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  Samurai of Porphyra
  Nathan Reinecke
  
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  Samurai of Porphyra
  Author
  Nathan Reinecke
  Contributing 
  Editors
  Perry Fehr, N. Jolly, Shinigami02
  Porphyra Logo
  Rick Hershey
  Art
  Scott Harshbarger, Brett 
  Neufeld, Ryan Rhodes
  Layout
  Mark Gedak
  Publisher
  Purple Duck Games
  Samurai of Porphyra is compatible with the Porphyra  Campaign Setting and  the 
  Porphyra Wiki located at: http://porphyra.wikidot.com/
  If you have trouble locating reference content on the site drop me an email at ge-
  dakm@gmail.com and I will get the content updated and point you to it.
  
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  Behold the blade:
  In the right hands a savior,
  the wrong hands, a stick…
   
  -Ch’un Lo, poet
  All lands need armies, and all armies need leaders. Though any common 
  peasant or farmer can be handed a crossbow and told how to aim it, only 
  with years of study and discipline can a warrior gain the kind of mastery 
  over the blade and bow that a true soldier requires. In the lands of Porphy-
  ra, these soldiers go by many names: knight, cavalier, officer; but for several 
  nations, the name samurai is the only one that could ever describe a master 
  soldier.
     Across the Lotus Blossom Steppes, war-minded tribes often look first to 
  their samurai for leadership. Trained in small collectives, occasionally even 
  learning alongside members of other, allied tribesmen, these samurai are 
  often most likely to turn to the horse or the bow as their weapon of choice, 
  taking advantage of the open fields of the Steppes. Most often, when a 
  great leader has united the tribes into a unified force, that leader has called 
  himself a samurai.
     The classless, peaceful Last Kingdom has little use for organized samurai. 
  This does not mean, however, that samurai don’t have their place. The Last 
  Kingdom in fact boasts the largest population of ronin in the land of Por-
  phyra, soldiers for hire who pledge themselves to either coin or causes they 
  find just.
     Jengu-na, despite their neutrality and isolationist stance, still boasts a 
  sizable number of samurai, often found in the nation’s many garrisons and 
  dedicated to preserving Jengu-na’s peace and borders. Closer to the nation’s 
  core, many will hire samurai as bodyguards, or part of personal militias. 
  Like many of its citizens away from the capitol and outside of the comforts 
  of the bureaucracy, a number of samurai have found themselves questioning 
  their empire’s isolationism, in particular the Yamabushi order.
     Samurai in Porphyra often have less reason than others to adventure. 
  With their high levels of training and leadership ability, a samurai can often 
  find themselves a good position just by staying right where he is. However, 
  it isn’t uncommon for a samurai to find themselves stricken with wander-
  lust, and a need to travel. Some samurai orders demand that their young 
  students go out into the world and experience it, in order to better under-
  stand themselves and their place in it. Even exile is a strong possibility that 
  could lead a samurai to the farthest parts of the globe from home in shame.
  
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  Archetypes
  The following samuari archetypes are commonly found in the nations of Por-
  phyra.  Archetypes are a quick and easy way to specialize characters of a given 
  class, adding fun and flavorful new abilities to already established adventurers. 
  Characters may take more than one archetype if they meet the requirements.  
  A character who takes an alternate class feature does not count as having the 
  class feature that was replaced when meeting any requirements or prerequi-
  sites.
  Blade of Two Minds
  The blade of two minds is a warrior torn between two ideals. Following the 
  tenets of two different orders, she must always balance the edicts of one 
  against the other, remaining careful not to lose one in search of the other.
  Order (Ex): The blade of two minds chooses to follow two orders, instead of 
  one. This grants access to the skills, abilities, and challenge bonuses of both 
  orders, but no longer has the resolve class ability.
  Edicts: The blade of two minds must follow the edicts of both of her orders 
  at all times. If she violates those edicts, she loses the benefit of both of her 
  challenge bonuses.
  Challenge: The blade of two minds can choose a challenge bonus from one 
  of her orders to apply when she declares her challenge. As a swift action, she 
  can switch which bonus she has on her current challenge.
  Class Skill: The blade of two minds gains the class skills of both of her or-
  ders, but only gains the skill bonus of one, chosen at level 1.
  Order Abilities: At 2nd, 8th and 15th level, the blade of two minds selects 
  one of the two order abilities available to her at that level. She may instead 
  select a lower level order ability she did not choose in place of a higher level 
  one.
  Drawback: The blade of two minds is indecisive and lacks discipline.  Such a 
  samurai does not gain the weapon expertise class feature.
  
