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  Rite Publishing Presents: 
   
  Jade Mandarin (Design): Frank Carr 
  Imperial Gardener (Editor): Soren K. Thustrup  
  Sun Tzu (Front Cover Artist): Yvan Quinet 
  Infernal Scholars (Interior Artists): James Leong, 
  Tsutsuji-Sakai, James “Devin Night” Hazelett, Modexo, 
  Taregh D. Saber, Chibi-Oneechan, Yvan Quinet 
  Lowly Farm Peasant (Layout & Publisher):  
  Steven D. Russell 
   
   
  Special Thanks  
  To Soren K. Thusrtup for jumping in  
  to do the editing on this one.  
   
   
   
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse this product. 
   
  Magus of the Jade Oath, Copyright © 2014 Steven D. Russell, Open Gaming License Copyright © 2007   
  Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more 
  information on the compatibility license. Some rights reserved. Some art in this work is licensed under a  
  Creative Commons Attribution-Share Alike 3.0 License. http://creativecommons.org/licenses/by-sa/3.0/ Some art in this work is 
  licensed under a Creative Commons Attribution-No Derivative Works 3.0 License. http://creativecommons.org/licenses/by-nd/3.0/ 
  Some art in this work is licensed under a Creative Commons Attribution 3.0 License. http://creativecommons.org/licenses/by/3.0/ 
  
   
  1 
   
   
  “Victory without courage is chance. Victory without 
  risk is hollow. Victory without loss is impossible.”  
  – Kung Fu Tse 
   
  To the new Dark Lord of the Great Revived Black Steel 
  Centipede Army, 
   
   
  The following treatise is on all matters related 
  to the magi in our region of the world that this one has 
  knowledge of. Per the dark lord’s command and as but 
  one way for this one to prove her worth to him, this 
  information is committed to the lowly scroll her lord 
  now holds in his hands. Further, this one prays that her 
  lord finds the meager labor of hers adequate for the 
  lord to consider allowing this humble and faithful 
  concubine of the blade to serve, protect, and advise the 
  dark lord in any position he deems worthy as the 
  Beautiful Silk Tigers intended when they made a gift of 
  her to the dark lord. This one shall endeavor to explain 
  the factions and groups that utilize the magi to hold the 
  influence and power they already possess or use in 
  order to obtain the same. This will begin with 
  explaining something of the magi’s typical way of life in 
  the Lands of the Jade Oath. As the dark lord is 
  unfamiliar with many aspects of magi life for various 
  reasons, despite being one himself, this mere concubine 
  hopes to prove the value of adding her knowledge to the 
  hive-mind of the dark lord’s army and of adding this 
  one’s form and skill to his personal guard and 
  command staff. This one humbly begs to advise the 
  dark lord that her knowledge, skill, and training extend 
  beyond the knowledge of magi taught to her by her 
  former masters in the Beautiful Silk Tigers. 
   
  With great affection and everlasting devotion, 
  Xiu Zhan Zhi, Magus of the Iron Cutting Thread and 
  former disciple of the Black Silk Tigers 
   
  What is a magus? The martial artist capable of 
  leaping and flying to battle with his opponent is a 
  magus. The swordsman whose blade glows with an inner 
  light as he performs his morning meditations might be a 
  magus. The samurai who claims that his sword has a life 
  all its own and can cut through the magical defenses of 
  his enemies is a magus. There are as many different 
  types of magi as there are different reasons for becoming 
  one. 
  The wide range of abilities available to magi 
  through their combat training and spellcasting place 
  them in high demand in these troubled times. Their 
  ability to turn the power of spellcasting into a warrior’s  
   
   
  art makes them quintessential hybrid warriors. A magus 
  embraces his weapons just as strongly as he embraces 
  the power of the magic within and without his mortal 
  frame. 
  Many 
  magi 
  eagerly 
  seek 
  the 
  treasure 
  that 
  adventuring can bring and the power it buys. However, 
  they also often seek new ways of testing themselves and 
  their abilities against greater and greater challenges in 
  order to become stronger; they know that this is the only 
  way for them to become better at their chosen discipline 
  and art. 
  As my lord knows, magi come from a wide variety of 
  backgrounds and disciplines. For example, despite my 
  lord’s current position at the helm of the newly revived 
  
   
  2 
   
  Black Steel Centipede Army, he was formerly enforced 
  the Laws of Magic as a curse eater magus of the Jade 
  Eye Society, whereas I previously hail from the House of 
  the Forbidden Mantis, a clan subordinate to the will of 
  the Beautiful Silk Tigers secret society, and am skilled as 
  a threadcaster magus. Our two backgrounds are quite 
  different, but we both bear similar skills at combining 
  magical talent with martial skill, the true hallmark of 
  any magus. We simply focus these talents and skills 
  differently because of the differences in our training, 
  just as magi from our region differ from any magi that 
  might come from the West. This one’s magus skills focus 
  more on base cunning and extending the reach of her 
  spells in combat while my lord’s skills focus more on 
  turning the power of his curse to his advantage against 
  the magic of others. Other magi, too, come from wide 
  and varying backgrounds. 
  Some magi come from prominent and wealthy 
  families that can afford to send them to academies or a 
  singular master for training, specifically as a magus. 
  They might see the pursuit of their art as an ultimate 
  fusion of combat and magic. Others are perhaps trained 
  initially by a kensai or other master warrior, but could 
  not deny the pull of magic within their heart before 
  completing their training. Others might have begun as 
  spellcasters that needed to find a more direct and 
  satisfying outlet for their aggressions and as a result 
  could not complete their magic training before finding 
  they had talent with a blade. 
  Some magi become tainted by infernal spellblight 
  through magical mishaps during training and, being 
  incurable by their masters, can be left to deal with their 
  cursed existence and resolve to overcome their situation 
  by taking the path of a curse eater magus. A few curse 
  eaters, such as my lord, are born with such curses and 
  must take on the curse eater’s path just to survive. The 
  magi known as warriors of fortune take to the magi 
  lifestyle like a dragon to fire blending their magic, 
  martial skill, and risk-taking ways to turn a profit as 
  mercenaries. Mnemonic warrior magi find that their 
  ability to tap into the akashic memory or the hivemind 
  of my lord’s army provides them with the knowledge of 
  past warriors or their fellow men-at-arms to use 
  alongside their skills as magi. Meanwhile, lantern 
  warriors, as champions of their given causes, utilize 
  their magi abilities to realize the goals of their cause, a 
  cause that they decided to take up due to the influence of 
  their station in their culture and society. These are all 
  examples of the many and diverse backgrounds from 
  which magi come. 
  Religion: Some might think that it would be too 
  difficult to give in to the demands of religion over those 
  of the martial and magical, but magi typically seek 
  guidance in their lives through the pursuit of their 
  religions like many others do. Most magi are 
  practitioners of Bodhism, Taoshidaoism, or Kangfuzhist 
  thought. Magi seek to find a common ground between 
  their religion, their martial arts, and their magical 
  insight to complement each other. Magi combine their 
  bond to their mystical abilities and the religions and 
  philosophies in their life as a spiritual focus for their 
  lives so that they may proceed down a righteous path. 
  Races: Many of the races can enjoy pursuing the 
  life of a magus for different reasons, but there are few 
  races that can deny the pull of learning to work magic in 
  the midst of combat. Sanesaram and bakemono enjoy 
  the connection they feel when they channel their magic 
  through 
  their 
  weapon. 
  Mandragorans 
  see 
  the 
  combination of spellcasting with combat as a noble 
  pursuit worthy of the higher castes in their society. 
  Some say that the yueren first developed the art of the 
  magus as a way to combine the dual natures of the 
  yueyinren and the yueyangren; something the yueren 
  don’t deny - they certainly see the art as the ultimate 
  blend of the physical and mystical. 
  Other Classes: Magi get along well with many 
  other classes because of their dual nature. They can 
  understand the fascination with magic that spellcasters 
  have, while simultaneously feeling the brotherhood that 
  warriors in arms can share. They particularly see eye to 
  eye with other classes that blend martial and magical 
  techniques such as inquisitors, alchemists, bards, and 
  demon hunters. 
   
  There are a number of factions in the Lands of the 
  Jade Oath that have a bearing on the origins, motives, 
  lifestyle, and techniques that a particular magus might 
  take up. Being a part of an organization larger than 
  himself is a big part of how a magus might affect the 
  world and provide him with a purpose and a means for 
  his power, a reason to fight and a way to learn new 
  techniques. In fact, if it wasn’t for some of these 
  organizations or schools, certain styles of magi might 
  never have existed. 
   
   
   
  The Akashic Brotherhood displays a religious 
  devotion when it comes to protecting the akashic 
  memory, the combined, living archive of knowledge of 
  the mortal races. They serve as the ultimate scholars, 
  messengers, and researchers for the Empire of Xianguo 
  and serve many other kingdoms as well. Their Akashic 
  Voices are highly skilled at using the akashic memory to 
  act as messengers, advisors, counselors and spies. 
  
   
  3 
   
  Furthermore, this one knows of unconfirmed rumors 
  that, when the Akashic Brotherhood feel that their 
  precious akashic memory is threatened, they utilize 
  assassins and saboteurs that can literally hide from 
  memory. However, it is their mnemonic warriors that 
  should concern my lord since, unlike the bard-like 
  Akashic Voices or their mnemonic Ninja, they are 
  actually magi of the same caliber as the mnemonic 
  warriors employed by my lord’s Black Steel Centipede 
  Army. 
  The ability to memorize and access massive 
  amounts of information without having to write it down 
  is of great value to many and the Akashic Brotherhood 
  can access most any skill and even some abilities usually 
  only capable of being used exclusively by great heroes of 
  the past. Their mnemonic warriors, like those that serve 
  my lord, utilize their abilities to instantly become aware 
  of surrounding threats without even looking and can 
  glimpse the little signaling events of the present to 
  anticipate the next attack. Just by studying an 
  opponent’s maneuvers, a mnemonic warrior can learn 
  about his foe’s fighting style in the space of a moment 
  and a way to counter it from the akashic memory. He 
  can also use his abilities with the akashic memory to 
  implant unpleasant and distracting memories in his 
  opponent’s. However, unlike my lord’s mnemonic 
  warriors of the hivemind, they cannot coordinate their 
  efforts as a unified whole with the same level of 
  precision, but they can delve further into the past than 
  the hivemind of my lord’s army can allow. 
  Their most famous mnemonic warrior is a human 
  from Mandrasengal by the name of Tavu Tiki. He is said 
  to be an unusual warrior who employs an unorthodox 
  fighting style that appears to be completely different 
  each time he fights. It is as though he channels the spirit 
  of a different warrior from history each time he fights. 
  Furthermore, this one has heard that Tavu Tiki never 
  fights with the same weapon as from his previous 
  battles, utilizing a different style of weapon whenever 
  possible. He is currently employed as a mercenary by 
  the government of Sukhatra and his affiliation with the 
  Akashic Brotherhood isn’t known by most, but it doesn’t 
  take much to figure out if you see him fight and are 
  aware of the existence of mnemonic warriors. 
   
  As my lord is already aware, this humble one is a 
  former disciple of the Beautiful Silk Tigers, a guild of 
  courtesans who cater to wealthy and powerful clientele 
  in need of bodyguards, assassins, and seers with 
  additional skills that are usually only possessed by 
  courtesans. They train at special schools and boarding 
  houses to develop these skills, including the mystical  
   
   
  Beautiful Silk Tiger 
   
   
  Akashic Brotherhood 
   
  talents of diviners and seers to serve as advisors to those 
  who purchase their contracts from the organization. 
  Most believe that the information that can be provided 
  by this organization’s membership comes from the use 
  of divination magic. However, what very few know is 
  
   
  4 
   
  that the Beautiful Silk Tigers also broker information 
  obtained through more mundane spying methods 
  through the use of lesser houses and criminal 
  organizations that serve as fronts, as well as the seers 
  that serve as the organization’s mouth pieces. 
  What my lord may not be aware of is that this one’s 
  former masters also seek to cultivate the bloodlines of 
  the powerful and others with great destinies while 
  culling those bloodlines that are cursed or are 
  undesirable. The reason behind their actions lies in the 
  past at the creation of the organization with the creation 
  of the Jade Oath itself. The founders of this organization 
  were tasked with ensuring that there are heroes and 
  powerful individuals capable of leading any force to 
  victory against any future invasions by the infernal 
  dragons and their allies. Ideally, the force that would be 
  led by these heroes and generals would have been that 
  created by the progenitors of what was my lord’s Black 
  Steel Centipede Army before it had fallen into ruin and 
  corruption. The Beautiful Silk Tigers cultivate the 
  bloodlines of such heroes through the use of a selective 
  breeding program. That is the reason this one has been 
  sent by my masters to serve as your liaison to the 
  Beautiful Silk Tigers. This one is to be your bodyguard, 
  advisor, and – ideally - the mother of your children. 
  However, this one knows that she cannot fool my lord 
  upon joining with the hivemind of my lord’s army, and 
  so reveals things normally held in secret by the Beautiful 
  Silk Tigers. It is this one’s hope that my lord can look 
  beyond this and see the true potential the future can 
  bring with our union. 
  Telling my lord about the Beautiful Silk Tigers in 
  this treatise isn’t just to clear the air, but to explain that 
  they utilize magi as well. However, magi of this sort are 
  more subtle than others of their ilk. They are also 
  trained specifically at a school maintained by the 
  Forbidden Mantis clan, a faction that was secretly 
  created by and is subordinate to the will of the Beautiful 
  Silk Tigers. 
   
  The thread-weaving magi trained by the Forbidden 
  Mantis are called silkweavers—both within the clan and 
  by the Beautiful Silk Tigers. However, outsiders often 
  refer to us as threadcasters or webcasters. This one is 
  one such type of magi. Our talents include using string 
  and thread imbued with mystical energy as a weapon as 
  strong as steel and as flexible as a whip. We use it as a 
  hidden weapon – turning these threads invisible - to 
  channel our spells, set magical traps, take on the 
  appearance of flying or levitating, and to communicate. 
  We also specialize in spells that entangle our opponents. 
  Magi of the Forbidden Mantis often serve as  
   
   
  Forbidden Mantis 
   
  Black Lotus Brotherhood 
   
  mercenaries, but most silkweavers try to keep their true 
  techniques hidden through misdirection and outright 
  deception. 
  Another type of magus employed by the Forbidden 
  Mantis is the Lantern Warrior. These are magi who take 
  up a specific cause and develop specialized techniques in 
  the furtherance of these causes. Two of the most 
  common causes taken up by Lantern Warriors of the 
  Forbidden Mantis are that of equality between the sexes 
  and the prevention of foreign interference in the matters 
  of the empire. 
   
