TEXT: By Jeff Swank
  Frog God 
  Games
  
  2
  Lost Lore: Supernal Dragon Dojo
  Author
  Jeff Swank
  Developer
  John Ling
  Additional Development
  Greg A. Vaughan
  Copy Editor
  John Ling
  Art Direction, Layout & Typesetting
  Charles A. Wright
  Cover and Interior Art
  Andrew DeFelice
  Credits
  CEO — Bill Webb
  Creative Director: Swords & Wizardry — Matthew J. Finch
  Creative Director: Pathfinder — Greg A. Vaughan
  Art Director — Charles A. Wright
  Lead Developer — John Ling
  Sales Manager — Jennifer Chalfan
  Marketing Manager — Chris Haskins
  Customer Service Manager — Krista Webb
  Wasn’t Even Supposed To Be Here Today — Skeeter Green
  Shadow Frog — James Redmon
  Adventures 
  Worth  
  Winning
  Frog  
  God 
  Games
  © 2016 Frog God Games, LLC all rights reserved. 
  Product Identity: The following items are hereby identified as Frog God Games LLC’s Product 
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  FROG GOD GAMES IS
  
  3
  Lost Lore: Supernal Dragon Dojo
  Go to the battlefield firmly confident of victory, and you will come 
  home with no wounds. Engage in combat fully determined to die 
  and you will live; wish to survive in the battle and you will surely 
  meet death.
  You may not be in the wrong to think that the world is always 
  subject to change, but the warrior must not entertain this way of 
  thinking, for his fate is always determined.
  — Sensei Liang, Headmaster of Supernal Dragon Dojo
  Overlooking a sea of clouds, the Supernal Dragon dojo is located 
  at the apex of the Xaojing mountain range between the Chi’en 
  Hegemony and Gtsang Prefecture. At the foot of the mountain sits 
  a magnificent and boundless staircase, aptly named the Heavenly 
  Road. Should one attempt to climb this stairway, they will find it 
  weaves a long and treacherous path up the side of the cliff. At the top 
  of the staircase, sitting amongst the clustered snowcapped peaks, one 
  finds the elegant face of the Supernal Dragon palace and dojo.
  Supernal Dragon dojo is an apotheosis of construction, by 
  employing the physiognomy that is cragged in length while wide 
  and plain on breadth. The buildings are laid out in a square, forming 
  an inner courtyard. Looking from the outside, the square group of 
  buildings blocks the viewers from the innermost sanctums. However, 
  because the buildings are located on a prominence, the highest main 
  building forming the square has a commanding open view of the rest 
  of the mountain. The layout of the compound allows access to a brisk 
  mountain stream. The most important hall is located at the uppermost 
  peak and lower in order of significance: the main dojo, halls for 
  meditation, everyday living areas for samurai, and a pavilion.
  The mountain dojo is enraptured in intricate dragon sculptures 
  designed throughout all its architecture with breathtaking detail. 
  The buildings themselves appropriately utilize the peaks in the 
  background as meditative focal points and the topographical features 
  to embody the certain doctrine that the dojo pursues, “To achieve a 
  state of infinite compassion, wisdom, and skill.”
  It is in this mysterious dojo that many of this age’s legendary 
  samurai of Chie’en and Gtsang have been trained. The word samurai 
  means “one who serves,” which typically refers to their service 
  to their lord and daimyo. It also means service to the lands, local 
  people, laws, and to a life dedicated to honor. The Supernal Dragon 
  dojo has made its reputation in training samurai who excel — not 
  only in these edicts, but in the perfection of swordsmanship and 
  combat. It is debated that swordsmanship alone does not make a 
  samurai and so while the dojo inducts its students into calligraphy, 
  the bow, horsemanship, music, poetry and self-reflection, yet it is 
  the samurai’s training in swordsmanship that has become the dojo’s 
  legendary claim.
  The life of a student is difficult, and bushido (the code of the 
  samurai) is unrelenting. Bushido is the word for the way of the 
  samurai life, the Way of the Warrior. The Bushido code is the 
  principles of honor and conduct which the samurai are required to 
  observe.
  Bushido stresses frugality, loyalty, mastery of martial arts, and 
  honor to the death. It teaches that men should behave according to 
  an absolute ideal standard, one that transcends logic or pragmatism. 
  The difference between right and wrong, honorable and dishonorable 
  are givens, not arguments subject to discussion or justification, and a 
  samurai will know the difference.