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  Daimyo
  Every army requires a leader, a commander, a general. The garrisons of Jengu-
  na appoint samurai with the highest leadership qualities into such positions, 
  giving them the title of daimyo. Trained specially to bolster their allies in-
  stead of themselves, a daimyo is typically found at the middle of their army 
  rather than the front lines, but more than one enemy has made the mistake of 
  thinking they could face a daimyo in single combat, and paid the price.
  Daimyo’s Banner (Ex): At 1st level, the daimyo gains the daimyo’s banner 
  ability. This ability is identical to the standard samurai’s banner, except that it 
  grants a morale bonuses on all attack rolls, not just those made on a charge, 
  and the bonus increases by +1 at level 5 and every five levels thereafter. The 
  daimyo cannot gain any benefits from his own banner. At 10th level, his ban-
  ner’s range also increases to 120 feet.
     This ability replaces resolve.
  Banner of Ease (Ex): At 4th level, if an ally within range of the banner takes 
  a penalty to his attack rolls because of a feat he is using (such as Power Attack 
  or Combat Expertise), they can reduce the penalty by 1. Reduce the penalty 
  by 1 more at 10th level, and by 1 more at level 16.
     This ability replaces mounted archery.
  Resolve (Ex): At 5th level, the daimyo gains resolve that he can call upon to 
  endure even the most devastating wounds and afflictions. This functions as 
  the normal samurai’s resolve ability, but he is treated as being four levels lower 
  for the purposes of his uses per day. 
     This ability replaces banner.
  Vicious Banner (Ex): At 8th level, the daimyo’s banner inspires his allies to 
  strike harder and with more ferocity. Allies within range of the banner gain 
  an additional +1 damage on all attacks. This bonus increases by 1 at level 10, 
  and every five levels after, to a maximum of +4 at level 20.
     This ability replaces greater resolve.
  Honorable Stand (Ex): When the daimyo uses his honorable stand ability, 
  he extends the benefits to all of his allies within range of his banner.
     This ability alters honorable stand and replaces demanding challenge.
  True Banner (Ex): At 17th level, a daimyo can spend uses of his resolve to 
  
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  save an ally. If he has at least two uses of resolve remaining, he can spend 
  all of the daily uses of resolve that he has available to him to prevent an ally 
  within range of his banner from dying. Regardless of the source of the attack 
  that would have killed them, the target is left alive, at -1 (or lower if they 
  were already below -1), unconscious, and stable.
     This ability replaces true resolve. 
  Kajiya
  Most warriors purchase their weapons, or scavenge them off of the dead, but 
  kajiya come from a very different tradition. To them, the only sword worth 
  using is one they have forged themselves. The devotion they put into creat-
  ing it grants them unparalleled mastery, performing greater than any other 
  samurai could with it.
  Master Blacksmith (Ex): At 1st level, a kajiya add half their class level to all 
  Craft (weapons) and Craft (armor) checks. At 4th level, the kajiya gains Craft 
  Magic Arms and Armor as a bonus feat even if he does not meet the normal 
  prerequisites, and is treated as having Master Craftsman for the purpose of 
  creating magic weapons and armor.
     This ability replaces mount and mounted archery.
  Weapon Expertise (Ex): At 3rd level, a kajiya gains an unparalleled expertise 
  with weapons of his own forging. The kajiya’s Weapon Expertise class feature 
  applies to all weapons he has crafted himself.
     This ability alters weapon expertise.
  The Hands that Forged It (Ex): At 5th level, the kajiya gains the benefits of 
  weapon training 1 as a fighter, with weapons he has forged himself. At 10th 
  level, and every five levels after, the kajiya can either gain the benefits of the 
  next level of weapon training, or gain an advanced weapon training. If he 
  chooses Versatile Training, he must also choose a weapon group to apply it to.
     This ability replaces banner and greater banner.
  Kamen Blade 
  The way of the samurai is one of honor and discipline. They strike their 
  enemies head on in battle, sword in hand. For some samurai, though, this 
  isn’t their only life. Through the use of a magic mask, they can conceal their 
  identity, allowing them to maintain a distinction between their ordinary lives 
  and their martial ones.
  
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  Masked Warrior (Su): This ability acts as the vigilante’s dual identity class 
  feature, except in the following ways. His identities are referred to as social 
  and masked.
     The kamen blade’s transformation is assisted by magic. Every kamen blade 
  owns a mask, which transforms them into her masked identity. The kamen 
  blade can transform in five rounds. However, the transformation is quite a 
  spectacle, involving loud sounds or music, brilliant colorful energies, and 
  swift motions.
     At 7th level, the kamen blade gains the quick change social talent, as a vigi-
  lante. At 11th level, he gains the immediate change social talent.
     This ability replaces order, and the order ability gained at 2nd level.
  Avenging Blade (Ex): At 6th level, and every 6 levels afterward, the kamen 
  blade gains a vigilante talent, as an avenger vigilante of his level. He cannot 
  take the combat skill talent.
     This ability replaces the samurai’s bonus feats.
  Blade Charge (Sp): Starting at 8th level, the kamen blade gains the ability 
  to move at supernatural speeds and strike his foes. Once per day, he can cast 
  bladed dash as a spell-like ability. He can use this ability one additional time 
  per day at level 5, and every three levels afterwards.
     This ability replaces the order ability gained at 8nd level.
  Blade Dance (Sp): Starting at 15th level, when the kamen blade uses his 
  blade charge, he can instead use it as greater bladed dash.
      This ability replaces the order ability gained at 15th level. 
  Kyudojin 
  The art of the samurai is one of balance and discipline. Horsemanship, blade, 
  and bow all play an important part in the samurai’s training. But, just as 
  many samurai go on to specialize in mounted combat, and others focus solely 
  on the blade, so too do many choose mastery of the bow over all else.
  Challenge (Ex): A kyudojin’s challenge applies all effects to ranged, rather 
  than melee attacks.
     This ability alters challenge.
  Careful Shot (Ex): A kyudojin can fire easily into the thick of a melee, 
  hitting his target without needing to worry about his allies. At 1st level, a 
  