  
   
  5 
   
  Most who know of this organization mainly think of 
  it as a minor society of depraved criminals. However, we 
  know that they are involved in assassination for hire and 
  in certain dark rituals devoted to a dark god with 
  nihilistic attributes. We also know that they have some 
  sort of connection to the White Tiger Lily Sect in Lan 
  Trangh and utilize curse eaters, threadcasters, and 
  Lantern Warriors of their own during their operations. 
   
  In the interest of making this treatise as 
  comprehensive as this one can, she will include 
  information on her new master’s society, if my lord 
  permits. 
  This society started at the time of the First Pact 
  when the Jade Oath was first sworn. It was tasked with 
  building and maintaining a standing army that could 
  deal with any more potential invasions by the infernal 
  dragons or other threats and was prophesied as a 
  required force to fight off a predicted apocalypse. Later, 
  the idea of guiding the army with a single mind was 
  conceived and a portion of the akashic memory was 
  used to create the new singular mind composed of many 
  individual parts – a unified mind called a hivemind. The 
  experimental hivemind was a success. But, after a time, 
  the leadership wanted to recruit more powerful soldiers 
  into the army controlled by the hivemind, so they tried 
  adding monsters that they thought could be controlled 
  by the hivemind. Before long, without realizing it, the 
  hivemind was corrupted by the blighted taint of the 
  monsters whose minds were added to it, and any 
  individuality the soldiers had was washed away, leaving 
  barely sentient husks of what they once were. The 
  hivemind grew increasingly erratic and aggressive. The 
  hivemind’s army went rogue. Many other factions were 
  forced to fight it and eventually hunt the soldiers of this 
  army down and slay the dark lord who was supposedly 
  in control of the hivemind’s army. The truth is that this 
  is the real force that was behind the near genocidal 
  destruction of the ruishishen. 
  Much time has passed since then and, while 
  remnants of the hivemind’s army have been found in 
  various places, there has not been a new dark lord of the 
  army since then because the strain on any one mind 
  attempting to gain control was simply too much. Until 
  recently, the hivemind has been without a dark lord. 
  Only recently, had it actually gained a new dark lord and 
  he was working towards absorbing more soldiers and 
  monsters into the hivemind’s ranks. However, a young 
  curse eater encountered the machinations of the new 
  dark lord and the hivemind’s army. He and his 
  companions not only defeated the new dark lord, but 
  also took control of the hivemind and found a way to 
  cure it of its corruptive influence, but not before a 
  portion of the hivemind and its disciples were able to 
  break away to form a new hiveminded army. The 
  restored hivemind has now been purged and bestows 
  individuality back upon its component soldiers; 
  however, the evil reputation of the Black Steel Centipede 
  Army is still largely intact and many believe it is still 
  headed by a terrible dark lord bent on conquering the 
  Lands of the Jade Oath. Of course this new dark lord 
  and curse eater is my lord and has no designs on 
  conquering the world, though he does wish to complete 
  the destruction of his enemies. 
  The Black Steel Centipede is comprised of many 
  different kinds of warriors, but due to the nature of the 
  army’s hivemind now headed by my lord, its warriors 
  can share the tactical knowledge and many combat 
  abilities of its constituent members when they are in the 
  same localized area. Therefore, many of the mages and 
  warriors that comprise the ranks of the Black Steel 
  Centipede Army teach each other their combat skills and 
  spells. This naturally leads to a large portion of the army 
  being magi, though most are of the more specific variety 
  of magi known as mnemonic warriors, just like the 
  mnemonic warriors of the Akashic Brotherhood who the 
  Black Steel Centipede Army had split away from so long 
  ago. However, unlike those mnemonic warriors, those 
  that serve my lord are less capable of delving into the 
  past for knowledge, but are more capable of greater 
  teamwork and information sharing in the present; it is 
  as if they are fighting with one mind. 
  It is this one’s great honor to serve the lord of such 
  a great power and military force. As long as my lord 
  retains control of the monsters and warriors of this 
  small, but growing secret army, no force of invaders will 
  be able to attack the Lands of the Jade Oath for long. 
  The addition of the many members from the Barbed 
  Lotus Company, Crescent Kukri Hunters, and the Ice 
  Falcon Alliance to the Black Steel Centipede has 
  strengthened it greatly, though much of its membership 
  should still be watched closely for signs of the blighted 
  taint of the previous hivemind. The secret recruitment 
  taking place at military academies across the Lands of 
  the Jade Oath proceeds smoothly, though not as quickly 
  as my lord would like. This one is sure that as long as it 
  becomes more apparent to the rest of the world that my 
  lord is benevolent, more will flock to his banner. The 
  only problem is the rogue hivemind that continues to 
  bring dishonor to the names of the Black Steel 
  Centipede and my lord. 
  The rogue army’s hivemind, like that of my lord’s 
  army, is actually an actively thinking force and hivemind 
  that can actively assist its members in influencing the 
  world through its agents acting on their shared 
  
   
  6 
   
  knowledge of events. What one member knows, so 
  another member of the Black Steel Centipede knows and 
  it is the same for the rogue army. We believe that the 
  ultimate goal of this rogue army’s hivemind is to 
  eventually gain enough power for a military coup in any 
  given kingdom and then move on with conquering, 
  subjugating, and assimilating the rest of the region and 
  then the world. It is also much more aggressive about 
  recruiting monstrous creatures into its ranks than my 
  lord, who is more careful, given the lessons of the past. 
   
   
  The Ching lineage of the Ice Falcon Alliance is bloodline 
  of Nagaraja that left the Long lineage from the Order of 
  the Ashen Dragon in order to reinforce the Ice Falcon 
  Alliance at the Ghostwall in defense of the Empire of 
  Xianguo. They have since remained a part of that 
  alliance and have even adopted many of the customs of 
  the majority of their qahngol neighbors. They wear soul 
  masks that are yellow with purple and green highlights. 
  Due to the more combative nature of their efforts with 
  the Ice Falcon Alliance against the armies of the dragon, 
  they have become more martial than their cousins in the 
  Long lineage of the Nagaraja. They train the magi 
  techniques of the Myrmidarch, Skirnir, and Soul Forger 
  to their hopeful apprentices in the Ice Falcon Alliance. 
  When the dragon was rampaging and corrupting 
  the barbarian tribes on the steppes, the ruishishen, 
  seeing that a dragon was once again let loose upon the 
  world, decided to send a force to assist the empire in 
  dealing with it, just as they had done centuries ago. One 
  of their tribes, the Hrinn, volunteered for this duty and 
  over time, after being allies of the house for centuries, 
  allowed themselves to be permanently absorbed into the 
  alliance later, after the massacres of their people to the 
  south. They are fierce and dedicated enemies of the 
  infernal dragon’s horde and many in their number 
  employ the mystical secrets taught to them by the spirits 
  borne along the four winds from the Ghostwall. There 
  are just as many spellcasters in their numbers as there 
  are warriors. Some of their numbers use these mystical 
  secrets with their martial abilities in the styles of the 
  Bladebound, curse eater, Hexcrafter, and Spellblade 
  magi. Some members will choose to honor the qahngol-
  dominated alliance by bearing a soul mask, but just as 
  many do not. 
   
   
  This society is organized with several different 
  interests at work, but united in the singular goal of 
  obtaining the power of immortality at all costs. 
  Members are just as often rivals, but they are mandated  
   
  Ice Falcon Alliance 
   
   
  Eternal Whisper Society 
   
  to share their research with one another in the 
  furtherance of gaining their immortal goals. Many 
  different camps are divided by opposing views on what 
  method is best to proceed towards their goal of 
  immortality, but they all fight in the common purpose of 
  protecting their interests as a whole. As a consequence 
  of their search for immortality and a need for great 
  material wealth and arcane knowledge, they have 
  accumulated a great many resources and control over 
  other influential individuals and organizations that can 
  provide what is needed for the Eternal Whisper Society 
  to thrive. This includes magi from the clans of the 
  Kraken’s Pearl, the Hungry Sky Cult, the Resilient Crane 
  
   
  7 
   
  Covenant, and the Ministries of the Golden Coin, the 
  Iron Pen, the Jade Pillar, and the Silver Axe. 
   
  Publicly, the Guild of the Sublime Rat is renowned 
  to have some sort of unconscious hold over the mystical 
  forces of serendipity, circumstance, and luck. It is 
  believed that to turn away a beggar with the mark of this 
  organization upon them is to invite bad fortune and that 
  granting them a spare coin or two can bring oneself 
  good luck. These rumors are more of a truth than what 
  any rich merchant would care to consider, even if they 
  occur only rarely. 
  Despite the humble place this society occupies, it 
  made certain remarkable accomplishments. They have a 
  secret communication code that has yet to be cracked by 
  anyone outside of its membership. The Beautiful Silk 
  Tigers consider them to have the most reliable non-
  magical 
  communication 
  network 
  of 
  any 
  society 
  throughout the Lands of the Jade Oath. This cipher is 
  unknown to outsiders and can be displayed in full view 
  of the public without anyone being the wiser to its 
  hidden meaning. It is a language of hidden signed 
  movements and postures. The written form of this 
  cipher is equally deceptive and is used to mark 
  territories and to leave warnings; often in regards to the 
  fortunes of any given area. For those few that know that 
  the beggars of the Sublime Rat have this ability, this is a 
  valuable tool for covert messages if they can convince 
  the beggars to transmit a message or warning for them. 
  Members of this guild are also rumored to have 
  originally created the Drunken Fist style martial art. 
  Even if not true, the society has certain members that 
  are rumored to be the most powerful masters of 
  Drunken Fist. However, this one believes their most 
  amazing achievement is the true mission of this guild 
  and is also their greatest secret and shame. 
  It is a widely held belief that, while the Celestial 
  Court itself, composed of all the major gods in the world, 
  might have been cut off from coming to Lands of the 
  Jade Oath in person as they did once upon a time, they 
  can still answer the occasional prayer or provide divine 
  power to their clerics with some effort. However, this 
  one’s informant in the Guild of the Sublime Rat tells her 
  that the god’s subordinates in the Celestial Bureaucracy, 
  the small gods, also known as The One Thousand and 
  One Gods Under Heaven, can have a more direct and 
  physical impact on the Lands of the Jade Oath. This is 
  because the Guild of the Sublime Rat secretly made it 
  possible for them to return at the end of the conflict with 
  the infernal dragon through manipulating the mystical 
  power of the dragon lines within the land itself with the 
  energy of the positive and negative furies, of good and 
  bad fortune; also called joss, or luck. However, they have 
  not been able to open that path to the Heavens any 
  further and most of the One Thousand and One Gods 
  Under Heaven are now either imprisoned in infernal 
  traps left behind for them by the infernal dragons or 
  driven mad by the spellblighted areas of the land tainted 
  by the infernal dragons. Many of them are stuck in this 
  mortal world now, while the Celestial Court itself is still 
  separated from this reality. But then so are other, worse, 
  things in other dimensions and the Sublime Rat is trying 
  to keep it that way while attempting to heal and free the 
  small gods. 
  This one knows that it might sound like an odd 
  thing to take the word of a member of the beggar’s guild 
  at their word on divine matters; however, the Beautiful 
  Silk Tigers have known since its founding about the true 
  nature of this beggar’s guild. While it is truly concerned 
  with altruistic matters and the fortunes of beggars, the 
  dispossessed, and mendicant monks, it is also concerned 
  with the fortunes of the land itself and no one is at the 
  mercy of the fortunes of the land more than beggars. 
  This guild seeks the return of the gods to our realm and 
  has done so since their founders swore the Jade Oath to 
  restore the land and its gods to the way they once were 
  before the invasion of the infernal dragons. Even though 
  they are a guild of beggars that bands together for the 
  protection of their own kind as no one else will look out 
  for them, they rarely exhibit their power. 
  Only their inner circle knows the truth of why the 
  organization was originally founded and they are the 
  ones that manipulate the fortunes of the dragon lines 
  and thus the fortunes of those that live near those 
  dragon lines. They do this in order to remain below the 
  attention of those in power who would seek to disrupt 
  their mission of restoring the fortunes of the land and 
  the gods to all. Furthermore, the structure, composition, 
  and nature of its membership makes it difficult for the 
  society to get anyone to work towards any common goal 
  together long enough to actually accomplish something 
  as a whole within society at large. Its founders organized 
  it this way to ensure that its power could only be 
  brought to bear when it is truly needed by the 
  membership. 
  This 
  keeps 
  the 
  organization 
  from 
  becoming a breeding ground for malcontents and 
  remains a society for the betterment of those who 
  choose the life of a beggar or to help those who have 
  fallen on hard times. One thing they can and do enforce 
  amongst the membership is their own hidden laws of 
  behavior amongst the underprivileged of common 
  society. This can sometimes bring them into conflict 
  with other underworld organizations, such as criminal 
  gangs and thieves’ guilds. However, should those 
  organizations actually manage to arouse the ire of this 
  organization, they might find their own fortunes taking 
  a down turn. 
  
   
  8 
   
  Despite many problems and narrowly avoiding 
  destruction in the past, the guild is more powerful than 
  ever and is much more wide-spread now. It has even 
  built up other societies as front organizations to support 
  itself should these problems occur again. These wu-lin 
  societies include the Golden Bat, the Sundered 
  Mountain, and the Thunderous Cricket. The combined 
  wealth of these societies actually makes the Guild of the 
  Sublime Rat one of the wealthiest societies of all. What 
  has allowed this organization to prosper is its 
  remarkable hold over good and bad fortunes as it 
  distributes its bad fortune to what was once the most 
  fortunate of all clans and redistributes that fortune to 
  the other two factions. Furthermore, they alter the flow 
  of fortune throughout the empire, but not for selfish 
  goals. Rather, they do so to restore the land and bring 
  about the return of the gods. 
  The Guild of the Sublime Rat has developed a 
  mystical school of thought on the attainment and 
  distribution of fortune through the dragon lines in order 
  to remove curses, spellblight, and other taint from the 
  land while reinforcing the barrier that holds the infernal 
  forces of other dimensional realms at bay. It is a secret 
  magic of luck and fortune. The real difficulty is doing all 
  this while trying to allow the gods to reenter the Lands 
  of the Jade Oath. Using their front organizations, they 
  teach the art to those warriors, who may or may not 
  realize the greater organization of which they are a part. 
  They call them warriors of fortune, and they often work 
  as mercenaries. The more this magic is used, the more 
  that good luck and good fortune is actually siphoned to 
  the various charms and ritual implements this 
  organization uses to increase its luck. It hasn't always 
  worked well, as can be seen by the history of the guild 
  and the Sundered Mountain, but for the most part it 
  works well for them. 
  Occasionally, there is a backlash of negative luck 
  and fortune that must be dealt with. Dealing with bad 
  fortune is not unanticipated; it is one of the very reasons 
  that the guild secretly assisted with the creation of the 
  Sundered Mountain society. Bad fortune has to go 
  somewhere, so they divert that bad fortune to the 
  Sundered Mountain. They do so because they inherently 
  have the best fortune with the guild’s interference, but 
  this also provides them the best chance to survive the ill 
  fortune that must go somewhere. 
   