  Bushido holds that the true warrior must hold loyalty, courage, 
  veracity, and honor as important, above all else, and the Supernal 
  Dragon adds compassion to these virtues. An appreciation and 
  respect of life is imperative, as it adds balance to the warrior nature 
  of the Supernal Dragon samurai. Supernal Dragon dojo teaches its 
  students to be stoic with a deep and strong philosophical passion. 
  One can be deadly in combat and yet gentle and compassionate with 
  children and the weak.
  The Supernal Dragon dojo encompasses all these principles and 
  has become the pinnacle of training centers for samurai and for 
  daimyo’s seeking to hire the paramount elite warrior.
  New Resolve Options
  The following options are in addition to those presented in the 
  Pathfinder Roleplaying Game Ultimate Combat.
  Relentless: A samurai may spend one use of his resolve to gain 
  the effects of a haste spell for one round for every four levels of 
  samurai he has attained. These rounds are consecutive and he gains 
  the fatigued condition afterwards.
  Unyielding: Whenever the samurai is hindered by difficult terrain, 
  he may spend one use of his resolve to make a normal movement 
  across the area at his unhindered speed.
  Immobile: Whenever the samurai is targeted against his CMD, he 
  can spend one use of his resolve as an immediate action to add an 
  additional 1d6 to his CMD against the attack.
  New Archetypes
  The following are archetypes for the samurai base class presented 
  in Pathfinder Roleplaying Game Ultimate Combat.
  Daisho Master
  Daisho literally translates to “big–little” and is the samurai term 
  for the matched pair of swords. Trained under great masters to utilize 
  strikes with more than just the katana, the daisho master is prepared 
  to battle with katana and wakizashi with devastating effect in a two-
  weapon fighting style, also referred to as Nitojutsu.
  Daisho Defense (Ex) At 1st level, when a daisho master makes a 
  full-attack with katana and wakizashi, he gains a +1 dodge bonus to 
  AC against melee attacks until the beginning of his next turn. This 
  bonus increases by +1 every four levels.
  This ability replaces mount.
  Daisho Expert (Ex) At 3rd level, a daisho master gains an 
  unparalleled expertise with his daisho weapons. At 3rd level, the 
  daisho master gains the ability to draw the daisho weapons as a 
  free action as if he had the Quick Draw feat. In addition, whenever 
  he threatens a critical hit with his daisho weapons, he gains a +2 
  bonus on the confirmation roll. Finally, his daisho master levels stack 
  with any fighter levels he possesses for the purposes of meeting the 
  prerequisites for feats that specifically select his chosen weapon, 
  such as Weapon Specialization.
  This ability replaces weapon expertise.
  Daisho Style (Ex) At 4th level, a daisho master gains a +1 bonus 
  on attack and damage rolls when making a full-attack with katana and 
  wakizashi. This bonus increases by +1 for every four levels after 5th.
  This ability replaces mounted archer.
  Daisho Strike (Ex) At 6th level, a daisho master may, as 
  a standard action, make one attack with both his primary and 
  The Supernal Dragon Dojo
  
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  Lost Lore: Supernal Dragon Dojo
  secondary weapons. The penalties for attacking with two weapons 
  apply normally.
   This ability replaces the bonus feat gained at 6th level.
  Balanced Daisho (Ex) At 12th level, the attack penalties for 
  fighting with the daisho weapons are reduced by –1 for a daisho 
  master. Alternatively, he may use a katana in his off-hand, treating it 
  as if it were a light weapon with the normal light weapon penalties.
  This ability replaces the bonus feat gained at 12th level.
  Perfect Daisho (Ex) At 18th level, the penalties for fighting with 
  the daisho weapons are reduced by an additional –1 for a daisho 
  master. This benefit stacks with balanced daisho. If he is using 
  a katana in his off hand, treating it as a light weapon, he uses the 
  normal light weapon penalties.
  This ability replaces the bonus feat gained at 18th level.
  Iaijutsu Master
  The intricate style of swordplay called 
  iaijutsu is dedicated to the martial art 
  of drawing a weapon and attacking in 
  the same fluid motion. This samurai 
  is based on speed and agility to take 
  down his foes, using momentum 
  instead of pure strength.
  Iaijutsu Finesse (Ex) At 1st 
  level, an iaijutsu master may use the 
  katana of your size category; you 
  may use your Dexterity modifier 
  instead of your Strength modifier 
  on attack rolls. If you carry a 
  shield, its armor check penalty 
  applies to your attack rolls.