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  kyudojin gains Precise Shot as a bonus feat, even if he does not meet the 
  prerequisites. He is treated as having Point Blank Shot for the purpose of feat 
  prerequisites. He can also ignore cover against his target provided by an ally 
  for one round. The kyudojin can use this ability once per day at first level, 
  plus one additional time for every two kyudojin levels after the first. A kyudo-
  jin can expend multiple uses of careful shot in a single round, allowing him 
  to ignore one ally per use.
     This ability replaces resolve. Uses of this ability count as uses of resolve for 
  the purpose of feats and magic items.
  Mounted Archer (Ex): At 4th level, the kyudojin becomes a master at fir-
  ing ranged weapons while mounted. A kyudojin takes no penalty on attack 
  rolls with ranged weapons while his mount takes a double move. He also only 
  takes a -2 penalty while his mount is running.
     This ability alters mounted archer.
  Trick Shot (Ex): At 9th level, a kyudojin gains one of the following as a bo-
  nus feat, even if he doesn’t meet the normal prerequisites; Ricochet Shot, Ace 
  Trip or Ace Disarm. The kyudojin can spend one use of careful shot to use 
  these feats even if he does not have a grit point, and can spend an additional 
  three uses to ignore all cover and concealment when he does so. 
     This ability replaces greater resolve.
  Honorable Stand (Ex): During a kyudojin’s honorable stand, he can spend 
  one use of his careful shot to fire his bow without provoking an attack of op-
  portunity for one round.
     This ability alters honorable stand.
  Piercing Shot (Ex): At 17th level, a kyudojin can aim so precisely, his arrows 
  pierce multiple enemies. Once per round, when firing an arrow, he can spend 
  uses of careful shot to make a line attack from the arrow’s point of origin, up 
  to the weapon’s range. For each use of careful shot he spends, he can attack 
  another target in the line, at a cumulative -2 penalty for each target. If his 
  initial target is the target of his challenge, the kyudojin can apply the bonus 
  damage from challenge to all targets in the line.
     This ability replaces true resolve.
  
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  Lotus Exile
  Initiallly trained by their tribe in the Lotus Blossom Steppes, a lotus exile has 
  typically done something to bring shame or dishonor on their tribe, and been 
  cast out to find their own way. The lotus exile lacks the conviction of his fel-
  low samurai, instead relying solely on his trusted mount for both support and 
  an ally in combat.
  Order (Ex): The lotus exile begins play as a ronin; he may not take any other 
  order. He can, however, become a member of a new order without losing this 
  archetype, but he can never become a member of the order of the lotus. 
     This ability alters order.
  Faithful Steed (Ex): The lotus exile’s truest friend in the world is his mount; 
  he gains Horse Master as a bonus feat, even if he doesn’t meet the prerequi-
  sites. Because of their stronger bond, the lotus exile’s mount is more capable 
  than most. It gains a +2 inherent bonus to its Intelligence from 1st level. 
     Should the lotus exile’s mount die, his grief takes longer to recover, and a 
  new bond even longer to form. A lotus exile must take two weeks to mourn 
  before gaining a new mount. This mount does not gain the benefits of faith-
  ful steed immediately. After two weeks in the samurai’s service, the new 
  mount gains the benefits of Horse Master. After two additional weeks, the 
  new mount gains the inherent bonus to Intelligence.
     This ability alters mount.
  Mounted Expert (Ex): At 1st level, the lotus exile gains Mounted Combat 
  as a bonus feat. At 4th level, and every 3 levels thereafter, he can select an ad-
  ditional bonus feat with Mounted Combat as a prerequisite. He adds half his 
  level to his ranks in Ride to determine if he qualifies for one of these feats.
     This ability replaces resolve.
  Mounted Bond (Ex): At 5th level, the lotus exile’s bond with his mount be-
  comes even greater. He gains a teamwork feat as a bonus feat, and automati-
  cally shares all of his teamwork feats with his mount. The mount does not 
  need to meet the feat’s prerequisites. He gains an additional bonus teamwork 
  feat at 10th level, and every 5 levels after. Should his mount die, its replace-
  ment gains the benefits of this ability at the same time as the benefits of 
  Horse Master.
     This ability replaces banner.
  