  This society is a group of warriors who train in 
  blindfighting and in the secret techniques of the 
  Luckbringers who use that luck to alter events on the 
  field of battle. However, they also teach a style of magi 
  combat techniques that borrow from the same skills the  
   
  Golden Bat Society 
   
  Sundered Mountain Clan 
   
  luckbringers use in battle. These magi are called 
  warriors of fortune magi and can be quite fearsome 
  when their enemies are suddenly on the receiving end of 
  good fortune brought forth magically by their magus 
  opponent. The Golden Bat Society is a close ally of the 
  Thunderous Cricket Syndicate and many believe that it 
  is they who taught the Thunderous Cricket the secretive 
  techniques they use in their magi school. There are often 
  many outsiders who seek to learn at the feet of a Golden 
  Bat master of fortune, but they are frequently turned 
  away. The masters say that while luck is a skill, too, it is 
  not one that can be taught if you have none to begin 
  with. Sometimes they even tell supplicants with 
  
   
  9 
   
  unusually bad luck to seek out the Sundered Mountain 
  Clan as that might be the only way for them to learn how 
  to survive their bad fortune in the long run. 
   
   
  While the Jade Eye Society may be the most 
  prominent employer of curse eater magi, it is the 
  Sundered Mountain Clan that has the most, more than 
  any other faction in the Lands of the Jade Oath. 
  Hundreds of years ago, a star fell from the sky into the 
  mountain the society currently holds as its base of 
  operations, causing great disaster for the surrounding 
  area. The resulting soot and debris that was launched 
  into the air killed or sickened all of the people and 
  animals in the area. The emperor at the time granted 
  stewardship of these lands to the newly chartered wu-lin 
  society that is known today as the Sundered Mountain 
  Clan. They worked hard and endured much to adapt to 
  their surroundings and have continued to survive many 
  rough times. After a time, their land became more and 
  more fertile until it became the most fertile land in the 
  empire, despite being mostly mountainous terrain. In 
  fact, it is so fertile that the vegetables there grow nearly 
  twice as large as anywhere else in the empire. Rare 
  starmetal veins were soon found in the mountains, as 
  well, leading to small, but rich mines. 
  Over time, some members of the clan began to 
  develop unusual birth marks and tattoo-like designs on 
  their skin. When asked about these marks, the members 
  of the society only smiled and said that it was a sign of 
  favor from the heavens. Many started to believe that the 
  unusual markings that many of the members of this 
  society bear had something to do with their unusual 
  powers of endurance and willpower. However, most now 
  believe it to be the mark of a cursed people. Curses 
  Eaters from the Sundered Mountain lands almost 
  always bear one of these marks. 
  It wasn’t long before the surrounding clans and 
  other houses in the empire grew jealous and covetous of 
  the Sundered Mountain lands. It wasn’t long before the 
  clan was tested by nature, the heavens, and the 
  machinations of mortals. Shortly after the discovery of 
  the starmetal mines, the clan began to suffer tragic 
  catastrophes 
  after 
  unusual 
  disasters, 
  such 
  as 
  earthquakes, attacks on its holdings, raids from 
  organized bands of monsters, hauntings, tornadoes, and 
  numerous curses. In fact, many consider the entirety of 
  the clan itself to be cursed, despite the bountiful nature 
  of the clan’s land. It is said that nearly all who live on 
  their lands are cursed and it is actually well-noted by 
  other organizations within the empire that more curse 
  eaters and cursed items come from these lands than 
  anywhere else in the empire. Consequently, few will dare  
   
  Thunderous Cricket 
   
  purchase any starmetal from the Sundered Mountain, 
  despite its extremely rare nature and high value. 
  Because of the high number of curse eaters that the 
  clan can turn out from its lands, it has more experience 
  at dealing with curses than any other force in the 
  empire. The Mao are the most prominent family of curse 
  eaters in the clan. They have one of only two training 
  facilities for curse eaters anywhere, the other being a 
  under the care of the Cloud Leopard Covenant. 
   
   
  The House of the Thunderous Cricket was always 
  small, but not always as prosperous as it is now. Its 
  prosperity is mainly due to the city of Xinmar, a rich 
  trade city in the Canyon of Kung Tai Chuan located at 
  the northern end of the Great Sun Wall Mountains. The 
  city is the jurisdiction of the Dai-Shi family of the 
  Thunderous cricket, but it was not always so. The 
  Thunderous Cricket was originally a band of heroes that 
  had saved the empire from some sort of calamity, the 
  nature of which was suppressed by imperial decree. As a 
  reward, the emperor of the time granted them sanction 
  to form a noble house, with their lands being a recently 
  extinguished house that was completely destroyed when 
  a star fell from the sky. Ever since, the Thunderous 
  Cricket has administered its holdings in admirable 
  fashion, using the natural traits of its holdings to turn a 
  high profit for the house. 
  The city of Xinmar is located in a very old and huge 
  river canyon that bisects one of the only passes to go 
  through the Great Sun Wall Mountains that connects 
  the empire with the lands to the west; it is a difficult and 
  dangerous trade route, to be sure, but it is navigable. 
  The threat of raids from barbarians, monstrous raiders, 
  
   
  10 
   
  or Huo Sei Long's undead forces continue to make it 
  difficult, even when the pass is not covered in snow 
  (which it usually is) or under threat of avalanche. Also, 
  the city rests on an island mesa within the river with 
  sides carved into the likenesses of dahren kings and 
  other powerful personages of a long dead civilization. 
  The volcanic activity of the area is stable, but assisted in 
  the formation of unique geographic features that 
  provides the city one of its chiefly profitable ventures: 
  hot water springs with medicinal properties that come 
  from beneath the island and flow over the island and 
  into the canyon forming the start of the canyon that 
  flows throw the Great Sun Wall Mountains towards the 
  south. Some scholars believe the direction of the canyon 
  is unnatural as it flows deeper into the mountains and 
  not further away, but a few subscribe to the theory that 
  the ancient civilization that was here before may have 
  created the canyon through the mountains. 
  Others have remarked upon the great fortune of this 
  house and wanted to know how the Thunderous Cricket 
  accomplished so much for a house so small. When 
  asked, the house responded that is was the luck of the 
  cricket, but after restoring their lands, some of their 
  family members began to appear with unusual birth 
  marks and tattoos that the other houses suspect have 
  something to do with their 'luck'. When asked about 
  these marks, the families of the Thunderous cricket only 
  smile and say that it is a sign of favor from the heavens. 
  Dai-shi: Their full family name is Dai-shi-Shao-
  Chih-Yi-Di-tou, which means Big but Little Golden One 
  of the Earth. The leaders of the house, the Dai-shi are 
  solemn and quiet. But do not mistake this demeanor for 
  weakness or complacency. They always have an eye 
  turned towards profit and their famous bath houses are 
  the mechanism that keeps everything in their sights 
  golden. They are also masters of the magi fighting style 
  known simply as a warrior of fortune. This fighting style 
  uses mystical methods to alter the flow of good fortune 
  and bad to the benefit of the master of these techniques. 
  The Dai-shi are considered masters of this style and 
  instruct only their closest allies and other members of 
  their house, turning away all other applicants. Many 
  believe it is this house’s warriors of fortune and their 
  Luckbringers that are largely responsible for the success 
  of their house and the missions it undertakes, in spite of 
  the great odds they often face. 
   
  My lord might find this guild to be a good deal more 
  interesting than its public face would have you believe. 
  Furthermore, their magi are quite different, as well. To 
  the uninitiated, this little-known artisan guild appears to 
  merely be a loose confederation of scholars, inventors,  
  blacksmiths, and alchemists who share correspondence 
  regarding new and emerging scientific discoveries and 
  inventions. However, their interests don’t end with a 
  shared curiosity and communication network. The guild 
  concerns itself with the development of technology and 
  alchemy for the betterment of the region. They 
  continuously experiment with alchemy, technology, and 
  magic items and are known for the manufacture of good 
  quality, minor, magic items. They have discovered the 
  secret of a substance called gunwater, which has led to 
  the development of cartridge-based firearms that only 
  the very wealthy can afford and can allow those with an 
  aptitude for magic and alchemy to shoot firearms more 
  accurately. The society is a secret society in the sense 
  that its techniques, methods, and resources are not 
  made public knowledge or even made known to any 
  government of the region. They also have numerous 
  factions within the guild that conduct different 
  operations depending on their role and responsibility 
  within the organization, including - but not limited to - 
  the House of the Burning Wind and its Martial 
  Alchemists, the gunwater grenadiers, and the Sublime 
  Illuminators. 
  One of the oldest societies around, they ensure that 
  any sort of technology is not acquired by anyone outside 
  of their order at a pace faster than they desire. They are 
  charged with ensuring that certain information does not 
  become known in order to safeguard the future. But that 
  is not their only duty. This one’s information on this 
  guild indicates that this guild started as a group of 
  mages that banded together to fight a threat from 
  another realm that might even be more horrifying than 
  that of the infernal dragons because it is resistant to the 
  effects of magic. They conduct numerous experiments 
  through means both scientific and mystical, noble and 
  unsavory, but all in the name of protecting our lands 
  from that of this alien threat. Their many experiments 
  include alchemical creations, fireworks, rocket-powered 
  craft to fly through the sky, automaton servants and 
  soldiers, and even alter living creatures and fuse them 
  with metal. Some of this society's agents are even 
  automatons of one sort or another. 
  The military arm of this society is composed of the 
  House of the Burning Wind and the Iron Leaf Legion. In 
  addition to normal warriors, they utilize alchemists, 
  enlightened scholar inventors, automaton soldiers, 
  Martial Alchemist magi, and Gunwater Grenadier 
  gunslingers. The automatons of the guild are typically 
  not very bright, though they are very formidable due to 
  their extreme endurance, strength, and capacity to 
  ignore pain. Alchemical, clockwork, flesh, and wood 
  golems are also utilized by this society. They are most 
  often employed as guardians where the guild believes 
  there is a threat of invasion from their hidden foes. It is 
  even rumored in the halls of the Beautiful Silk Tigers 
  
   
  11 
   
  that the Iron Leaf Legions has a method of growing 
  living body doubles in special alchemical gardens. This 
  one’s sources tell her that the Martial Alchemists and 
  Gunwater Grenadiers are employed as the guild’s special 
  combat operatives, disguising their true missions as 
  deployments 
  under 
  mercenary 
  contracts. 
  Martial 
  Alchemist magi are quite different from other magi in 
  that they do not cast spells like the rest of us, but rather 
  utilize special alchemical extracts. 
   
  Though my lord is a former disciple of this faction, 
  no treatise on magi in the Lands of the Jade Oath 
  would be complete without mentioning the Jade Eye 
  Society. Please excuse this one’s humble attempt to 
  explain that about which her master is already fully 
  aware. She means no insult and only includes this 
  portion of the treatise to fulfill the letter of her master’s 
  decree. 
  This public, yet secretive faction enforces the edicts 
  of the Jade Oath. The responsibilities of the Jade Eye 
  Society have in the enforcement of the Jade Oath 
  include monitoring the use of magic and ensuring that 
  no magic harms the seals that keep the Jade Oath 
  effective. This means protecting the seals and the 
  monitoring of those with magical ability to ensure that 
  they never become a threat to the Seals and that they 
  never violate the Laws of Magic, which could perpetuate 
  the continued corruption of the land with curses, 
  spellblight, and demonic possession. Therefore, the 
  corruptive taint of the infernal dragons is a significant 
  threat for this organization. 
  Even though the Ghost Tigers take care of hunting 
  the demons and other infernals of this world, they do 
  not often hunt the spellcasters that are sometimes 
  responsible 
  for 
  infernal 
  incursions, 
  curses, 
  and 
  spellblight. The Jade Eye Society monitors those with 
  magical abilities to ensure that they are not corrupted by 
  curses, possession, spellblight, or are otherwise in 
  league with infernal forces. To this end, they created a 
  process and training regimen that provides them with 
  powerful anti-magic enforcers called curse eaters. Curse 
  eaters are magi who can devour the spells and curses of 
  their spellcasting opponents. Most are recruited from 
  the lands of the Sundered Mountain, but the Jade Eye 
  trains their curse eaters at the city of Lha Zhai atop the 
  Broken Pillar in Tsixang. The school is administered by 
  the Cloud Leopard Covenant who serve as an 
  administrative arm of the society. Within the Empire of 
  Xianguo, they have a major influence with the Bureau of 
  the Ebon Mirror and often work in tandem with the 
  bureau in hunting down outlaw and rogue mages. There 
  are also many mages within the Ministry of the Ivory 
  Fan that are past disciples of the school at Lha Zhai. 
  Since many spellcasters think that they can do as 
  they like without suffering any consequences, the society 
  fills much of its ranks with curse eaters to counter the 
  spellcaster threat, while training other spellcasters and 
  even some warriors to protect those spellcasters to 
  complete the rosters of their organization. 
   
  When the First Pact that created the Jade Oath was 
  signed, the verrik and mandragorans agreed to set up a 
  school of magic that would teach the proper techniques 
  and uses of magic crafting and spellcasting to help avoid 
  and prevent all the curses, spellblights, possession, and 
  summoning gone wrong that had put the cracks between 
  the dimensions that made it easier for the infernal 
  dragons to invade our reality. Over time, both the 
  mandragorans and the verrik developed a strong trade 
  and mutual defense arrangement. The clans that 
  collectively created and maintained this school of magic 
  named their covenant after the beautiful, mystical, cloud 
  leopards that occupied the lands around their estates in 
  the mountains. Today, after a thousand years, they are 
  allies for more than mutual defense. They have shared 
  secrets with one another they won’t share with outsiders 
  and these shared mystical secrets have made their bonds 
  to one another stronger. These families have found 
  common ground with each other and stand united 
  against any who would be an enemy to their cause or 
  their school. 
  Bao: This verrik clan is dedicated to the defense of 
  the house, but unlike the Zhuang, they watch after the 
  personal safety of the charges entrusted to their care 
  rather than their lands and holdings. They have become 
  some of the premier bodyguards of the empire. Their 
  warrior-monk mentality and mystical magus abilities 
  make them ideal for the duties they perform as 
  guardians. They are frequently employed by wealthy 
  merchants, visiting nobility, dignitaries from other 
  nations, and, of course, their own house. A legendary 
  story involving the Bao is behind their notoriety as 
  bodyguards. The story goes that if a magus trained by 
  the Bao were to swear three times against his hope of 
  death and rebirth on the wheel of life to defend 
  someone, that their lives are bound to their charge and 
  not only will the charge survive conditions that would 
  normally kill them, but that the Bao magus will only die 
  the moment the charge does, regardless of the reason 
  why. 
  Zhuang: This verrik family has taken the concept 
  of the warrior-monk and adapted it to their mission of 
  defending the lands of the House of the Cloud Leopard 
  
   
  12 
   
  from the depredations of their enemies. Sometimes 
  called the "Mountain Guard," they are masters of the 
  staff and deadly martial artists. This family serves as the 
  house's sword arm. It is they who watch the house's 
  holdings, man the watch towers and guard posts of the 
  house, and protect the mountain passes from caravan 
  raiders. Their tasseled war staves are a common sight 
  along the mountain passes of the Cloud Leopard's part 
  of the empire. Many Zhuang magi are practitioners of 
  the staff magus and kensai magi traditions. 
   
