain can attempt to counterspell a number of times per day equal to his class level plus his Charisma modifier.
An ex-jordain who gains the ability to counterspell as a spellcaster must choose, after making his Spellcraft check, to counterspell either as a jordain or as his spellcaster class. The abilities do not stack in any way.
Aide-de-Camp (Ex): Jordaini eventually become indispensable assistants to their masters. At 5th level, the character doubles his Intelligence and Wisdom modifiers (if positive) for eidetic memory and all appropriate class skill checks.
Grace (Ex): At 5th level, jordaini become even more resistant to the effects of magic. The character can apply their Charisma modifier (if positive) on saving throws against all magic, including spells and spell-like effects.
Code of Conduct: Jordaini are not allowed to have families, lie, or utilize magic. They must obey Halruaan wizards, authorities, and laws.
Multiclass Note: Most jordaini multiclass with the expert, monk, and/or fighter. Jordaini can add levels of expert, jordain, monk, and fighter without losing their ability to advance as a monk. This is an exception to the rule in the Ex-Monks section in Chapter 3: Classes of the Player's Handbook. Violating this expanded limit by multiclassing into another class other than those listed ends the jordain's development as a monk, as described in the standard rules. This, however, does not end the jordain's development as a jordain. In addition, jordaini can add their jordain base attack bonus to their unarmed strikes (see Multiclassed Monk Unarmed Strikes below). They do not stack their jordain levels with their monk levels to determine unarmed damage, Armor Class, speed, or other special monk abilities (except as noted above).
Some jordaini have multiclassed as rogues or sorcerers, though such combinations almost assuredly force them out of the jordaini order and make them fugitives hunted by the deadly magehounds.
Ex-Jordaini: A jordain who becomes nonlawful cannot gain new levels as a jordain, but he retains all jordain abilities. In addition, a jordain who gets caught violating the code of conduct may be thrown out of the jordaini order, thereby preventing him from gaining new levels as a jordain, or worse, sentenced to death.
Multiclassed Monk Unarmed Attacks
To determine how many unarmed attacks a multiclassed jordain/monk can make and at what attack bonuses, add together the base attack bonus derived from his monk levels and the base attack bonus derived from his jordain or other monk prestige classes, and consult Table 3: Multiple Unarmed Attacks. This table shows how many additional unarmed attacks (after the first, at the character's full attack bonus) the character can make in a round and at what attack bonuses.
Table 3: Multiple Unarmed Attacks
Base Attack Bonus Additional Unarmed Attacks
Magehounds are Halruaa's inquisitors. They test the jordaini for magical ability or illegal usage of the same, track down renegade wizards, and enforce Halruaa's most important laws -- those governing the use of magic. They are usually LN human clerics of Azuth with the Magic and Spell domains and with levels in the mage-killer prestige class (see pages 32-34 of Magic of Faerûn). They replace the Martial Weapon Proficiency (any) feat requirement of the standard mage-killer prestige class with the Weapon Focus (quarterstaff) feat.
Typical Magehound: Male or female human Clr 7 of Azuth/Mage-Killer 2; CR 9; Medium-size humanoid; HD 7d8+14 plus 2d4+4; hp 54; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10, or 14, touch 10, flat-footed 14 with mage armor; Atk +8/+3 melee (1d6+1, +1 spell storing quarterstaff), or +6/+1 melee (1d4/19-20, silver dagger), or +6 ranged (1d8/19-20, light crossbow), or +6 ranged (1d4/19-20, silver dagger); AL LN; SV Fort +9, Ref +5, Will +11; Str 10, Dex 10, Con 14, Int 12, Wis 17, Cha 11.
Skills and Feats: Concentration +16, Diplomacy +2, Gather Information +2, Intimidate +1, Knowledge (arcana) +6, Knowledge (local -- Halruaa) +3, Knowledge (religion) +6, Scry +6, Search +2, Spellcraft +17; Augment Summoning, Combat Casting, Courteous Magocracy, Great Fortitude, Lightning Reflexes, Weapon Focus (quarterstaff).
Cleric Spells/Day: (6/5+1/5+1/4+1/2+1/1+1; save DC 13 + spell level).
Domains: Magic (spell completion or spell trigger activation items as a 3rd-level wizard), Spell (+2 bonus on Concentration and Spellcraft checks [already figured into the statistics above]).
Domain Spells: 1st -- mage armor, Nystul's undetectable aura; 2nd -- identify, silence; 3rd -- anyspell, dispel magic; 4th -- imbue with spell ability, Rary's mnemonic enhancer; 5th -- break enchantment, spell resistance.
Possessions: +1 spell storing quarterstaff (with inflict serious wounds [3d8+9]), 4 potions of cure light wounds, scroll of battering ram, 2 scrolls of forcewave, scroll of grease, scroll of sleep, wand of dispel magic (15 charges), light crossbow, 2 bolt cases of 10 bolts, silver dagger, silver holy symbol, 2 vials of holy water, tanglefoot bag, potion belt, scroll organizer.
D&D 3.5 resource? I literally just searched inside the folders for 'jordain.' It was in the unsorted area that I had to personally grab, but still.