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  Mounted Adept (Ex): At 9th level, the lotus exile’s skill at horsemanship 
  allows him to defend his companion even better. He can use his Mounted 
  Combat feat a number of times per round equal to his Dexterity modifier 
  (minimum 2).
     This ability replaces greater resolve.
  Mounted Warrior (Ex): At 14th level, the lotus exile is so accustomed to 
  the movement of his mount that he can strike even when he needs to move. 
  When the lotus exile’s mount moves or charges during his turn, he can still 
  make a full attack. When he does so, he makes one attack fewer than usual, 
  and takes a -2 penalty to all attacks made that round.  
  True Steed (Ex): At 17th level, the lotus exile’s bond with his mount drives 
  it to even greater heights than it had before. The mount gains a +2 inherent 
  bonus to Strength, Dexterity and Constitution. If the lotus exile’s mount dies, 
  his new mount gains the benefits of this ability when he gains his Intelligence 
  bonus from faithful steed.
     This ability replaces true resolve.
  Seishin 
  Ancestor worship is uncommon, but not unheard of in the land of Porphyra. 
  In particular, samurai often display a great respect for those who came before 
  and their roots. With many samurai, this respect or worship deepens into 
  a more powerful connection. These samurai are collectively known as the 
  Brotherhood of the Seishin.
  Ancestral Guidance (Su): At 1st level, and every three levels after, the seishin 
  gains a revelation from the oracle’s Ancestor mystery, treating his samu-
  rai level as his oracle level. Unless otherwise noted, the DC to save against 
  these revelations is equal to 10 + 1/2 the seishin’s level + the seishin’s Cha-
  risma modifier. If he also has levels in oracle with the Ancestor mystery, his 
  seishin levels and oracle levels stack for the purposes of his revelations.
     This ability replaces challenge.
  Ancestral Interference (Su): At 1st level, the seishin gains the Haunted ora-
  cle curse, as an oracle of his level. If he has levels in oracle with the Haunted 
  curse, his seishin levels and oracle levels stack for the purposes of his curse.
     This ability replaces order and the order abilities gained at 2nd, 8th and 
  15th.
  
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  Yamabushi 
  Most samurai are typically clad in heavy armor and specialize in mounted 
  combat, fighting for a lord or for gold. In the highest mountain ranges of the 
  Last Kingdom, one is far more likely to find a yamabushi than a traditional 
  samurai. Well trained in the both the martial and mystical arts, a yamabushi 
  fights not for any purpose other than their own inner tranquility, and mastery 
  of their own body.
  Alignment: A yamabushi must be Lawful.
  Weapon and Armor Proficiency:  Yamabushi are not proficient with armor 
  or shields. When wearing armor or shields, the yamabushi loses his AC bonus 
  and fast movement features.
  AC Bonus: When unarmored and unencumbered, the yamabushi adds 
  his Wisdom bonus (if any) to his AC and CMD. In addition, a yamabushi 
  gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for 
  every four yamabushi levels thereafter, up to a maximum of +5 at 20th level.
     These bonuses to AC apply even against touch attacks or when the yama-
  bushi is flat-footed. He loses these bonuses when he is immobilized or help-
  less, when he wears any armor, when he carries a shield, or when he carries a 
  medium or heavy load.
  Fast Movement (Ex): At 3rd level, a yamabushi gains fast movement as a 
  monk of his yamabushi level.
     This ability replaces mount.
  Ki Pool (Su): At 3rd level, a yamabushi gains a pool of ki points, supernatu-
  ral energy he can use to accomplish amazing feats. The number of points in a 
  yamabushi’s ki pool is equal to 1/2 his yamabushi level + his Wisdom modi-
  fier. By spending 1 point from his ki pool as a swift action, a yamabushi can 
  make one additional attack at his highest attack bonus when making a full at-
  tack. This bonus attack stacks with bonus attacks from all sources, includ-
  ing haste and similar effects.  
  The ki pool is replenished each morning after 8 hours of rest or meditation; 
  these hours do not need to be consecutive.
     This ability replaces weapon expertise.
  Ki Power (Su): At 4th level and every three levels thereafter, a yamabushi can 
  
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  select a ki power from the unchained monk’s ki power list, using his yama-
  bushi level as his monk level. All ki powers applying to natural or unarmed 
  attacks can instead be applied to all weapons the yamabushi is proficient 
  with.
     This ability replaces mounted archery.
  Orders
  A samurai must pledge himself to a specific order. The order grants the samu-
  rai a number of bonuses, class skills, and special abilities. In addition, each 
  order includes a number of edicts the samurai must follow. If he violates these 
  edicts, he loses the benefits of his order’s challenge ability for 24 hours. The 
  violation of an edict is subject to GM interpretation.  The following are typi-
  cal orders followed by samurai of Porphyra.
  Order of the Lotus 
  The samurai of the Lotus Blossom Steppes train only amongst themselves, ex-
  changing knowledge between allied tribes and jealously guarding it from both 
  each other and outsiders. To the people of the Steppes, loyalty is everything, 
  and bonds run strong with them.
  Special: An order of the lotus samurai must be from the Lotus Blossom 
  Steppes.
  Edicts: The samurai must place his tribe above all others. He must not con-
  ceal anything from those he calls allies, but must guard knowledge from those 
  he calls enemies. He must recognize the tribe’s friends, and his allies’ friends, 
  as his own, regardless of personal feeling.
  Challenge: An order of the lotus samurai is adept at sharing his power with 
  his allies, working with them to fight stronger. The samurai only deals ¼ of 
  his samurai level to damage against the target of his challenge. Whenever his 
  allies deal damage to the target of his challenge, they also deal bonus damage 
  equal to ¼ of his samurai level (minimum +1).
  Skills: An order of the lotus samurai adds Knowledge (local) and Knowledge 
  (nature) to his list of class skills. An order of the lotus samurai adds ½ his 
  samurai level (minimum +1) to Bluff and Intimidate checks against targets 
  