    
  This 
  fraternal 
  society 
  of 
  judges, 
  constables, 
  investigators, and magistrates are dedicated to justice 
  and enforcing the laws of the empire. When the first 
  sovereign emperor was organizing how the empire 
  would run, he knew he would need a force of dedicated 
  magistrates to enforce his edicts and the laws of the 
  empire. He turned to his wise, cousin I-Chih and asked 
  him to train magistrates for the empire. I-Chih replied 
  that he would do better than that. He would make his 
  house into a force of magistrates ready to enforce the 
  laws of heaven and earth for both the mortal emperor 
  and the Celestial Emperor. To assist his cousin, the 
  emperor called for any who thought themselves worthy 
  of becoming the best magistrates, investigators, and 
  fugitive hunters from throughout the empire. 
  Over the centuries since, the society of the Scarlet 
  Kirin has been involved in a great many dealings 
  throughout the empire, but always on the side of the law 
  and tradition. It remains as one of the primary enforcers 
  of the empire and its bureaucracy, and thus the Celestial 
  Bureaucracy. Due to their high profile duties to the 
  emperor and heaven, many elemental and place spirits 
  take a great deal of interest in the activities of these 
  magistrates. As a result, the spirits often become 
  fascinated by them. But spirits often do not come 
  without their own baggage and responsibilities, causing 
  the magistrates of this society to become embroiled in 
  the politics of the spirit world far too often. 
  Tung: This clan of verrik was founded by Kwan 
  Tung-Li, a leading figure within the House of the Cloud 
  Leopard’s Kwan family at the dawn of the empire. Tung-
  Li was one of the premier investigators of crimes 
  involving magic and had researched a great deal 
  regarding the teachings of the Akashic Brotherhood in 
  his time. During his time with the Scarlet Kirin, Tung-Li 
  performed admirably, setting a shining example for all 
  magistrates. He wrote many texts on his cases, which 
  are considered essential reading for any magistrate of 
  today. Today, his family is frequently responsible for 
  conducting investigations into magical crimes and 
  cataloging evidence associated with those crimes. To  
   
   
  Jade Griffon Guard 
   
  This magus arcana is available exclusively to magi 
  that are members of the Jade Griffon Guard. 
  Griffon Strike: By spending an arcane pool point 
  when casting a touch spell, the magus can use his griffon 
  mount with his spellstrike class feature as if it were a 
  weapon, allowing the griffon to make an attack in place 
  of the magus. However, the touch attack used with the 
  spellstrike must use the griffon’s base attack bonus and 
  natural weapon damage. Griffon strike uses one of the 
  griffon’s attacks of opportunity for the round. The 
  magus must be at least 8th level before selecting this 
  magus arcana. 
   
   
  this day, the Tung family is still considered to have some 
  of the best investigators in the empire. 
   
  There have been many emperors in the history of 
  the empire, but few clans have provided as many 
  emperors as the two founding families of the Jade 
  Griffon Guard. This house also has the distinction of 
  being descendants of the very first sovereign emperor 
  after the First Pact was signed. Since that time, they 
  have become renowned as a cavalry of tamed griffon 
  riders, as well as the most decorated unit in the empire. 
  They have a reputation for having the best trained 
  griffons in the empire and it is rumored they have secret 
  techniques regarding the breeding and training of these 
  rare mounts. Griffons raised and trained by this house 
  
   
  13 
   
  are considered a great prize, but they are never sold for 
  money or bartered. 
  When 
  they 
  came 
  into 
  disfavor 
  after 
  the 
  disappearance of the empress, it took them some time to 
  recover the losses they suffered as a result. They have 
  begun to use magic more and forge alliances with other 
  factions. Before the disappearance of the empress, they 
  began frequent experiments with magic. This one has 
  information revealing that one of the things they did was 
  to implement the magic gate research as a secret project 
  within the imperial city, with the assistance of Cloud 
  Leopard Covenant. Apparently, a magic gate was created 
  in secret. This gate remains a secret from most, even 
  today, and it transports any who go through it to a secret 
  complex atop a mountain above the clouds somewhere 
  within the empire. To anyone going through the gate, it 
  appears to them that they’re entering another room in 
  the imperial city. This complex is referred to as the 
  Hidden City and its name is known to nearly all within 
  the empire, though they believe it is merely the new 
  name of the imperial city. It contains the throne of the 
  emperor and the celestial court of the empire within a 
  mountain palace. All the guests who have ever stayed 
  here believe the view of beautiful mountains above the 
  clouds to be an illusion, a notion that is encouraged by 
  the Jade Griffon Guard. Magic is also used to ensure 
  that the air is plentiful within the palace, and magical 
  traps and illusions ensure that no one can leave the 
  palace grounds, except through the Hidden City Gate 
  and certain hidden gates that only members of the guard 
  know about. The deception is so complete that not even 
  the new emperor, a scion of the House of the Kraken's 
  Pearl, realizes the truth yet. 
  Their current efforts focus on finding the missing 
  and presumed dead empress, whom this one’s sources 
  seem to think that the Jade Griffon Guard believes to 
  still be alive somewhere. In the process of this search, 
  they have begun to take on more responsibility for 
  enforcing order throughout the empire, even without the 
  consent of the emperor’s court. This is winning popular 
  support amongst the common folk, who are plagued 
  with increasing banditry and wild monsters becoming 
  even bolder in recent years. Recent reports that have 
  come to this humble servant’s attention indicate that the 
  Jade Griffon Guard is increasing security at some of its 
  holdings, but the reason is unknown at this time. 
  This faction still holds a strong influence in the 
  Ministry of the Dark Lantern. In fact, a minor society of 
  magistrates and inquisitors called the Feathered Serpent 
  long ago swore an oath to provide lands and holdings for 
  the Jade Griffon Guard, an oath they uphold to this day. 
  Sheng-zai: This dahren family’s full name is 
  Sheng-zai-Tian-Sing-tou-han-Yue, which means Wise 
  One in the Sky of Stars and Moon. The Sheng-zai remain 
  active in the interests of aerial combat, an oddity 
  amongst the dahren of today as most do not care for 
  being so far above the earth. Obviously, none of these 
  griffon riders are larger than a human. They also have 
  an active interest in imbuing their arms and armor with 
  magic. They create many of the magic defenses and 
  devices used by the Jade Griffon Guard and are greatly 
  responsible for the creation of the Hidden City and 
  continue to maintain it and its defenses. Many of their 
  number are soulforged magi. 
  Wang: Members of this yueren clan are all 
  forsworn by a magic as old as the Jade Oath to protect 
  the emperor unto death from even before they were 
  born. It is said that this geas is connected to the 
  mandate of heaven itself. Since all the members of this 
  family are under the effects of this geas from the day 
  they are born, no matter their personal feelings, they 
  have always been the bodyguards of the emperor's 
  household since the days of the earliest emperors. The 
  result is that they are one of the true constants in the 
  maintenance of the empire, despite having originally 
  been outsiders, and are perceived by some to be 
  kingmakers. Though they cannot harm the current 
  emperor, they do have some influence as to who may 
  succeed him in times of peace. During times of internal 
  strife, when the position of emperor would be in 
  question, this family would fight alongside the rest of 
  the Jade Griffon Guard championing its causes. 
  However, once an emperor gained the mandate of 
  heaven, the family was instantly unable to oppose him 
  due to the geas. Many emperors over time have relied 
  upon the family for protection, even when they did not 
  trust the yueren because their geas prevents them from 
  acting against the interests of the emperor. Most of 
  those in the Hidden City, even the eunuchs, do not even 
  think of this as the yueren have become so much a part 
  of the imperial court that they do not even consider that 
  the goals of the yueren and goals of the emperor might 
  not be the same. After all, is it not the duty of the servant 
  to champion the cause of his emperor? 
  These yueren are an unusual sight to those not used 
  to them. First of all, not only are they yueren in an 
  empire that has very few of their race, but the guards are 
  primarily female, as their society is a matriarchal 
  culture. Only the female warriors are allowed the 
  singular honor of guarding the imperial personage. The 
  men are also warriors and guards, but are relegated to 
  other duties in the defense of the emperor, such as 
  guarding his estates, the entrance to the imperial city, or 
  even serving as imperial couriers. 
   
  My lord, this order was established before the Jade 
  Oath was even conceived in order to research methods 
  
   
  14 
   
  of 
  containment 
  against 
  the 
  tainted 
  curses 
  and 
  spellblights of the infernal dragons as well as developing 
  a means to fight back against them. Today, the order is 
  responsible for the safekeeping, containment, healing, 
  and restoring those places, objects, and people too 
  tainted by curses and spellblights to be exposed to the 
  rest of the Lands of the Jade Oath. The order is also 
  responsible for the creation of the nagarajah race. The 
  magi that serve this order are typically curse eaters, but 
  there are many other types of magi utilized by the order 
  as well. This humble servant shall explain the history of 
  some of the more prominent lineages and clans sworn to 
  the order. 
  Fu-Chia: This dahren family’s full family name is 
  Fu-Chia-han-Sei-la-dze-Long-tou, which means Great 
  Hero and Destroyer of Dragons. As the leaders of the 
  order, this family is responsible for ensuring the seals on 
  the prisons of the infernal dragons stay in place and 
  unbroken. This family has a long and glorious history of 
  service in the battles against the infernal dragons before 
  the beginning of the empire. Many heroes came from 
  this line of dahren and several members were 
  instrumental 
  in 
  banishing 
  the 
  infernal 
  dragons 
  altogether. Today, the Fu-Chia are accomplished magi 
  and wizards who are responsible for the upkeep of the 
  runes on the seals and chanting the mantras keeping the 
  infernal dragons imprisoned as well as ensuring that the 
  truenames of the infernal dragons are well-guarded and 
  never revealed so that they can never be summoned 
  again. For this reason, the Mandarin of the house is 
  called the Lord of Names. Soulforged and curse eaters 
  are the most prominent types of magi this family utilize 
  to fulfill their missions. 
  Hui: The first Hui was called Hui-Long and was a 
  courageous human who gave his life in service to the 
  first Fu-Chia during their battles with the infernal 
  dragon. But he did not die in battle. He died keeping a 
  powerful, captured, infernal dragon artifact out of the 
  hands of Fu-Chia's other warriors, knowing that it was 
  influencing them and corrupting them to the service of 
  the infernal dragons. Hui-Long managed to destroy the 
  artifact in order save Fu-Chia's army, but the destructive 
  force of the magical energies unleashed by the artifact 
  destroyed Hui-Long, leaving nothing but ash. To honor 
  what he had done for them Fu-Chia decreed that the 
  humans following him were now united as one family, 
  united by the blood shed by Hui-Long and he named 
  them all the family of Hui. "Hui" is considered a lucky 
  name, but also a humble one and carries connotations of 
  warding away ghosts and spirits. 
  When the Hui were approached by the Long family 
  with the ceremonies to turn into nagarajah, the Hui 
  were repulsed. They refused the offer. Once the Long 
  and Ma families of the order performed the ceremonies 
  and made the change to being nagarajah, they watched  
   
  Order of the Ashen Dragons 
   
  carefully, remembering the lesson of their ancestor. It 
  was the Hui who first saw the thirst for power and the 
  subsequent corruption of the Ma family. The Hui 
  notified the other families and assisted with the purge 
  that took place, all the while watching for the Ma family 
  to realize what had happened, to realize that they had 
  been corrupted. It was almost too late when they saw 
  that some of the Ma were not corrupted; the other 
  families almost destroyed the Ma altogether. But the 
  Hui intervened and assisted the survivors to rebuild. 
  The Hui of today are responsible for the acquisition, 
  cataloging, safe-keeping, and destruction of the artifacts 
  of the dragons and infernal dragon. Many Hui are born 
  with the curses and end up taking the role of curse eater 
  magi. Many also become hexcrafter or bladebound magi. 
  Long: Originally humans, this lineage of nagaraja 
  discovered early on that their duties of guarding the 
  prisons and artifacts of the dragons and infernal dragon 
  were exposing them to the corruptive influence and 
  curses of those same creatures. They endeavored to find 
  a way to block the corruptive spellblight and curses from 
  overcoming their senses as more and more of them 
  began to succumb. They discovered that a certain series 
  of ceremonies and the changing of true names gave 
  them a chance to prevent the taint from taking hold, but 
  at the price of their humanity. They took it. In the 
  process they and their descendants became the first 
  nagarajah. Those of the family who did not want this 
  joined the Hui family. The Long family offered to 
  perform the ceremony for the other families, but the Hui 
  family was horrified at what the Longs had done to 
  themselves and refused their ceremonies and the small 
  chance of surviving the taint they offered. 
  In the centuries since then, the Long family has 
  discovered that their efforts were in vain as, eventually, 
  the taint began to adapt to the nagarajah physiology and 
  
   
  15 
   
  psychology and began to affect them as well. 
  Fortunately, they discovered that jade had a way of 
  preventing the taint from taking effect for a time. They 
  also discovered new spells and ceremonies to resist the 
  tainted spellblights and curses of the infernal dragons. 
  These spells and ceremonies are still in use today and 
  are instrumental in maintaining the sanctity of their 
  lineage as well as the seals of the infernal dragon 
  prisons. Over the centuries, the Long family has become 
  some of the most powerful wizards and magi in the 
  empire. They are charged with performing the spells and 
  ceremonies that keep the infernal dragon and dragons 
  dormant within their prisons. They use warriors of 
  fortune, soulforged, spellblades, bladebound, and 
  threadcaster magi in the fulfillment of their missions. 
  Ma: Early in the formation of this house the Long 
  family offered the Ma family - who were all human at 
  that time - the knowledge required for the ceremonies of 
  becoming the nagarajah. The Ma, not caring as much 
  about resisting the taint with the ceremonies, saw the 
  power inherent in becoming nagarajah with regards to 
  their 
  spell-casting. 
  They 
  accepted 
  and 
  became 
  nagarajah. Those of the family who did not want this 
  went over to the Hui family. They became powerful 
  wizards and reveled in their power, becoming corrupted 
  by the taint and not realizing it. It was eventually 
  discovered by the other families of the house and, 
  wanting to cover this up before the empire at large 
  learned of the house’s failure, began a campaign to 
  purge the Ma family. The purge was devastating to the 
  family and almost destroyed them completely. Due to 
  the powerful spells and ceremonies that were used to 
  purge the surviving Ma, who were not killed outright by 
  the other families, a genetic quirk has appeared in the 
  line since, they tend to have white or grey colored scales, 
  though they are not albinos. 
  During this purge, it was discovered that many 
  members of the other families had become corrupted as 
  well. Eventually the purge made its way through all of 
  the families. The empire knew little of what was 
  happening, knowing only that Ashen Dragon was killing 
  Ashen Dragon, and they thought the order was 
  beginning to go mad. But just as the emperor was about 
  to intervene, the order came forward and stated that a 
  threat to the empire had been destroyed. 
  The remnants of the Ma family, horrified at what 
  had nearly overcome them because of their thirst for 
  mystical power, decided to turn their efforts towards 
  turning the taint and repairing its effects on the world. 
  Nagarajah of the Ma lineage have become experts on the 
  taint and the methods to resist and contain it. The Ma 
  ensure the sanctity of the environment surrounding 
  each prison seal and pay homage to the spirits in those 
  areas to appease them. For the spirits are often unquiet 
  in the presence of such evil as what the infernal dragon  
   
  Celestial Lion Guard 
   
   
  prison seals represent. Partly due to their outgoing 
  natures and willingness to atone for the deeds of their 
  ancestors and partly just due to superior magical talent 
  they are some of the best druids in the empire. Their 
  greenfire adepts are unrivaled at restoring tainted and 
  cursed areas to their fully natural state. For all their 
  successes though, they are still haunted by the deeds of 
  long ago. 
   