  This ability replaces mount.
  Iaijutsu Strike (Ex) At 3rd 
  level an iaijutsu master can 
  perform a lightning quick iaijutsu 
  strike against the target of his 
  challenge to inflict devastating 
  wounds 
  while 
  drawing 
  his 
  sword. After the iaijutsu master 
  has challenged a foe but before 
  he has attacked the target of his 
  challenge, he may choose to use 
  his iaijutsu strike as a full-round 
  action, making an attack roll with 
  his weapon as normal. In order to 
  use this ability, the iaijutsu master’s 
  weapon must be sheathed at the start 
  of his turn. If he successfully hits 
  his opponent with an iaijutsu strike, 
  his attack deals an additional +1d6 
  points of damage. This bonus damage 
  increases by an additional +1d6 at 5th 
  level and every two levels thereafter 
  to a maximum of +9d6 damage at 19th 
  level. Any extra damage as a result 
  of a successful iaijutsu strike is not 
  multiplied by a critical hit.
  After making an iaijutsu strike, an 
  iaijutsu master takes a –4 penalty 
  to his AC until his next turn, but 
  his weapon is now drawn and he 
  may continual to fight normally. 
  Regardless of whether he hits his 
  opponent with the iaijutsu strike, 
  an iaijutsu master cannot use this ability on the same foe more than 
  once per day.
  At 12th level, an iaijutsu master learns to focus faster and is able 
  to make an iaijutsu strike as a standard action, and the penalty to his 
  AC is reduced to –2.
  This ability replaces the samurai’s mounted archer.
  Slashing Momentum (Ex) At 5th level, an iaijutsu master may 
  add his Dexterity modifier to his katana damage instead of his 
  Strength modifier.
  This ability replaces banner.
  Swift Slice (Ex) At 14th level, an iaijutsu master may make an extra 
  attack with his katana as a standard action as part of his iaijutsu strike
  This ability replaces greater banner.
  New Orders
  The Bushido code is typified by five orders. Unless otherwise 
  stated, the saving throw DC for abilities is calculated as 10 + 
  1/2 the samurai’s class level + his Charisma 
  modifier.
  The Supernal Dragon dojo does 
  not train just any samurai candidate. 
  In addition to the Bushido Code, the 
  samurai who train at the Supernal Dragon 
  dojo must also honor a strict moral code. 
  Only non-evil samurai may train at the 
  Supernal Dragon; some orders have more 
  strict moral requirements, as detailed in 
  their entries.
  The Order of  
  Benevolence
  The Supernal Dragon dojo 
  teaches that a man invested 
  with the power to command 
  and the power to kill is 
  expected 
  to 
  demonstrate 
  equally extraordinary powers 
  of benevolence. The head 
  master of the dojo, Sensei 
  Liang, speaks of followers of 
  the order of benevolence striving 
  to see magnanimity and affection 
  for others, sympathy and pity, 
  as the traits of benevolence, 
  “the highest attribute of the 
  human soul and the highest 
  requirement of a ruler of men.”
  Alignment: A samurai must 
  be neutral good to join this order.
  Edicts: A samurai who belongs to 
  the order of benevolence must strive 
  to show the quality of benevolence 
  for those he commands and those he 
  interacts with at all times. Although 
  he must obey the commands of his 
  sovereign, he will do so within the 
  closest interpretation of the moral 
  sense of benevolence.
  Challenge: 
  Whenever 
  an order of benevolence 
  member issues a challenge, 
  he may choose one type of 
  
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  Lost Lore: Supernal Dragon Dojo
  damage reduction to overcome. Once chosen, this may not be changed. 
  For every four class levels the samurai possesses he chooses one 
  additional type of damage reduction to overcome (to a maximum of 6 
  types at 20th level). The samurai may not choose to overcome epic DR 
  until he reaches 20th level; he may not choose to overcome adamantine 
  DR until he reaches level 12. A samurai may never overcome untyped 
  damage reduction, such as that gained by a barbarian. A samurai may 
  only choose an alignment-based DR if he possesses that alignment. 
  For example, a samurai may not choose “good” so he may overcome a 
  glabrezu’s DR unless he himself is of good alignment.