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  who are unfriendly or hostile, and to Diplomacy checks against targets who 
  are friendly or helpful.
  Order Abilities An order of the lotus samurai gains the following abilities as 
  he levels:
  • 
  For the Tribe (Ex): At 2nd level, once per day as a standard action, the 
  samurai can grant the benefits of one teamwork feat he knows to his allies 
  within 30 feet for one minute per samurai level. If he has the tactician 
  class feature, or a similar class feature that grants teamwork feats to his al-
  lies, he can instead choose to treat this ability as an additional use of that 
  class feature.
  • 
  United Assault (Ex): At 8th level, if the samurai and an adjacent ally both 
  hit the same target in a round, the target is dealt an additional 1d8 points 
  of precision damage. This damage increases by an additional 1d8 at 12th 
  level and every four levels after, and is not multiplied on a critical hit.
  • 
  Noble Sacrifice (Ex): At 15th level, when an adjacent ally would take dam-
  age that would bring them below 0 hp, the samurai can instead choose to 
  take that damage himself as an immediate action.
  Order of the Pack
  Members of the order of the pack don’t call any one particular place home, or 
  even recognize any affiliation to an order. Their connection is one of spiritual 
  closeness to nature and to others around them. Rather than a typical mount, 
  as most samurai keep with them, the order of the pack fights alongside a 
  hound, with whom he shares a brotherly connection.
  Special: A samurai with an archetype that trades away his mount cannot be a 
  member of the Order of the Pack.
  Edicts: The samurai must fight alongside his companion as an ally, not a 
  master. He must respect the hierarchy of his pack. He must never waver in his 
  loyalty to the pack.
  Challenge: An order of the pack samurai is a master at fighting in tandem 
  with his ally. When the samurai and his mount are flanking the target of his 
  challenge, they gain the benefits of Outflank. If they both already have Out-
  flank, the bonus increases to +5.
  Skills: An order of the pack samurai adds Knowledge (nature) and Knowl-
  
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  edge (geography) to his list of class skills. An order of the pack samurai adds 
  ½ his samurai level (minimum +1) to Handle Animal checks made to com-
  mand his mount.
  Order Abilities: An order of the pack samurai gains the following abilities as 
  he levels: 
  • 
  Pack Brother (Ex): At 1st level, the samurai must select a wolf or dog as 
  his mount, even if he would not normally be able to. This counts as the 
  samurai’s 2nd level order ability.
  • 
  Pack Tactics (Ex): At 8th level, the samurai automatically grants his team-
  work feats to his mount. The mount doesn’t need to meet the prerequi-
  sites for these teamwork feats.
  • 
  Howl of the Pack (Ex): At 15th level, the samurai and his mount can 
  spend their full round actions letting out a wild howl. When they do, 
  they grant all of their allies within 30’ all of their teamwork feats and the 
  benefits of haste for one minute. The samurai can use this ability once per 
  day, and an additional time per day at level 18.
  Order of the Peacock
  Samurai in the order of the peacock find one common thread between 
  them: a sense of either vanity or pride that demands center stage. Many are 
  self-aware of this trait, and use their natural inclinations to their advantage. 
  Others are… less so, but their tendency to draw attention to themselves still 
  comes in handy.
  Edicts: The samurai must protect those he considers allies from harm to the 
  best of his ability. He must always attempt to draw as much attention to him-
  self as he can. He must attempt to assert dominance against those he does not 
  acknowledge as his lord.
  Challenge: An order of the peacock samurai can shift targets easily, focusing 
  on whoever is the greatest threat to his allies. As a swift action, the samurai 
  can change the target of his current challenge to an enemy currently threaten-
  ing one of his allies (he does not count himself as an ally for this purpose). If 
  he does this, he no longer adds his level to his damage against the target of his 
  challenge.
  Skills: An order of the peacock samurai adds Knowledge (local) and Knowl-
  