  Formerly known as the House of the Celestial Dog 
  (Tian Gou), this society was originally from a faction of 
  goushen that broke off from an older and long since 
  defunct clan. Their founder, Gou Lei, became a hero in 
  his own right when he led a force of goushen and 
  humans that defeated an infernal dragon that managed 
  to escape from its prison. As a reward for his valiant 
  service the emperor granted him his own clan name 
  with his followers. For centuries this clan has been in 
  direct service to the emperors with the responsibility of 
  guarding places of importance because their vigilance is 
  renowned to be matched by few. They became more 
  commonly known as the Celestial Lions when they 
  absorbed a few of the remaining ruishishen tribes into 
  their ranks. The biggest result of this society’s 
  absorption of the ruishishen is a political shift in power 
  that did not sit well with the eunuch mandarins of the 
  emperor’s court. It is said that this society has long been 
  favored by many guardian spirits and that they are the 
  recipients of their boons. 
   
  
   
  16 
   
  The House of the Jade Snow Fox is a close ally with 
  the House of the Ice Falcon, even though they primarily 
  serve the Order of the Ashen Dragons. The Jade Snow 
  Fox often assists in performing scouting missions with 
  the Ice Falcons and its members help to ensure that the 
  Ice Falcons get what they need to continue the war, 
  basically acting as liaisons between the rest of the 
  empire and the Ice Falcon Alliance, allowing the Ice 
  Falcons to continue in their efforts to protect the empire 
  without being distracted by court politics. In return, the 
  Jade Snow Fox benefits from a mutual defense alliance 
  with the great house as well as certain trade concessions. 
  The Jade Snow Fox is an unusual and small, but 
  tenacious house with an infamous reputation. Many 
  members of this house have strong ties to certain 
  elemental and animal spirits. In fact, many fox spirits 
  and kitsune have such strong connections with the 
  house that many are considered members. The 
  reputation of many vicious fox spirits does not lend well 
  to a positive image of the house. Also, not just a few 
  members have been known to be vampires. It is these 
  ties and the few stories of the house's history and 
  current mysteries that are the basis of just one part of its 
  infamy. However, the most infamous aspect of this 
  house is that it is responsible for the upkeep of the 
  Ghostwall as well as the recruitment of any who must 
  serve a tour of duty at the Ghostwall. There are many 
  who dread the prospect of a member of this house 
  paying a visit. There are many stories of those who could 
  not pay their taxes only to wind up manning the 
  Ghostwall with its spectral guardians. However, their 
  physicians are considered to be among the best in the 
  empire. 
  Where the history of this house begins is a little 
  unclear. Imperial records show the house as having been 
  formed shortly after the foundation of the empire during 
  the first emperor's reign. But these records do not reveal 
  the exact year or any insight as to the house's reason for 
  formation or why the emperor allowed the house to be 
  formed to begin with. In fact, most of what is known 
  about this reclusive house is not in any official records. 
  Many of their magi become cursed after working at the 
  Ghostwall and usually turn to the path of the curse 
  eater. There are also those who ward off the curses of 
  the Ghostwall with the luck of a warrior of fortune. 
  Other magi in this house include myrmidarch, 
  hexcrafters, and bladebound. 
   
  This is an organization of revolutionaries following 
  the lead of a masked vigilante who is fighting  
   
  Jade Snow Fox 
   
  government corruption throughout the south and east of 
  the empire. They are prominent in Nha Lao and 
  Monmar as well. 
  The common folk of the empire are unaware that 
  this is an actual organization and believe that there is 
  only the Stone Monkey god randomly appearing 
  throughout the empire performing heroic deeds against 
  the corrupt officials of the government. However, this 
  one’s sources can confirm that this is truly an organized 
  resistance, but one that wants to perpetuate the myth 
  that the god many refer to as the Stone Monkey has 
  returned to the Lands of the Jade Oath after such a long 
  exile as a champion of the people. 
  This organization works to improve the plight of the 
  common folk by protecting them from abuses of power 
  and corrupt governance. Perhaps this one should refrain 
  from mentioning it, but one of this one’s unworthy 
  contacts has suggested they had witnesses a member of 
  this group having an epiphany of enlightenment from 
  the Stone Monkey and gained power enough to evolve 
  into the god himself. This one feels that to consider this 
  as more than drunken ramblings of an unreliable, 
  former informant would appear to be folly. The Stone 
  Monkey Path is simply a network of masked freedom 
  fighters and terrorists pretending to be a singular hero, 
  the Stone Monkey. 
  They are most active in the east and south of the 
  empire where we have observed some of their 
  operations executed with the assistance of kensai, 
  lantern warrior, and warrior of fortune magi. We also 
  know that they use specially prepared masks that appear 
  to be enchanted so as to grant the appearance, strength, 
  and agility of this stone monkey vigilante in order to 
  deceive the public and grant the beleaguered masses 
  
   
  17 
   
  hope for their future. This one does not believe they 
  would be a threat to my lord’s future enterprises. We 
  believe there is a connection between the Stone Monkey 
  Path, the Azure Dragon Society, and the Fallen Dragons 
  as we have observed members of these societies meet on 
  different occasions, but their relationship remains 
  unclear at this time. However, we would be remiss if we 
  did not share our opinion that they are likely attempting 
  to coordinate rebellious activities and pool resources in 
  their respective areas of concern. 
   
  This unworthy one is afraid she knows very little of 
  this organization. Its mysteries are deep and its purpose 
  unclear. What is known is that its members show 
  themselves at the most unusual of times to perform the 
  oddest of deeds either villainous or noble. We do know 
  that they employ mnemonic warriors to great effect on 
  these missions as well as a few magi of other variety, 
  such 
  as 
  warriors 
  of 
  fortune, 
  bladebound, 
  and 
  hexcrafters. 
   
  We know this society to redeem the wicked and 
  monstrous 
  in 
  order 
  to 
  turn 
  them 
  towards 
  enlightenment. This faction within the Ghost Tigers 
  does this in order to train the reformed to champion the 
  weak in the name of justice. No one knows how they do 
  this, but the results of their work are undeniable. It is 
  said that for every success they have that they have three 
  failures that are never seen or heard from again. This 
  one feels that this is an acceptable loss after such 
  horrible creatures have already been shown more mercy 
  than they deserve. However, it is also rumored that they 
  have even turned demons from their path of darkness 
  for the betterment of all. They appear to only assist with 
  converting the wicked to the path of enlightenment and 
  seem to offer no further support or succor to those they 
  release back into the world. It appears that it is to this 
  organization that we owe the pleasure of having the 
  occasional, rare enlightened infernal in our midst. It is 
  said that this society influences, and is also in turn 
  influenced by, certain demon hunting traditions that 
  comprise the Ghost Tigers. 
  They also employ a secret for infusing the dark 
  energies of the infernal dragon into willing warriors in 
  order to become monster hunters of a stronger caliber, 
  called Confessors. They have abilities that allow them to 
  sense and track disguised, hidden, spellblighted, or 
  tainted mages and monsters with uncanny precision. 
  They must often use ritual implements to facilitate the 
  activation of their abilities. When they locate their prey,  
   
   
  Stone Monkey Path 
   
   
  Thought Seekers 
  
   
  18 
   
  they then pass some sort of divine judgment upon them 
  with something they call the Touch of Penance for their 
  crimes against the heavens. Recruits are taken from 
  those who come to the society as desperate waifs eager 
  to make a difference of some sort in the world, are 
  looking for power to make things right, are looking for 
  revenge on monsters or sorcerers that ruined their lives, 
  or are so tainted by a infernal dragon curse that there is 
  no other salvation for them other than to die, become a 
  curse eater, or this. They are made aware that they will 
  eventually become monsters, but do so for the good of 
  society or some other value they can justify to 
  themselves. Any that succumb to the dark energies of 
  the infernal dragon are killed by the society, usually by 
  another Confessor. 
  Contacts that this one has within the Ghost Tigers 
  tell her that the White Shadows say they have detailed 
  knowledge of a prophecy that foretells of an apocalypse 
  that they are striving to prevent through the conversion 
  of demons. Though they have no control over the Ghost 
  Tigers, the Hungry Sky Cult, or the White Raven Society, 
  they have a strong influence on powerful individuals 
  within those societies and more often than not the 
  internal matters of those societies go the way the White 
  Shadows wish. This one is also informed that one of 
  their precepts is, “We can only win if a demon fights a 
  demon.” The White Shadows also employ curse eaters, 
  bladebound, hexcrafters, lantern warriors, spellblades, 
  and staff magi. 
   
   
  These demon hunters are well known throughout 
  the Lands of the Jade Oath for their ability to defeat 
  infernals, either by binding, killing, exorcising, or 
  sealing them away. Many infernals have been defeated 
  by the demon fighters of this society have been tricked 
  and bound into maintaining the lands while also being 
  prevented from harming any who come to those lands in 
  peace. 
  This society was founded by one of the greatest 
  dahren heroes of all time, Fu-Mo-go-Long-da-Chia. 
  After the First Pact was signed and the infernal dragon 
  sealed away, he was offered a noble house of his own, 
  but he declined, preferring instead to hunt for infernals 
  and other creatures plaguing the lands of the new 
  empire. Eventually, he found the village that would one 
  day become the City of the Autumn Gate and settled 
  there. Once settled there, he eventually met the Fu-ren 
  of the ruishishen and the Chook-ta Kyung-bi of the 
  sanesaram who lived peacefully with the ghosts there. 
  They all had strength of purpose and goals he found he 
  admired, but no cohesion or leadership. He lent his aid 
  to them, but not as a leader, as a teacher; he knew they  
   
  Ghost Tiger Society 
   
  wouldn't stomach a leader, even though they clearly 
  needed one to unify them all. They found his insights on 
  demon hunting agreeable and he gave sound advice (i.e. 
  he told good stories). On his deathbed, in which he was 
  fighting a possessing entity, they named him their leader 
  in deed, since he had long been their leader in fact 
  anyway. The other families have let his descendants 
  "advise" them ever since. 
  Fu-Mo: This dahren family’s full name is Fu-Mo-
  go-Long-da-Chia, which means Great Demon and 
  Dragon Catching Hero. The first dahren of this family 
  was a great and powerful foe of the dragons and infernal 
  dragons. He was also one of the longest-lived of all the 
  dahren. He was one of the first dahren created by the 
  Celestial Emperor and was even there the day the 
  infernal dragons were sealed away. Even after they were 
  sealed away, he kept on fighting the enemies of the 
  Celestial Emperor as his family had sworn him to do so 
  on the day of his birth. Even though there were no more 
  infernal dragons to be found, he did find plenty of 
  demons, devils, undead, and other infernals to fight. His 
  descendants now continue to train new demon hunters 
  and magi. 
  Fu-ren: This family is actually a tribe of hushen 
  who refer to themselves as "The Faithful". The hushen 
  were the first to hunt demons and fight the infernal 
  dragon. Even when the infernal dragon was defeated, it 
  was the Fu-ren who continued to hunt malevolent 
  ghosts, fight devils, trick infernals, and wrestle demons. 
  After all, the Fu-ren were chosen by the Celestial 
  Emperor for this very task and are very proud of this 
  heritage. They won't let anyone forget it either. They 
  claim that, as the first demon hunters, they were the 
  ones to teach the other families the techniques of how to 
  
   
  19 
   
  fight, outwit, and banish demons of all stripes. Due to 
  their focus on the techniques, dedication, combat styles, 
  and sorceries needed to defeat their infernal foes the 
  ranks of the Fu-ren tend to be filled with all types of 
  magi. 
   
  This mercantile organization utilizes magi a bit 
  differently from other organizations in that their magi 
  most often serve as a sort of mercenary constabulary in 
  a very unique city named Shtrayu. This city is located on 
  an island in the Sunblood Sea at the place where the 
  borders of the Sukhatra, Sumathai, and Javasriya 
  kingdoms meet. This city is actually most unusual in 
  that it is not only governed by what is essentially a 
  mercantile missionary’s guild, but is also a city that is 
  completely accepting of civilized monsters. These 
  creatures are allowed to mingle with others of their 
  kinds as well as mortals. To police this unusual 
  population, magi of all varieties are employed. 
   
   
  Instead of receiving an additional skill rank or hit 
  point whenever they gain a level in a favored class, the 
  races below have the option of choosing another bonus if 
  they choose the magus class as their favored class. The 
  following options are available to all magi who are 
  members of the listed races, and unless otherwise 
  stated, the bonus applies each time you select the listed 
  favored class reward. 
  Note that shenxue should use the favored class 
  option available to the race of their mortal bloodline. 
  Races not listed below from the Lands of the Jade Oath 
  should utilize the existing favored class options for their 
  equivalent race in the Pathfinder rules. For example, 
  yueren should use the elf favored class option, loresong 
  faen should use the gnome favored class option, 
  quickling faen should use the halfling favored class 
  option, and sanesaram should use dwarf favored class 
  option. 
   