  Skills: An order of benevolence adds Heal (Wis) and Knowledge 
  (religion) (Int) to his list of class skills. An order of benevolence 
  member can attempt Knowledge (religion) checks untrained. If he 
  has ranks in the skill, he receives a bonus equal to 1/2 his samurai 
  level (minimum +1) when making checks to identify members of 
  religious faiths or religious paraphernalia.
  Order Abilities: A samurai belonging to the order of benevolence 
  gains the following abilities as he increases in level.
  Inner Guidance (Ex) At 2nd level, as long as he has a resolve 
  point, the samurai may swing his katana with an inner guidance that 
  applies an external pressure. This pressure causes 1d6 points of force 
  damage to a target.
  Force Blade (Ex) At 8th level as a standard action, the samurai 
  may swing his sword at a distant target and release a blade of force. 
  This force blade is a ranged attack with a 10 foot range increment and 
  does 1d6 points of force damage per every 2 levels of samurai to a 
  maximum of 10d6 and uses a resolve point.
  Spare a Life (Ex) At 15th level, whenever a samurai would strike 
  a creature with a melee attack that deals lethal damage and would 
  bring the creature’s hit points below 0, the samurai can, as a free 
  action, change the type of damage dealt to nonlethal damage. The 
  samurai can use this ability once per round.
  The Order of Courage
  Bushido distinguishes between bravery and courage: Courage 
  is worthy of being counted among virtues only if it is exercised 
  in the cause of Righteousness. Sensei Liang is quoted with 
  saying, “Perceiving what is right and doing it defines courage 
  at its core.”
  Alignment: A samurai must be of good alignment to join this order.
  Edicts: A samurai who belongs to the order of courage must strive 
  to define what is morally correct in situations, but to act on those he 
  deems right. Although he must obey the commands of his sovereign, 
  he must also have the courage to do what is right even if that means 
  going against his lord.
  Challenge: Whenever a samurai belonging to the order of courage 
  issues a challenge, he receives a +1 morale bonus on Will saves 
  against fear and a +1 bonus on Intimidate checks made against the 
  target of his challenge. These bonuses increase by +1 for every four 
  class levels the samurai possesses (to a maximum of +6 at 20th level).
  Skills: A samurai belonging to the order of courage adds 
  Knowledge (local) (Int) and Knowledge (nobility) (Int) to his list 
  of class skills. An order of courage samurai can make Knowledge 
  (nobility) checks untrained. If he has ranks in the skill, he receives a 
  bonus on the check equal to 1/2 his samurai level (minimum +1) as 
  long as it involves the display of courage.
  Order Abilities: A samurai belonging to the order of courage 
  gains the following abilities as he increases in level.
  Thunder Clap (Ex) At 2nd level, as long as he has a resolve point, 
  the samurai may swing his katana with such speed as to create a 
  crack of thunder when striking. This thunder clap causes 1d4 points 
  of sonic damage to a target only on a successful melee hit.
  Sonic Boom (Ex) At 8th level as a standard action, the samurai 
  draws his katana from its sheath with such speed that it emits a sonic 
  boom. This boom deafens and damages creatures in a 30-foot radius 
  and uses a resolve point. Any creature within the area is deafened 
  for 1d6 rounds for every 2 levels of samurai class and takes an equal 
  amount of sonic damage. A successful Fortitude save negates the 
  deafness and reduces the damage by half. A creature holding fragile 
  objects (such as a potion vial) can negate damage to them with a 
  successful Reflex save. A crystalline creature receives a –4 penalty 
  on their Fortitude save. A sonic boom cannot penetrate a silence spell.
  Against the Odds (Ex) At 15th level, whenever the samurai makes a 
  melee attack against the target of his challenge and that target is of higher 
  level, the samurai gains a bonus on attack and damage rolls equal to his 
  Charisma modifier. This damage is multiplied on a critical hit.
  The Order of Honor
  Though Bushido deals with the profession of soldiering, it is 
  equally concerned with non-martial behavior. Sensei Liang states, 
  “The sense of Honor, a vivid consciousness of personal dignity and 
  worth, characterized the samurai. He is born and bred to value the 
  duties and privileges of his profession. Fear of disgrace hangs like a 
  sword over the head of every samurai.”
  Edicts: A samurai who belongs to the order of honor must honor 
  and protect not only his lord but also the lives and prosperity of the 
  common folk, shielding them from the deprivations of those who 
  would seek to cause them harm or exploit them. He must take no 
  action that would cause dishonor to those whom he defends.