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  edge (nobility) to his list of class skills. An order of the peacock samurai 
  can add ½ his samurai level (minimum +1). to Intimidate checks to use the 
  Antagonize feat.
  Order Abilities: An order of the peacock samurai gains the following abilities 
  as he levels:
  • 
  Draw Attention (Ex): At 2nd level, the samurai gains Antagonize as a bo-
  nus feat. The samurai can use Intimidate to Antagonize the target of his 
  challenge a number of times equal to his samurai level.
  • 
  Dominant Stance (Ex): At 8th level, the samurai can fall into a defensive 
  stance to protect himself. As an immediate action, the samurai can spend 
  one use of his resolve to gain a number of temporary hit points equal to 
  twice his level. These temporary hit points last until the start of his next 
  turn. 
  • 
  I Am Your Opponent (Ex): At 15th level, when the target of his challenge 
  declares an attack on an ally, the samurai can use his Antagonize as an 
  immediate action. If successful, his target must use any remaining actions 
  that round to try and attack him instead.
  Order of the Shadow 
  There are those samurai who choose not to follow the path of honor. Un-
  like the ninja, whose path of is one of subterfuge and intrigue, the order of 
  the shadow serve exclusively in the role of assassins; devoted soldiers who use 
  their mastery of the darkness. Many oni-spawn tieflings and half-rakshasa of 
  this region are members of this order. 
  Edicts: The samurai must keep his secrets concealed from all others. He must 
  endeavor not to allow his enemy to see him before battle. He must conceal 
  his face unless only in the company of those he trusts.
  Challenge: An order of the shadow samurai uses his stealth to his advantage, 
  landing more decisive blows than he would normally. When the target of the 
  samurai’s challenge is unaware of him, he deals double his challenge damage 
  on the first attack against that target.
  Skills: An order of the shadow samurai adds Knowledge (local) and Stealth to 
  his list of class skills. An order of the shadow samurai subtracts ½ his samu-
  rai level (minimum +1) from his armor check penalty when making Stealth 
  
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  checks, to a minimum of 0.
  Order Abilities: An order of the shadow gains the following abilities as he 
  levels:
  • 
  Adapted Eyes (Ex): At 2nd level, the samurai gains darkvision out to a 
  range of 60 feet. If he already has darkvision, the range increases by 30 
  feet.
  • 
  Hide in Plain Sight (Ex): At 8th level, the samurai can use the Stealth skill 
  even while being observed. As long as he is within 10 feet of an area of 
  dim light, the samurai can hide himself from view in the open without 
  anything to actually hide behind. He cannot, however, hide in his own 
  shadow.
  • 
  Strike from the Shadows (Ex): At 15th level, during a surprise round, the 
  samurai can make a challenge against a target who is unaware of him, and 
  either make a full attack or move and then attack, so long as all attacks 
  are made against the target of his challenge.
  Variant Mount
  Cavaliers and samurai of the saurian race, and from the reclusive nation of 
  Jengu-Na frequently take dragonlike beasts known as “qi dragons” as their 
  faithful mounts and companions.  A certain population is allowed to thrive in 
  the wild, and can be encountered in that region normally as untamed beasts.
  QI DRAGON
  A figure scrabbles across the plain, illuminated only by the light of the moon. 
  Bronze scales with intermittent stripes of green span across the body of what seems 
  at first to be a 7’ long lizard. At least, until it descends on its sleeping prey, mouth 
  agape and spewing acid on its helpless meal.
  Qi Dragon (CR 3; XP 800)
  N Large animal
  Init +1; Senses darkvision vision, scent; Perception +8
  Defense
  AC 17, touch 13, flat footed 15 
  (+3 Dex, +5 natural, -1 size)
  hp 30 (4d8+12) 
  
  18
  Fort +6, Ref +7, Will +2; +2 save vs. spells
  Special Defense resilient scales
  Offense
  Speed 40 ft.
  Melee bite +6 (1d8+4 plus bleed)
  Space 10 ft., Reach 5 ft.
  Special Attacks breath weapon (30 ft. cone, 1d6 acid, R-DC 14 for half, us-
  able once every 1d8 rounds), bleed (1d2)
  Statistics 
  Str 16, Dex 16, Con 14, Int 2, Wis 12, Cha 13
  Base Atk +3; CMB +7; CMD 20 (24 vs. trip)
  Feats Toughness, Weapon Focus (bite)
  Skills Perception +8
  SQ razor teeth
  Ecology
  Environment plains
  Organization solitary, pair
  Treasure none
  Special Abilities
  Razor Teeth (Ex) A qi dragon’s fangs are serrated, designed to eviscerate prey 
  as it eats. Whenever the qi dragon makes a bite attack, its target takes 1d2 
  point of bleed damage each round. This bleed damage is cumulative with 
  iterative bites.
  Resilient Scales (Ex) The qi dragon’s scales possess unique qualities of magi-
  cal protection. A qi dragon gains a +2 resistance bonus on all saving throws 
  against spells. 
  Qi dragons would be among the dullest of the draconic races, barely above 
  the common animal. Nevertheless their naturally magic-proof scales and abil-
  ity to breathe acid cause many to believe that their true nature is as creatures 
  of magic. In ancient times they were miscategorised as dragons, but recent 
  study has shown them to simply be very magically resilient animals. Never-
  theless, many a rider has tamed one as a mount, and to this day they’ll often 
  proudly proclaim to all who will listen about how they’re riding a dragon.
  ON PORPHYRA
  Jengu-na is the native home of all qi dragons, and they have done little to en-
  courage or spread information about their true nature as non-dragons. Their 
  defensive armies train extensively with the qi dragon as a mount, using their 
  