  Bakemono: Add one of the following weapon special 
  abilities to the list of weapon special abilities the magus 
  may add to his weapon using his arcane pool: defending, 
  ghost touch, merciful, mighty cleaving, vicious (Core 
  Rulebook); allying, conductive, corrosive, corrosive 
  burst, menacing (Advanced Player’s Guide). Once an 
  ability has been selected with this reward, it cannot be 
  changed. 
  Dahren: Add +1/4 point to the magus’ arcane pool. 
  Garuda: The magus gains 1/6 of a new magus arcana. 
  Goushen: Add +1 to the magus’s CMD when resisting a 
  disarm or sunder attempt. 
  Hushen: The magus gains 1/6 of a new magus arcana. 
  Mandragoran: Add +1/4 point to the magus’ arcane 
  pool. 
  Nagarajah: Add +1/2 point of fire damage to spells 
  that deal fire damage cast by the magus. 
  Ruishishen: Select one known magus arcana usable 
  only once per day. The magus adds +1/6 to the number 
  of times it can be used per day. Once that magus arcana 
  is usable twice per day, the magus must select a different 
  magus arcana. 
  Verrik: Add one spell known from the magus’s spell 
  list. This spell must be at least one level below the 
  highest-level spell the inquisitor can cast. 
   
   
  In addition to the usual archetypes available to the 
  magi - such as the kensai, bladebound, skirnir, or 
  spellblade - there are a few others available in the Lands 
  of the Jade Oath. They are detailed below. 
   
   
  Those inflicted with an incurable curse and arcane 
  talent, yet have been transformed into something 
  stronger by that same curse and a strong sense of self 
  become curse eaters, magi who have conquered their 
  curse and made its power work for them against the 
  magic of others. Spellcasters whose curses have 
  diminished their own mystical energy harness their 
  cursed nature in order to “consume” the mystical energy 
  they need from spells and lesser curses. They then turn 
  that power into something they can use to fuel their own 
  mystical abilities. 
  Curse eaters typically come from one of two origins 
  - those who suffer the effects of a powerful curse or from 
  spellcasters who have had magical mishaps. Of this 
  sorry lot, only those who seek to overcome their 
  seemingly incurable cursed nature can forge themselves 
  into curse eaters, either by learning at the feet of a curse  
  eater mentor or on their own – an extremely dangerous 
  ordeal. 
  Spellcasters 
  pity 
  curse 
  eaters 
  for 
  their 
  diminished spellcasting and fear them because of their 
  ability to consume spells. As a result, they have an 
  instinctive dislike of curse eaters and see them as a sort 
  of natural enemy. 
  A curse eater can often find work as a witch hunter, 
  monster slayer, or an exorcist. The services a curse eater 
  provides can be considered invaluable in a land that has 
  
   
  20 
   
  been plagued with malevolent energies and vengeful 
  curses since the defeat of the infernal dragon and other 
  infernals. However, because of what he is, curses and 
  misfortune follows a curse eater. His daily affairs are 
  often 
  filled 
  with 
  minor 
  mishaps, 
  unfortunate 
  coincidences, 
  and 
  strange 
  occurrences. 
  This 
  is 
  particularly troubling to any who might be nearby when 
  these events occur. Consequently, despite however 
  useful and essential his work might be considered, a 
  curse eater is often feared and dreaded as a harbinger of 
  misfortune. Because curse eaters are often feared or 
  misunderstood by the public, a curse eater will protect 
  his identity by wearing a traditional, unique, ceremonial, 
  white mask when actively dealing with curses or 
  working against spellcasters in view of the public. 
  Furthermore, he will often enchant his mask with ornate 
  sigils, arcane designs, and runes designed to make him 
  immune to cursed objects. 
  Diminished Spellcasting: A curse eater may cast 
  one fewer spell of each level than normal. If this reduces 
  the number to 0, he may cast spells of that level only if 
  his Intelligence allows bonus spells of that level. 
  Curse Eater’s Curse (Ex): Like an oracle, the 
  magus has a curse that comes with a benefit as well as a 
  hindrance. All curse eaters have the Misfortune curse; 
  however, this can be changed to another curse with the 
  GM’s permission. If a different curse is allowed, this 
  choice is made at 1st level, and once made, it cannot be 
  changed. This curse cannot be removed or dispelled 
  without the aid of a deity. Each curse grants benefits 
  depending on the level of the curse eater. He uses his 
  magus level as his effective oracle level when 
  determining the power and effect of his curse benefits. 
  Levels of magus and oracle stack for the purpose of 
  determining curse benefits and abilities. His curse is 
  based on his magus level plus one for every two levels or 
  Hit Dice other than magus or oracle. 
  Identify Curse (Sp): At will, a curse eater can use 
  identify, but only to detect and identify cursed items, 
  people, places, hexes, and spellblights. He can use this 
  ability to determine the presence, number, location, and 
  strength of cursed auras, hex effects, and spellblights as 
  well as the power of the most potent cursed aura, hex, or 
  spellblight and identify the properties and command 
  words of cursed items in his possession. Furthermore, 
  when making his roll to check for a curse, he does not 
  need to exceed the DC by 10 or more to successfully 
  detect that there is a curse. He needs only to meet or 
  exceed the DC to successfully detect a curse. 
  Cursed Spellcraft (Su): His experience with 
  curses and harmful spells grants the curse eater a +4 
  insight bonus to Spellcraft checks to identify spells and 
  hexes. Also, any spell of 3rd level or higher that the 
  curse eater casts on an ally with a beneficial effect has a 
  curse effect or spellblight attached to it (determine  
   
   
  Curse Eater 
   
  randomly or the GM chooses) as if the curse eater had 
  cast the bestow curse spell on the target, as well. This 
  cannot be used to curse enemies in the same manner. 
  Additionally, any magic item the curse eater creates or 
  assists in creating has a randomly determined cursed 
  item effect attached to it, regardless of the success of the 
  crafting check. Failing the crafting check means adding 
  two cursed effects to the item instead of one. 
  Accursed (Su): Starting at 5th level, cursed items 
  seem to be drawn to the curse eater and existing magic 
  items become cursed over time when in his presence. 
  Any magic item in the curse eater’s possession for 1 day 
  or more permanently gains a randomly determined 
  cursed item effect, including one-time use magic items 
  such as potions. Also, the curse eater gains immunity to 
  the effects of spellblights and cursed items, but only so 
  long as he wears his white, ceremonial mask. 
  Furthermore, if any cursed item possessed by the curse 
  eater for at least one day is ever discarded or stolen, it 
  will reappear somewhere upon the curse eater’s person 
  the day after it was removed from him as if it were 
  suffering under the same curse effect as a Stone of 
  Weight (Loadstone). This loadstone effect will continue 
  to operate even when the curse eater is wearing his 
  ceremonial mask. This replaces the magus’s 5th level 
  bonus feat. 
  Consume Curse (Su): At 6th level, a curse eater 
  can ready an action to absorb the power of a spell, hex, 
  or spell-like ability targeting him that has a curse effect 
  
   
  21 
   
  or that can damage or touch him with force or energy. 
  The spell must be of a spell level he can cast and he must 
  use Spellcraft to identify the spell or spell-like ability. If 
  he successfully identifies the spell or hex, he must 
  expend a spell slot equal to the level of the spell or is 
  equal to half the caster level of the hex that targeted him 
  and he gains a number of arcane pool points equal to 
  half the level of that spell (minimum 1). For example, if 
  the curse eater is the target of a 9th level witch’s hex, he 
  must expend a 4th level spell slot to successfully use this 
  ability against that hex. Additionally, any time the curse 
  eater removes a curse or spellblight by casting either 
  remove curse or break enchantment, he gains an arcane 
  pool point. Any arcane pool points gained with this 
  ability cannot exceed the curse eater’s daily total. If used 
  against cantrips or orisons, this ability only dispels them 
  without receiving arcane pool points. If successfully 
  used against a spell or hex whose area of effect included 
  the curse eater, then all other targets in the area of effect 
  will not suffer the effects of the spell, either. At 12th 
  level, the curse eater need not prepare an action before 
  using this ability; it can be used as an immediate action. 
  This ability replaces the curse eater’s 6th, 12th, and 18th 
  level magus arcana. 
  Curse Eater Arcana: A curse eater gains access to 
  the following magus arcana. He cannot select any arcana 
  more than once, unless stated otherwise in the 
  description. 
  Curse of Attraction (Su): The curse eater is a 
  magnet for harmful, magical energies. By expending an 
  arcane pool point as an immediate action, the curse 
  eater can divert the effect of a spell, hex, spell-like 
  ability, spellblight, or curse effect targeting any ally 
  within 100 ft. to target him instead. He must makes a 
  caster level check (1d20 + caster level, maximum +15) 
  against a DC of 11 + the caster level of the spell. Success 
  means that the effect of the spell, hex, spell-like ability, 
  spellblight, or curse will affect the curser eater instead of 
  its intended target as if the effect was originally intended 
  to target him. For a cursed magic item, the DC is equal 
  to the DC of the curse. If the spell, hex, spell-like ability, 
  spellblight, or curse effect has an area of effect, then the 
  area must include the curse eater; if it does not, then 
  this ability forces the area of effect to be moved in order 
  to include the curse eater’s location. 
  Curse Resilience (Su): When using either his 
  spellbane magus arcana or his consume curse class 
  feature, instead of gaining arcane pool points, a 
  prepared spell, or a known spell, the curse eater can 
  choose to gain damage reduction equal to half his class 
  level for a number of rounds equal to his Intelligence 
  bonus. The curse eater must be at least 9th level before 
  selecting this magus arcana. 
  Curse Resistance (Su): When using either his 
  spellbane magus arcana or his consume curse class  
  Misfortune: You have been forsaken by fortune and 
  are very unlucky. Things happen to you at the most 
  inopportune times, such as unexpected and disruptive 
  gusts of wind, interpersonal misunderstandings, falling 
  debris, malfunctioning equipment, bad weather, being 
  blamed for crimes you never committed, serendipitous 
  encounters with those you would rather avoid, and 
  people are always bringing you their problems. Also, 
  anything determined by chance, such as games of luck 
  or choices made at random are very likely to end up 
  either in a simply unfavorable situation for you or in a 
  bizarre manner that is completely disruptive to the 
  desired outcome of everyone involved.  
  Whenever you roll a d20, a natural roll of 2 (the die 
  shows a “2”) is treated as a natural roll of 1 and is an 
  automatic failure. Your misfortune is contagious to 
  those around you and - as bad as your luck might be for 
  you - it is so much worse for your enemies, so much so 
  that any enemy within 15 feet of you suffers from this 
  curse as well. At 5th level, your enemies must treat any 
  natural roll of 1, 2, or 3 as an automatic failure. At 10th 
  level, any enemies within 30 feet suffer the effects of this 
  curse. At 15th level, your enemies must treat any natural 
  roll of a 1, 2, 3, or 4 on a d20 as an automatic failure. 
   
   
  With the fortuitous use of the Feng Shui skill (DC 30), a 
  character can negate the effects of a single minor cursed 
  item effect for an hour. 
   
   
   
  feature, instead of gaining arcane pool points, a 
  prepared spell, or a known spell, the curse eater can 
  choose to gain spell resistance equal to 10 + his class 
  level for a number of rounds equal to his Intelligence 
  bonus. The curse eater must be at least 9th level before 
  selecting this magus arcana. 
  Spell Scent (Su): With this magus arcana, the curse 
  eater learns how to sense unique spell signatures, and 
  can follow the trail of a cast spell, hex, or spell effect cast 
  back to its source. Once per day, when the curse eater 
  comes into contact with or is exposed to a magic item, 
  hex, or spell effect, he can spend a full-round action to 
  examine the magic item, hex, or spell effect, and then 
  gains the effect of a locate creature spell. He can do this 
  even if the hex or spell effect was instantaneous, but 
  must start his examination within 1 round after he 
  experienced the hex or spell’s effect. Instead of locating 
  a known creature, the curse eater locates the caster of 
  
   
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  the hex or spell effect or magic item he examined. Doing 
  so does not allow the curse eater to gain any intelligence 
  about the spellcaster other than its location. The curse 
  eater must be at least 6th level before selecting this 
  magus arcana. 
  Spellbane (Su): A curse eater can steal spells from 
  his foes and add them to his list of spells known. The 
  curse eater can expend arcane pool points to steal a 
  prepared spell or a spell known from another creature 
  with a touch attack as a standard action. He can use this 
  ability with Spellstrike as if it were a touch spell. The 
  number of points expended from the arcane pool must 
  equal the level of the spell the curse eater wishes to steal. 
  The target receives a Will save (DC 10 + 1/2 the magus’s 
  level + the magus’s Intelligence bonus) to negate the 
  effect. The curse eater may choose a spell to steal, but if 
  the target does not possess the spell, the magus receives 
  no spell and must still expend an arcane pool point. 
  Otherwise the spell stolen is random, but it is always of 
  the highest level that the magus can cast, if possible. The 
  target loses the prepared spell or spell known and the 
  curse eater adds it to his list of spells known for a 
  number of rounds equal to his half his magus level after 
  which it reverts to the original recipient. While stolen, 
  the magus can cast the spell using any of his available, 
  unprepared spell slots. This use does not consume the 
  stolen spell. If the magus steals another spell while a 
  spell is stolen, the previous spell immediately reverts to 
  its original owner. 
  Greater Spellbane (Su): A curse eater’s spellbane 
  power improves. When a target fails a save against his 
  spellbane arcana, the curse eater discovers its spell 
  resistance (if any) and all spells it has prepared or 
  knows. He can then choose which spell to steal. The 
  curse eater may forgo stealing a spell and instead reduce 
  the target’s spell resistance by an amount equal to half 
  his magus level and gain that amount of spell resistance 
  for a number of rounds equal to half his magus level. If 
  he steals additional spell resistance, it stacks with 
  previously stolen SR. If he steals a spell or the duration 
  expires, the spell resistance immediately reverts back to 
  its owner. The curse eater must be at least 15th level 
  before selecting this arcana. 
  Spells: A curse eater magus adds the following 
  spells to his magus spell list: remove curse, bestow 
  curse, major curse, and all other spells of 6th level or 
  lower that have the curse descriptor. He also gains break 
  enchantment as a 4th level spell. 
  Magus Arcana: The following magus arcana 
  complement the curse eater archetype: accurate strike, 
  dispelling strike, disruptive, reflection, and spellbreaker. 
  Curse Eater Note: The hexcrafter archetype is a 
  thematically ideal combination with the curse eater. 
  Many curse eaters in the Lands of the Jade Oath have 
  both archetypes. 
   