  Challenge: Whenever a samurai belonging to the order of honor 
  issues a challenge, all allies of the samurai within 30 feet, including 
  himself, gain 1 temporary hit point on his turn each round that he 
  makes an attack against the target of his challenge. These temporary 
  hit points last up to 1 hour and are may accrue above the creature’s 
  normal maximum hit point total. Temporary hit points do not stack; 
  that is, if the samurai makes attacks in three consecutive turns his 
  allies only gain up to the maximum number of temporary hit points 
  — though the duration is extended, and temporary hit points that have 
  been lost are refreshed. The number of temporary hit points gained 
  per round increases by 1 for every 4 levels the samurai possesses.
  Skills: A samurai belonging to the order of honor adds Knowledge 
  (nobility) (Int) to his list of class skills. In addition, he may add 1/2 
  his class level (minimum +1) to all Diplomacy checks.
  Order Abilities: A samurai belonging to the order of honor gains 
  the following abilities as he increases in level.
  Flame of Honor (Ex) At 2nd level, as long as he has a resolve 
  point, the samurai may ignite his katana with a flame of honor. This 
  flame does 1d4 points of fire damage stacks with magic fire weapon 
  bonus.
  Cone of Flame (Ex) At 8th level as a standard action, the samurai 
  may release a cone of flame from his katana as a ranged touch attack 
  against any targets within the 15-foot cone. This cone does 1d6 
  points of fire damage for every 2 levels of samurai to a maximum of 
  10d6. All targets may attempt a Reflex saving throw for half damage. 
  This ability uses a resolve point.
  Honor a Life (Ex) At 15th level as an immediate, a samurai can 
  spend a resolve point and expend a use of an attack of opportunity 
  to attempt to parry an attack. The samurai makes an attack roll as if 
  he were making an attack of opportunity; for each size category the 
  attacking creature is larger than the samurai, the samurai takes a –2 
  penalty on this roll. If his result is greater than the attacking creature’s 
  result, the creature’s attack misses, the samurai having blocked the 
  attack; a natural 20 by the attacking creature cannot be blocked by 
  the samurai. The samurai must declare the use of this ability after the 
  creature’s attack is announced, but before its attack roll is made. The 
  samurai may use this ability only once per round, regardless of how 
  many resolve points or attacks of opportunity he has available.
  The Order of Justice
  Bushido refers not only to martial rectitude, but to personal 
  rectitude or justice: The order of justice is one of the strongest virtues 
  of Bushido. Justice is one’s power to decide upon a course of conduct 
  in accordance with reason, without wavering; to die when to die is 
  right, to strike when to strike is right.
  
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  Lost Lore: Supernal Dragon Dojo
  Sensei Liang of the Supernal Dragon Dojo speaks of justice as, 
  “Justice is the bone that gives firmness and stature. Without bones, 
  the head cannot rest on top of the spine, nor hands move, nor do feet 
  stand. So without Justice, neither talent nor learning can make the 
  human frame into a samurai.”
  Alignment: A samurai must be lawful good to join this order.
  Edicts: A samurai who belongs to the order of justice must strive 
  to protect the moral code of fairness in the eyes of the law. Although 
  he must obey the commands of his sovereign, he will do so within the 
  closest interpretation of the moral sense of justice.
  Challenge: Whenever a samurai belonging to the order of justice 
  issues a challenge, he receives a +1 morale bonus on initiative 
  rolls and a +1 bonus on damage rolls made against the target of his 
  challenge. These bonuses increase by +1 for every four class levels 
  the samurai possesses (to a maximum of +6 at 20th level).
  Skills: A samurai belonging to the order of justice adds Knowledge 
  (local) (Int) and Linguistics (Int) to his list of class skills.
  Order Abilities: A samurai belonging to the order of justice gains 
  the following abilities as he increases in level.
  Accuracy of Justice (Ex) At 2nd level, as long as he has a resolve 
  point, the samurai may swing his katana with such accuracy as to 
  cause increased damage to target’s vital areas. This attack deals 
  extra damage anytime he issues a challenge to his target or when 
  the samurai flanks a target (applies to targets even if they are not 
  challenged). This increased damage causes 1d6 points of precision 
  damage and increases by 1d6 every 3 levels of samurai. Like all 
  precision damage, this damage is not multiplied on a critical hit.
  Truth of Justice (Ex) At 8th level, the samurai is able to strike 
  precisely with his katana, adding his samurai level to the damage dealt. 