  19
  natural resistances and ability to cause lingering damage for anti-mage forces.  
  They are still found in the wild, a reserve force of breeding stock.
  Qi Dragon Mounts
  Starting Statistics: Size Large; Speed 40 ft.; AC +3 natural armor; Attack 
  bite (1d6); Ability Scores Str 14, Dex 14, Con 12, Int 2, Cha 12; Special 
  Qualities darkvision, scent, razor teeth
     4th level advancement: Ability Scores +2 Str, +2 Dex; Attack bite 1d8; 
  Special Qualities resilient scales, breath weapon (30’ cone, 1d6 acid, Reflex 
  save DC 10+1/2 HD + Constitution modifier for half, usable once every 1d8 
  rounds)
     Special: Samurai and cavaliers from Jengu-na can take a qi dragon as a 
  mount at level 1. 
  
  20
  Feats
  Below are feats developed by the many orders of cavaliers and samurai on 
  Porphyra, usable by any classes that qualify.
  Horse Lord
  Those that are one with ‘lords of the plains’ cannot be stopped… 
  Prerequisites: Mounted archery class feature, Ride 6 ranks 
  Benefit: Use your character level to determine your effective druid level for 
  determining the powers and abilities of your mount. 
  Normal: You use your samurai level to determine your effective druid level 
  for determining the powers and abilities of your mount.
  Improved Katana Mastery
  “Some say the katana is just a sword… they must be zendiqi, howling barbar-
  ians…” 
  Prerequisites: Improved Vital Strike, Katana Mastery, Vital Strike, Weapon 
  Focus (Katana) 
  Benefit: You can gain the benefits of the Katana Mastery feat when making a 
  full attack. When doing so, the first attack in the full attack can be treated as 
  a Vital Strike.
  Improved Mounted Archery
  You can fire a bow on horseback as easily as on foot. 
  Prerequisites: Mounted Archery, or mounted archer class feature 
  Benefit: You take no penalty for using a ranged weapon while mounted.
  Inspiring Resolve
  “See me, men, and know that this day, this day we will not fail!” 
  Prerequisites: Resolve class feature 
  Benefit: Your remarkable fortitude in the face of danger inspires others to 
  do the same. When you use your resolve class feature on a saving throw or to 
  remove a condition, you can spend an additional use to grant all allies within 
  30 ft. the same benefit.
  
  21
  Interior Resolve
  The petty strikes of stealthy enemies are of no consequence to you.   
  Prerequisites: Resolve class feature; base attack bonus +7 
  Benefit: Your determination allows you to quickly move your body, prevent-
  ing an enemy from reaching your vital spots. As an immediate action when 
  an attack hits you, you can spend three daily uses of your resolve to become 
  immune to precision damage from that attack. You must declare the use of 
  this feat after the attack has hit, but before the precision damage is rolled.
  Katana Mastery
  His blade was a wave of steel, inexorable, unanticipated, and unstoppable. 
  Prerequisites: Vital Strike, Weapon Focus (katana) 
  Benefit: You can draw a katana as part of making the attack action. When 
  doing so, treat the katana as one size larger for that attack. You can only gain 
  the benefits of this feat once per minute. 
  Normal: You can draw a weapon as a move action or part of a move action. 
  Special: A samurai with the sword saint archetype can gain the benefits of 
  this feat when making a iajutsu strike. When doing so, he can also apply the 
  benefits of Vital Strike to the attack.
  Peacock Fan
  “Behold your doom fools, you only serve to bear witness to my greatness!” 
  Prerequisites: Antagonize, Dazzling Display, base attack bonus +5 
  Benefit: You can make a loud, aggressive display to draw the attention of 
  every enemy around you as a full round action. Make an Intimidate or Diplo-
  macy check to antagonize all foes within 30 feet who can see you. 
  Resolute Body
  You can forgo resolve for more stamina to stay in the fight. 
  Prerequisites: Resolve class feature 
  Benefit: Your body’s willingness to go the distance matches your mind’s. You 
  can spend two daily uses of your resolve to gain a number of temporary hit 
  points equal to twice your character level. These temporary hit points last for 
  one hour. You can only gain the benefits of this feat once per day.
  
  22
  Resolute Strike
  “Like the lightning bolt that strikes only once, no second strike is needed!” 
  Prerequisites: True resolve class feature 
  Benefit: When landing an attack, if you have at least two uses of your resolve 
  remaining, as a free action you can spend all of your remaining daily uses 
  of your resolve to treat your attack as though you had rolled the maximum 
  amount of damage. Doing this ends your turn.
  New Magic Items
  In the short millennium since The Calling, samurai smiths, kajiya and wiz-
  ards have developed items powered with mystical power, for the perfection of 
  martial techniques.
  Magic Weapon Special Abilities
  Kajiya smiths often apply the following magic weapon special abilities to their 
  products, though they are seldom found elsewhere.
  Iajutsu
  Price +1 bonus 
  Aura Faint evocation; CL 1st 
  Description
  This blade sings as it leaves its scabbard. On the first attack after drawing it, 
  an iajutsu weapon deals an additional 1d6 precision damage. This enchant-
  ment can only be applied to weapons in the light blades and heavy blades 
  fighter weapon groups.
  Construction
  Requirements Craft Magic Arms and Armor, magic missile
  Resolute
  Price +2 bonus 
  Aura Moderate divination; CL 11th
  Description
  A weapon with this special ability will not allow a blow to miss by random 
  chance. When an attack made with a resolute weapon would miss due to a 
  natural 1, the wielder can spend one daily use of his resolve class feature to 
  reroll the attack.
  Construction
  