  Lantern Warrior 
   
  Known as the hong deng zhao, or the avenging red 
  light, in the Empire of Xianguo, these magi are mystical 
  warriors who champion a cause that has personal 
  significance. More commonly referred to as lantern 
  warriors throughout the rest of the Lands of the Jade 
  Oath, they place more emphasis on their martial 
  abilities than the rest of their magi brethren. They 
  always fight for a purpose that is larger than their 
  personal interests. There are very few male lantern 
  warriors and most of the known lantern warriors are 
  disciples of the Forbidden Mantis Clan, the Fallen 
  Dragons, and the Azure Dragon Society in Nihonshu. Of 
  late, many lantern warriors seem to have targeted 
  mercantile and missionary interests that appear to have 
  undue influence on the internal affairs of the empire. 
  Some lantern warriors also take a special interest in any 
  government officials accused of corruption. These 
  targets include the Kraken’s Pearl, the East Winds Trade 
  Company, and the more militant members of the 
  Temple of the Illuminated Ankh. 
  Diminished Spellcasting: A lantern warrior may 
  cast one fewer spell of each level than normal. If this 
  reduces the number to 0, she may cast spells of that 
  level only if her Intelligence allows bonus spells of that 
  level. 
  Order (Ex): At 1st level, a lantern warrior must 
  pledge herself to a specific order as though she were a 
  cavalier of a level equivalent to her magus level. The 
  lantern warrior can only select one order and once it is 
  chosen it cannot be changed. The order grants the 
  lantern warrior a number of class features, skills, and 
  special abilities. She gains the benefit of or uses that 
  these abilities at the appropriate levels as indicated in 
  the order’s description as if she were a cavalier of a level  
  
   
  23 
   
   
   
  Martial Alchemist 
   
  equal to her magus level. She must follow the order’s 
  edicts and gains the benefits of the order abilities; 
  however, she does not gain access to the order’s 
  challenge ability until 4th level. Cavalier and magus 
  class levels stack for the purposes of determining the 
  benefits of this class feature. 
  Challenge (Ex): At 4th level, the lantern warrior 
  gains the challenge class feature of the cavalier class as 
  though she were a cavalier of a level equivalent to her 
  magus class level. Cavalier and magus class levels stack 
  for the purposes of determining the benefits of this class 
  feature. This feature replaces spell recall. 
  Magus Arcana: The following magus arcana 
  complement the lantern warrior archetype: arcane 
  accuracy, bane blade, close range, critical strike, and 
  devoted blade. 
   
  These magi fight with a unique blend of physical 
  prowess, alchemy, and mysticism. They employ Wutan, 
  "outer alchemy", and Neitan, "inner alchemy", in 
  combination with their martial arts to combat their foes. 
  They are adept at the use and quick consumption of 
  potions, and cast extracts instead of spells, including 
  extracts that duplicate the effects of more typical magi. 
  Martial 
  alchemists 
  are 
  typically 
  employed 
  as 
  mercenaries and the House of the Burning Wind, the 
  Iron Leaf Legion, and the nagarajah temples in the 
  kingdom of Kamojhea all maintain schools that train 
  martial alchemists. 
  Martial Alchemy: The martial alchemist does not 
  cast spells as a magus normally does; instead, he casts 
  extracts as an alchemist of his magus class level. He can 
  also utilize Craft (Alchemy) in the same manner as an 
  alchemist of the same level per the alchemist’s alchemy 
  class feature. Furthermore, for the purposes of 
  multiclassing, his magus levels stack with any alchemist 
  levels he may take for the purposes of calculating the 
  effects of his extracts and effective caster level. 
  Additionally, the following touch spells are added as 
  formulae to the martial alchemist’s formulae list: 
  1st level – chill touch, shocking grasp 
  2nd level –flame blade, ghoul touch, touch of idiocy 
  3rd level –poison, vampiric touch 
  4th level – calcific touch*, rusting grasp, spite* 
  * These spells are located in the Advanced Player’s 
  Guide. 
  Any other alchemist trying to decipher the martial 
  alchemist’s method of creating touch spells as extracts 
  
   
  24 
   
  will find them incomprehensible. This ability replaces 
  the magus’s cantrip class feature and modifies his ability 
  to cast spells. 
  Alchemical Discovery (Ex): At 4th level, the 
  martial alchemist magus gains access to a small number 
  of alchemist discoveries (see the Advanced Player’s 
  Guide). The martial alchemist magus picks one 
  discovery from the alchemist’s discovery class feature. 
  He gains the benefit of and uses that discovery as if he 
  were an alchemist of a level equal to his magus level. He 
  cannot select any discovery that requires mutagen and 
  must meet all the same requirements as an alchemist of 
  the same level prior to selecting any discovery. This 
  feature replaces spell recall. 
  Martial Alchemist Arcana: A martial alchemist 
  gains access to the following magus arcana. He cannot 
  select any arcana more than once, unless stated 
  otherwise in the description. 
  Quick Draught (Ex): The martial alchemist has 
  been trained to drink potions, drink elixirs, and apply 
  oils in combat with amazing speed and grace, allowing 
  him to do so without provoking an attack of opportunity. 
  Poison Resistance (Ex): The martial alchemist 
  gains a +2 bonus on all saving throws against poison. 
  This arcana can be taken more than once and its effects 
  stack. If taken a total of four times, the martial alchemist 
  becomes completely immune to poison. 
  Poison Use (Ex): Martial alchemists are trained in 
  the use of poison and cannot accidentally poison 
  themselves when applying poison to a weapon. 
  Swift Poisoning (Ex): At 6th level, a martial 
  alchemist can apply a dose of poison to a weapon as a 
  swift action. 
  Magus Arcana: The following magus arcana 
  complement the martial alchemist archetype: accurate 
  strike, hasted assault, maneuver master, pool strike, and 
  spell shield. 
   
  These magi are warriors who can access the akashic 
  record of mortal memory to recall the abilities and skills 
  of great warriors from history and use those abilities and 
  skills for their own. For brief moments they pull forth 
  those memories from the akashic for their use in battle. 
  It is by reliving these memories that the mnemonic 
  warrior can let the superior skills of past heroes overtake 
  his own skills. Some mnemonic warriors can also tap 
  into the memories of moments ago, allowing the 
  mnemonic warrior to better coordinate his actions in 
  combat with his allies. 
  Mnemonic Arcana: A mnemonic warrior gains 
  access to the following magus arcana. He cannot select  
   
   
   
  Mnemonic Warrior 
   
  any arcana more than once, unless stated otherwise in 
  the description. 
  Akashic Sight (Su): By expending an arcane pool 
  point with a swift action, you gain blindsight to a range 
  of 10 feet for a number of rounds equal to your 
  Intelligence bonus (minimum 1 round). The range of 
  this ability increases by 10 feet at 12th level, and by an 
  additional 10 feet for every four levels beyond 12th. This 
  arcana cannot be selected until 8th level. 
  Forgotten Fear (Sp): The mnemonic warrior can 
  use his ability to delve into the memories of others in 
  order to summon forth the memory of an event in their 
  past that provokes strong emotions. The memories that 
  the mnemonic warrior can summon forth are so 
  powerful and primal that they can cause the target 
  creature to suffer some deep-seated fear from some time 
  in their past from early childhood or sometime more 
  recent. No shared language is required, but the 
  mnemonic warrior must be spend an arcane pool point 
  as a part of touch attack and the target creature must be 
  aware of the mnemonic warrior when this ability is 
  activated. The target is entitled to a Will saving throw 
  (DC 10 + half the mnemonic warrior’s class level + 
  Intelligence modifier). If the target creature fails its 
  saving throw it is effectively panicked for 1d4 rounds. A 
  
   
  25 
   
  creature targeted by this effect cannot be affected more 
  than once in a single day. The mnemonic warrior must 
  be at least 8th level before selecting this magus arcana. 
  Mnemonic Pain (Sp): The mnemonic warrior can 
  summon for the various memories of physical pain that 
  many have suffered from throughout the mnemonic 
  warrior record and send them to an intended target that 
  he touches. He can magnify the intensity of these 
  memories to such a degree that the creature he touches 
  actually suffers wracking pain from this ability. By 
  expending an arcane pool point as part of any touch 
  attack (it can be used in conjunction with touch spells), 
  the mnemonic warrior can inflict the staggered 
  condition and a -8 penalty on attack rolls, skill checks, 
  and ability checks. This effect last for 1 hour (it can be 
  dispelled). The subjects gets a Will save (DC 10 +1/2 the 
  mnemonic warrior’s class level + Intelligence modifier). 
  This is a mind-affecting, pain, effect. The magus must be 
  at least 15th level prior to selecting this magus arcana. 
  One Mind One Fight (Ex): The mnemonic warrior 
  can select a bonus teamwork feat instead of a magus 
  arcana. The mnemonic warrior must meet the 
  prerequisites of the selected teamwork feat. As a 
  standard action, the mnemonic warrior can choose to 
  learn a new bonus teamwork feat in place of the most 
  recent bonus teamwork feat he has already learned. In 
  effect, the mnemonic warrior loses the bonus feat in 
  exchange for the new one. He can only change the most 
  recent teamwork feat gained. Whenever he gains a new 
  teamwork feat, the previous teamwork feat becomes set 
  and cannot be changed again. A mnemonic warrior can 
  change his most recent teamwork feat once per day for 
  each teamwork feat slot that he has. This magus arcana 
  can only be selected by members of the Black Steel 
  Centipede faction. 
  Prescience (Ex): The mnemonic warrior can 
  glimpse the little events, thoughts, warning signs, and 
  other factors in the present that form the pattern of 
  things to come. It appears to others as if the mnemonic 
  warrior sees events before they happen, but in truth he 
  is so closely connected to the akashic memory that he 
  can perceive the identifiers that signal coming events. 
  His mind can process these signs, which allows him to 
  react to them faster than others. 
  By expending an arcane pool point as a standard 
  action, the mnemonic warrior enjoys a bonus on his 
  saving throws and initiative rolls equal to 1 + the 
  number of levels he has in magus divided by 4. The 
  duration of this ability is a number of rounds equal to 
  the magus’ Intelligence bonus (minimum 1). The magus 
  must be at least 6th level before selecting this magus 
  arcane. 
  Quick Study (Su): Mnemonic warriors can delve 
  into the akashic memory to gain insight for into a 
  needed skill (but not a language). After expending an 
  arcane pool point, the mnemonic warrior gains a +2 
  bonus to the next skill check he makes. This magus 
  arcana can only be selected by a member of the Akashic 
  Brotherhood faction. 
  Tongues (Sp): The mnemonic warrior can expend 
  an arcane pool point to communicate in another 
  language as her were under the effects of the spell 
  tongues. 
  Traumatizing Touch (Sp): The mnemonic warrior 
  can use his ability to delve into the memories of others 
  in order to summon forth the memory of an event in 
  their past that provokes strong emotions. Spending an 
  arcane pool point as part of a touch attack, the 
  mnemonic warrior can summon forth a memory so 
  strong that they can preoccupy the target creature to the 
  exclusion of everything else around them. No shared 
  language is required. The target is entitled to a Will 
  saving throw (DC 10 + half the mnemonic warrior’s class 
  level + Intelligence modifier). If the target creature fails 
  it’s saving throw it is effectively confused for 1d6 rounds, 
  while it is convinced the recalled memory is currently 
  happening. A creature targeted by this effect cannot be 
  affected more than once in a single day. The mnemonic 
  warrior must be at least 8th level before selecting this 
  magus arcana. 
  Adaptive Feat (Ex): At 5th level, the mnemonic 
  warrior gains access to an adaptive feat, a feat that can 
  change each day. This represents the broad, varied 
  range of experiences and memories of other cultures 
  and fighting styles that a mnemonic warrior can come 
  across in the akashic memory. By expending an arcane 
  pool point, you can pick a feat to fill the “adaptive feat” 
  slot as part of a full round action. You retain this feat for 
  the rest of the day. After you rest for eight hours, the 
  adaptive feat slot resets to empty, allowing you to choose 
  a different feat to fill its place. 
  The mnemonic warrior must meet all prerequisites 
  before he can select any feat with this ability. If the 
  mnemonic warrior spends a hero point, he may use the 
  adaptive feat, even if he does not meet the prerequisites. 
  He could also use a hero point if he wants to gain the use 
  of an adaptive feat as a free action instead of as a full 
  action; however, he can only spend a single hero point 
  per round. He gains another adaptive feat slot at 5th 
  level and again at 17th level. This replaces the magus’s 
  5th and 17th level bonus feats. 
  Tactical Focus (Ex): At 11th level, you can search 
  the akashic memory for information about your 
  opponent’s fighting style after observing his techniques 
  and maneuvers in combat. You can then learn your 
  opponent’s weaknesses and exploit them. By using a 
  standard action, you can gain a +1 insight bonus on 
  attacks and a +2 insight bonus on damage rolls against 
  him and a +2 insight bonus to Armor Class against his 
  attacks if he fails his Will save (DC 10 + half your magus 
  
   
  26 
   
  level + your Intelligence modifier). You can use this 
  ability a number of times per day equal to 1 + your 
  Intelligence modifier. You retain these bonuses for a 
  number of rounds equal to half your magus level. This 
  ability replaces the magus’s 11th level bonus feat. 
  Magus Arcana: The following magus arcana 
  complement the mnemonic warrior archetype: bane 
  blade, broad study, devoted blade, maneuver mastery, 
  and spell blending. 
   