  This damage is not doubled on critical hits, but it can be used against 
  any creature, even those normally not affected by precision damage.
  Shield of Justice (Ex) At 15th level, the samurai can protect those 
  around him from the injustice of others. Allies that are adjacent to 
  the samurai receive a +2 shield bonus to their AC. In addition, as 
  an immediate action, the samurai can redirect an attack made at a 
  creature adjacent to himself, as long as the creature making the attack 
  is within the samurai’s reach. This ability must be declared before the 
  attack roll is made. The attack is made against the samurai’s AC and 
  defenses, even if the creature could not normally reach or attack the 
  samurai. The samurai loses any cover or concealment bonuses when 
  subject to the redirected attack. If the attack roll is successful the 
  samurai suffers all effects of the attack normally.
  The Order of Loyalty
  The complexity and reality of the world has dealt a blow to the 
  true meaning of loyalty. Nonetheless, samurai belonging to the order 
  of loyalty remain faithful to those to whom they are indebted. Sensei 
  Liang teaches that, “Loyalty is the most distinctive virtue of our era. 
  Personal fidelity exists among all sorts of men: a gang of pickpockets 
  swears allegiance to its leader. But only in the code of chivalrous 
  respect does Loyalty assume paramount importance.”
  Edicts: A samurai who belongs to the order of loyalty must strive 
  to protect his ward to the best of his ability, even if doing so costs 
  his life. A member of the order of loyalty must carry out the orders 
  stipulated in his contract or dictated by his employer as long as doing 
  so does not violate other elements of the order’s code or a previously 
  agreed upon contract.
  Challenge: Whenever a samurai belonging to the order of loyalty 
  issues a challenge, all allies of the samurai within 30 feet gain damage 
  reduction 1/— against attacks made by the target of his challenge. 
  This bonus increase by +1 for every four class levels the samurai 
  possesses (to a maximum of +6 at 20th level).
  Skills: A samurai belonging to the order of loyalty adds Perception 
  (Wis) and Survival (Wis) to his list of class skills. In addition, 
  whenever an order of loyalty samurai uses Survival to provide food 
  and water for his allies or to protect his allies from harsh weather, 
  he receives a bonus on the check equal to 1/2 his samurai level 
  (minimum +1).
  Order Abilities: A samurai belonging to the order of loyalty gains 
  the following abilities as he increases in level.
  Charge of Loyalty (Ex) At 2nd level, as long as he has a resolve 
  point, the samurai may charge his katana with static electricity. This 
  charge deals 1d4 points of electricity damage and stacks with magic 
  weapon bonuses that deal electricity damage.
  Blade Arc (Ex) At 8th level as a standard action, the samurai may 
  release a static charge from his katana as a ranged touch attack that 
  forms a 30 foot electrical arc from the blade to the target. This charge 
  inflicts 1d6 points of electricity damage for every 2 levels of samurai 
  to a maximum of 10d6 and uses a resolve point. Targets may attempt 
  a Reflex saving throw for half damage.
  Protect Others (Ex) At 15th level, the samurai can move to 
  intercept foes that are attacking an ally. As an immediate action, he 
  can move up to his speed (or his mount’s speed, if mounted) and 
  make a single melee attack. This movement provokes attacks of 
  opportunity as normal. The samurai must end his movement adjacent 
  to an enemy. On his next turn, the samurai is staggered and cannot 
  use this ability again for 1 round.
  New Magic Items
  SAMURAI MASK
  Aura moderate necromancy; CL 8th
  Slot head; Price 11,520 gp; Weight 1 lb.
   
  DESCRIPTION
  This steel half-mask covers only the lower face and 
  depicts the visage of a snarling demon. Once set in 
  place the wearer is immune to all fear affects.
  In addition, this mask allows you to utter a shrill snarl on 
  a charge attack that creates an effect on the target as 
  a cause fear spell. Once per day the wearer may alter 
  this affect and affect the target with the effects of a 
  fear spell instead.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, cause fear, fear, 
  remove fear; Cost 5,760 gp
  SAYA OF MASTERY
  Aura moderate transmutation; CL 7th
  Slot belt; Price 6,500 gp; Weight 1 lb.
  DESCRIPTION
  This lacquered black wood scabbard has intricately 
  carved symbols down its length. The saya is typically 
  used to hold a samurai’s katana, though it will adjust in 
  size to fit any bladed weapon.