   
  This magus fighting style was originally developed 
  by the Beautiful Silk Tigers as a technique that allows 
  their agents to blend in to their environment while 
  appearing to be harmless courtesans or simple maidens 
  awaiting the pleasure of their guests, much like a patient 
  spider. They called their style silkweaving originally to 
  disguise its nature, but after it was observed by other 
  magi outside of the society, it became more popularly 
  known at threadcasting. Furthermore, its use has spread 
  to other societies that value deceptive tactics and the 
  laying of traps. Their techniques involved channeling 
  arcane energy through threads and string, making it as 
  strong as a steel weapon or even invisible. They also spin 
  webs with their thread to lay traps much as spiders do. 
  Threadcasters are typically very capable of deception 
  and ambush tactics. 
  Diminished Spellcasting: This style does require 
  a lot of intense concentration just to keep the threads 
  effective, which can affect the threadcaster’s ability to 
  cast spells. A threadcaster may cast one fewer spell of 
  each level than normal. If this reduces the number to 0, 
  she may cast spells of that level only if her Intelligence 
  allows bonus spells of that level. 
  Iron Thread: The threadcaster imbues normal 
  thread with an arcane pool point to make the thread as 
  hard as steel, while remaining as flexible as normal 
  string. The threadcaster is proficient with this thread, 
  which can be used as a light weapon where the 
  threadcaster automatically enjoys the benefits of the 
  Weapon Finesse feat by using the threadcaster’s 
  Dexterity modifier when calculating her attack bonus 
  (1d4 small, 1d6 medium, 18-20 x2, with the Deadly and 
  Grapple qualities). While the duration is in effect, she 
  can use all her class features with this ability as if it were 
  a one-handed, light weapon. This effect lasts a number 
  of rounds equal to twice the threadcaster’s magus level. 
  Starting at 4th level, she can cast touch spells through 
  the thread as if it had a reach of up to 10 ft. + 5 ft. per 4 
  additional magus levels. This replaces the magus’s spell 
  recall class feature. 
  Thread Arcana: A threadcaster gains access to 
  the following magus arcana. He cannot select any arcana  
   
   
  Threadcaster 
   
  more than once, unless stated otherwise in the 
  description. 
  Puppet Strings: The threadcaster can spend an 
  arcane pool point as part of a full round touch attack 
  against a target to make them the threadcaster’s puppet. 
  This effect works as the spell, dominate person. 
  However, the effect only lasts a number of hours equal 
  to the magus’s level and the magus can only affect one 
  target at a time. Furthermore, the range is limited to a 
  number of miles equal to his Intelligence bonus 
  (minimum 1 mile). If taken again at 18th level, this 
  ability works as per the spell, dominate monster with 
  the same restrictions mentioned above rather than 
  dominate person. 
  Spinner of Webs: The magus gains a +2 bonus to 
  the save DC of any spell that grapples or entangles its 
  targets and a +2 to the Concentration DC of any target 
  attempting to cast a spell while entangled. 
  Wire Walking: Walking on and climbing, and 
  grappling with her iron threads, the threadcaster gains a 
  +4 bonus to Acrobatics, Climb, and Fly skill checks and 
  gains Acrobatics as a class skill. 
  Wire of Communication: Utilizing the sonically 
  conductive quality of her threads, the threadcaster can 
  communicate with allies over great distances by 
  
   
  27 
   
  spending an arcane pool point to communicate to an ally 
  as the spell, whispering wind. 
  Snare Thread (Su): At 7th level, as a standard 
  action, you can set an invisible thread snare trap within 
  a distance from you that is twice the range of your iron 
  thread ability’s reach. The trap constricts around a limb 
  or other part of the triggering creature’s body (Reflex 
  avoids). The creature cannot move from the location of 
  the trap, unless the threadcaster included a “leash” 
  when setting the trap, in which case the creature is 
  limited to the length of the leash. The trapped creature 
  can escape with an Escape Artist check (DC 10+1/2 the 
  threadcaster’s class level + her Intelligence modifier) as 
  a full round action. The trap or its leash has a number of 
  hit points equal to the threadcaster’s level, or can be 
  burst as a full-round action with a Strength check (DC 
  10+1/2 the threadcaster’s class level + her Intelligence 
  modifier). The trap can hold up to a Medium creature; at 
  10th level, the trap can hold up to a Large creature. At 
  the threadcaster’s option, if there is a tall object or 
  structure nearby, she can have the trap lift the creature. 
  This ability replaces the magus’s knowledge pool class 
  feature. 
  Web of Defense: At 7th level, the threadcaster 
  can, as a swift action, set up a series of threads within 
  her space to catch and ensnare any incoming attacks, 
  granting her a +2 deflection bonus. At 13th level, this 
  bonus increases to +4. Furthermore, anyone attacking 
  the threadcaster with a melee weapon has a 20% chance 
  of becoming grappled as if by a web spell of the 
  threadcaster’s caster level for 1d4 rounds. This ability 
  replaces the magus’s medium and heavy armor class 
  features. 
  Magus Arcana: The following magus arcana 
  complement the threadcaster archetype: accurate strike, 
  arcing pool strike, devoted blade, maneuver mastery, 
  and pool strike. 
   
   
  These mercenary magi have learned to alter their own 
  luck and the luck of their opponents by providing the 
  fortunes with a little push with their arcane energy. 
  Sometimes they do so at a grave cost to their own 
  fortunes in order to survive a dangerous situation. Their 
  nature is also one of a nomadic wanderer and many are 
  mercenaries seeing where the winds of fortune will carry 
  them. Many are also employed or trained by the 
  Resplendent Phoenix, Thunderous Cricket, and the 
  Golden Bat societies. 
  Improbable Magus (Ex): At 4th level, the 
  warrior of fortune magus gains access to a small number 
  of the luckbringer’s improbable class abilities detailed 
  below (see The Secrets of the Luckbringer from Rite  
   
   
  Warrior of Fortune 
   
  Publishing). The warrior of fortune magus picks one 
  improbable ability from the luckbringer’s improbable 
  class feature. She gains the benefit of or uses that 
  improbable ability as if she were a luckbringer of a level 
  equal to her magus level. This feature replaces spell 
  recall. 
  Improbable Arcana: A warrior of fortune gains 
  access to the following magus arcana, or may select any 
  improbable ability in place of a magus arcana. He 
  cannot select any arcana more than once, unless stated 
  otherwise in the description. The warrior of fortune 
  magus spends arcane pool points to activate improbable 
  abilities instead of the luckbringer’s moments of chance. 
  A selection of improbable abilities follows: 
  Critically Lucky (Ex): When a warrior of fortune 
  uses this ability (even after the result of the die roll is 
  known), she gains the benefit of the Critical Focus or 
  Improved Critical feat with the weapon she is currently 
  wielding even if she does not meet its prerequisites. 
  Upon reaching 11th Level she can also choose any single 
  Critical Feat and gain the benefits of that feat, though 
  she must still meet the prerequisites of that feat, 
  however for the purposes of these prerequisites her Base 
  Attack Bonus is consider being equal to her magus class 
  level. 
  
   
  28 
   
  Entropy Shield (Su): The Warrior of fortune can 
  cause a probability field to generate around her or an 
  ally within 100 ft. This field deflects incoming arrows, 
  rays, and other ranged attacks for 1 minute per class 
  level. Each ranged attack directed at the subject for 
  whom the attacker must make an attack roll has a 20% 
  miss chance (similar to the effects of concealment). At 
  5th level this miss chance increases to 50%. Other 
  attacks that simply work at a distance are not affected. 
  The actual intervening factor is subject to GM 
  determination but the default is often a random animal 
  or vermin native to the area moving into the line of fire 
  at the wrong moment, a stone causing the subject to 
  stumble ruining the lead time of targeting foe or an odd 
  gust of wind catching the projectile badly.  
  The arrow shot at her runs into odd downdraft 
  that forces it into the ground. 
  Fateful Footing (Ex): The warrior of fortune alters 
  probabilities making her extremely dexterous; she gains 
  a +10 ft. enhancement bonus to her base speed and a +2 
  inherent bonus to her Dexterity. The warrior of fortune 
  also can make a single target opponent extremely 
  clumsy reducing all its speed ratings by 10 feet (to a 
  minimum of 5 feet) and bestowing a –2 penalty to the 
  target’s Dexterity (minimum 1). A successful Will save 
  (DC 10 + 1/2 the magus’ class level + her Intelligence 
  Modifier) negates these penalties for the opponent but 
  not her bonuses. This effect lasts for 1 round per class 
  level.  
  On the loose shale slope, with every step her foe 
  took, the rock slid out from under him, while with each 
  of her steps  the ground carried her like a leaf in a 
  stream. 
  Good Karma (Ex): If the warrior of fortune is in a 
  square adjacent to an ally and the ally is subject to an 
  attack, including an area effect, the warrior of fortune 
  can subject herself to the attack in the ally’s stead and 
  the ally takes no damage. Resolve potential attacks 
  against the warrior of fortune normally, including to hit 
  rolls and saving throws.  
  As the oni roared an attack, she whipped her mage 
  ally 
  and 
  herself around, 
  letting 
  the 
  monster’s 
  bladeinpact on her shield rather than the mage’s head. 
  Hazard 
  (Su): 
  Using 
  her 
  ability 
  to 
  affect 
  probabilities a warrior of fortune can cause a hazardous 
  condition to affect a single target. This hazard deals 1d6 
  points of damage + 1d6 points of damage every two class 
  levels. A successful Reflex Save (DC 10+1/2 the warrior 
  of fortune’s class level + her Intelligence modifier) 
  results in half damage. The actual damage type is 
  subject to GM determination but the default is often 
  bludgeoning, resulting from something improbably 
  falling from the sky (such as a dead griffon) or an 
  underground explosion (such as caused by the rotting 
  corpse of a purple worm), but it can be as dramatic as a 
  lightning strike from a clear blue sky. This damage can 
  be something the target is resistant to but the creature is 
  never immune to the damage type chosen and it could 
  even result in multiple types.  
  A meteor falls out of the sky hitting her opponent 
  and nothing else. 
  Ill-fortune (Su): You impart a streak of bad luck on 
  the target. Any actions the target takes in the next round 
  have a 50% chance of failing. A successful Will saves 
  (DC 10 + 1/2 the warrior of fortune’s class level + her 
  Intelligence Modifier) negates this effect.  
  Just as the necromancer was preparing to give 
  orders to his companions his childhood stuttering 
  disorder came back. 
  Improved Weal and Woe (Su): The warrior of 
  fortune increases the bonus or penalty of her weal and 
  woe ability to +2/-2. This ability does not use moments 
  of change though the weal and woe ability still does.  
  She was just thinking about how much she hated 
  the witch when she ran right into the witch’s charm 
  spell, luckily, she resisted it. 
  Jinx (Su): You alter the laws of probability so that 
  any time a target is missed by an attack, there is a 20% 
  chance that it actually hit this effect lasts for 1 minute 
  per class level. If the target, which must be within 100 
  ft., makes a successful Will saves (DC 10 + 1/2 the 
  warrior of fortune’s class level + her Intelligence 
  Modifier), the effect is negated. This ability does not 
  stack with itself.  
  She threw her dagger but the Blood Knight’s shield 
  came up deflecting it away in the nick of time, but it 
  bounced off the breastplate of the paladin into the blood 
  knight’s elbow joint 
  Just a Scratch (Su): The warrior of fortune’s 
  wounds are never as bad as they first appear. The 
  warrior of fortune can heal a number of hit points equal 
  to her class level plus her Intelligence Bonus (minimum 
  +1).  
  She thought she was in shock from the spear thrust 
  going right threw her, later she realized it had only 
  nicked her while passing under her arm, though it had 
  gotten tangled in her cloak. 
  Opportunity Knocks (Ex): The warrior of fortune 
  can choose to gain an additional attack of opportunity 
  beyond the normal one per round you are limited to 
  (and beyond the normal limits of Combat Reflexes), or 
  she can prevent a single action that occurs within 100 ft. 
  of her from triggering potential attacks of opportunity 
  (no save).  
  Her opponent left himself so wide open to her, he 
  virtually leapt upon her blade. She hand to focus all her 
  attention on opening the door she did not have time to 
  defend herself, luckily her foe failed to pay enough 
  attention to her or take advantage of the situation. 
  
   
  29 
   
  Twist the Pattern (Ex): A warrior of fortune can 
  take a 10 as a swift action or take a 20 as a full-round 
  action on one singular skill check that can be performed 
  in normally is performed in one round even if she is 
  distracted. She can grant this benefit to a creature 
  within 100 ft. if the skill normally allows the creature to 
  take a 10 or a 20.  
  She waits looking at the lock letting her hands flow 
  over the lock picks in front of her then suddenly she 
  grabs two of them and throws them at the lock and 
  twists them, there is an audible click as the door 
  unlocks. 
   
  Magus Arcana: The following magus arcana 
  complement the threadcaster archetype: accurate strike, 
  maneuver mastery, pool strike, and spell shield. 
   
   
   
  The following ofuda is available for any sutra casting 
  characters. 
   
  SHEATH CHARM 
  Charm [Omamori] 
  Casting Time: 1 standard action 
  Range: touch 
  Target: one object (a container) 
  Duration: 1 day 
  Saving Throw: none; Spell Resistance: no 
  Descriptive Text: This ofuda is an omamori, which is 
  a charm for the creation of a nondimensional space 
  within the omamori itself. For as long as this omamori is 
  maintained the caster can, as a standard action, tap the 
  omamori 5 times against any container that has an 
  opening no larger than 1 ft. x 1 ft. (yet is still larger 
  enough for the caster to reach into) while chanting the 
  sutra. The container then behaves in all ways like a bag 
  of holding (see Pathfinder Core Rulebook) for the next 
  minute. 
  All contents previously held in the container are 
  unavailable for the duration of that minute, but will 
  return when the container returns to normal after the 
  duration expires. Thereafter, any items that were stored 
  in the nondimensional space the omamori had created 
  remain in that nondimensional space until the omamori 
  activates again. The next time the omamori creates a 
  nondimensional space, it does not need to be the same 
  container even though the same items that were 
  previously stored can be retrieved from the new 
  container. 
  The 
  weight 
  and 
  volume 
  of 
  the 
  omamori’s 
  nondimensional space is determined by the type of bag 
  of holding the omamori creates. The bag of holding type 
  is determined by the caster’s level: 
   
  Sutra Caster Level 
  Bag of Holding 
  1 – 5 
  Type 1 
  6 – 10 
  Type 2 
  11 – 15 
  Type 3 
  12 + 
  Type 4 
   
   
   
   
  The following spells are added to the magus spell list. 
   
  BAO LIFE OATH 
  School: necromancy; Level: magus 1 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: touch 
  Target: one living creature 
  Duration: 1 day 
  Saving Throw: Will negates; Spell Resistance: yes 
  The spellcaster forms a close bond with the target, 
  linking their life energy. For the duration of this spell, 
  whenever the target takes enough damage to reduce 
  their hit points to 1 or less, the spellcaster can, as an 
  immediate action, sacrifice any number of hit points. 
  Each hit point sacrificed in this way prevents 1 point of 
  damage done to the target. In addition, the target and 
  the spellcaster must remain within 100 feet of one 
  another for the duration of the spell or it will expire. 
   
  SUDDEN REVERSAL OF FORTUNE 
  School: enchantment (compulsion) [mind-affecting]; 
  Level: magus 1, witch 1 
  Casting Time: immediate action 
  Components: V, S 
  Range: touch 
  Target: one creature 
  Duration: instantaneous 
  Saving Throw: none; Spell Resistance: yes 
  You alter the target’s fortune from either good to 
  bad or bad to good. Any enemy target within range that 
  makes a natural roll of a “20” on a d20 has that result 
  changed into a fumble/critical failure. Any allied target 
  within range that makes a natural roll of a “1” on a d20 
  has that result changed into a critical threat. Making a 
  touch attack against an allied target is not necessary. 
   
   
  
   
   
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  System Reference Document. Copyright 2000-2005, Wizards of 
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  Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, 
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