  This saya is especially designed for quick drawing, 
  granting a +2 to initiative checks. In addition, once per 
  day if the wearer is a samurai he may make an iaijutsu 
  strike. To make an iaijutsu strike, the samurai must issue 
  his challenge but not have yet attacked his foe. He 
  may then, as a full-round action, draw his weapon and 
  attempt to strike his foe. If the attack roll is successful, 
  the samurai deals an extra 2d6 points of damage. 
  Whether or not the attack roll was successful, the 
  samurai suffers a –4 penalty to his AC until the start of his 
  next turn. If the samurai already has iaijutsu strike, such 
  as from the sword saint archetype, the saya of mastery 
  instead increases his damage from that ability by +1d6.
  While the iaijutsu strike may only be gained by 
  a samurai, the bonus to initiative is granted to any 
  character.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, haste; Cost 3,250 gp
  
  7
  Lost Lore: Supernal Dragon Dojo
  BANNER OF SUPREMACY
  Aura faint enchantment; CL 5th
  Slot none or shoulders; Price 9,000 gp; Weight 2 lbs. or 10 
  lbs.
   
  DESCRIPTION
  This military standard is a rectangular silk banner, 
  depicting no symbols in the inner portion of an empty 
  field, but bearing symbols of the concepts of Bushido 
  along the edges. Once attuned to the carrier, the 
  empty field fills in with the samurai’s house emblem.
  Once unfurled and displayed, this banner will 
  augment the samurai’s banner ability in two ways. First, 
  it grants the samurai a +4 circumstance bonus to his 
  Charisma score for purposes of determining benefits 
  from the Leadership feat. Second, when rolling for 
  initiative, the user may make an Intimidate check, as 
  a free action, to demoralize all foes within 30 feet who 
  can see the banner. This banner can be mounted on a 
  shoulder harness to leave the samurai’s hands free; if so, 
  it then takes up the samurai’s shoulder slot.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, eagle’s splendor; 
  Cost 4,500 gp
  KAMISHIMO OF COMBAT
  Aura moderate abjuration; CL 8th
  Slot body; Price 12,000 gp; Weight 5 lbs.
   
  DESCRIPTION
  This two-piece costume is worn over a kimono and 
  is most associated with typical samurai attire. The 
  upper piece is known as a kataginu, and is essentially 
  a sleeveless jacket with exaggerated shoulders. 
  Alternatively, a long sleeved coat, the haori, is worn 
  when traveling or in bad weather.
  This kamishimo gives the samurai DR 5/slashing. In 
  addition, the samurai is treated as though under the 
  effects of an endure elements spell.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, endure elements, 
  stoneskin; Cost 6,000 gp
  IRON TEA POT
  Aura strong conjuration; CL 10th
  Slot —; Price 10,000 gp; Weight 3 lbs.
   
  DESCRIPTION
  This simple-looking iron tea pot has an ivory handle 
  with inlaid silver bands and is specifically made for the 
  cha-no-yu, or tea ceremony.
  The iron tea pot reacts differently depending on the 
  tea brewed. Koicha is a formal tea typically consumed 
  by samurai before battle. This variety of tea has a thick 
  consistency and a bitter taste. If the iron tea pot is used 
  to brew this tea, the imbiber gains a +2 morale bonus on 
  initiative checks, as well as a +2 morale bonus on his first 
  attack roll of the impending combat.
  The second tea is usucha, a thinner and more 
  informal drink reserved for after battle or combat. 
  Usucha traditionally helps to inspire a sense of calm and 
  tranquility after battle. If the iron tea pot is used to brew 
  this style of tea, the imbiber is freed from the following 
  effects: confused, dazzled, exhausted, fatigued, 
  frightened, nauseated, panicked, shaken, or sickened.
  Brewing and consuming either style of tea with the 
  iron tea pot requires 10 minutes. The iron tea pot can 
  brew each style of tea only once per day.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, limited wish; Cost 
  5,000 gp
  
  8
  Lost Lore: Supernal Dragon Dojo
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo 
  Publishing, LLC; Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathfinder Player Companion: Dragon Empires Primer © 2011, Paizo 
  Publishing, LLC; Authors: Tim Hitchcock and Colin McComb.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo 
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  Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. 
  Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K 
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  Lost Lore: Supernal Dragon Dojo copyright 2016 Frog God Games LLC; 
  Author Jeff Swank
  
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