  23
  Requirements Craft Magic Arms and Armor, crafter must have the resolve 
  class feature, true strike, borrow fortune
  Retracting
  Price + 1,500 gp 
  Aura Faint transmutation; CL 1st 
  Description 
  A retracting weapon can be made to extend or retract with a command word 
  as a move action, converting it from a reach weapon to a non-reach weapon 
  and back. This enchantment can only be applied to a reach weapon.
  Construction
  Requirements Craft Magic Arms and Armor, shrink item
  Unique Magic Weapons
  The following named weapons were the personal arms of heroes from the 
  past, forged, used and apparently lost during the war-torn era of the NewGod 
  Wars and the Freedom Wars against the half-rakshasa overlords. 
  Amaterasu
  Aura moderate evocation; CL 13th 
  Weight 6 lbs; Price unique
  Description
  The last seishin follower of a beautiful goddess left behind on the Lung 
  people’s home plane wielded this weapon: he was only ever known as “Amat-
  erasu’s Lost Love”.  He once defeated a legion of spectres with the sword, and 
  cast it into the sea rather than let it be taken.
     This +1 flaming iajutsu katana has a stylized flame motive along the blade. 
  It possess a constant daylight effect. The wielder can suppress or reactivate this 
  effect as a standard action.
  Susano’o
  Aura moderate evocation; CL 9th 
  Weight 9 lbs; Price unique
  Description
  Susan’o was forged and wielded by a renegade sylph soldier of fortune in the 
  Freedom Wars, her abilities on the field always overcoming prejudices against 
  her race.  The weapon is still said to be thrust into the top of a lonely moun-
  tain in the Darklands of the Last Kingdom.
  
  24
     This +1 shocking naginata has a jagged blade, and has a spider-web of light-
  ning bolts carved into the shaft. Three times per day as a standard action, the 
  wielder of Susano’o can cast lightning bolt (R-DC 16) using a space up to 10 
  ft. away from him as the origin point.
  Tsukoyomi
  Aura moderate evocation; CL 10th 
  Weight 3 lbs; Price unique
  Description
  The kyudojin Yajirushi was supposedly raised by rabbits as an orphan, one of 
  the more fanciful tales of eras gone by- but his strange appearance and behav-
  iour did not keep him from using Tsukoyomi from dispatching threats to the 
  villagers that were kind to this feral character.  The bow is said to still sit upon 
  his bleaching bones in the forest.
     This +1 animal-bane longbow is tipped at each end with silver, and has 
  rabbit motifs carved into its wood. Any target hit with an arrow fired from 
  Tsukoyomi glows with the light of the moon for 10 minutes, as though by 
  the spell faerie fire.
  Magic Armor
  Samurai smiths also craft special suits of armor for their charges, and hold the 
  kajiya-made armor Sosen as the pinnacle of their craft.
  Magic Armor Special Abilities
  Kajiya smiths often apply the following magic armor special ability to their 
  products, though they are seldom found elsewhere.
  Resolute
  Price +2 bonus; CL 7th  
  Aura moderate abjuration
  Description
  This armor bolsters the wearer’s confidence and gives them the determination 
  to face any challenge. This armor allows the user to use the samurai’s resolve 
  class feature once per day. If the wearer already has the resolve class feature, 
  then they gain an additional daily use.
  Construction
  Requirements Craft Magic Arms and Armor, crafter must have the resolve 
  class feature, resistance
  
  25
  Unique Magic Armor
  The following named armor was the personal arms of heroes from the past, 
  forged, used and apparently lost during the war-torn era of the NewGod 
  Wars and the Freedom Wars against the half-rakshasa overlords. 
  Sosen (“Armor of the Ancestors”)
  Aura Strong transmutation; CL 17 
  Weight 45 lbs; Price unique
  Description
  No one knows where Sosen came from or who crafted it, for the suit of armor 
  was ancient in the Crossing engendered by The Calling a thousand years ago.  
  It is said to have been buried with the last war-chief of the Lung people after 
  the Freedom Wars.
     This +3 resolute o-yoroi looks like is has seen many battles and passed 
  through the hands of many warriors. Though it isn’t haunted, Sosen does 
  possess a deep and powerful connection to those that have worn it before. As 
  a swift action, the wearer of Sosen can use the spirit of the warrior revelation 
  as an Ancestors oracle of his character level. The wearer can also spend daily 
  uses of their resolve class feature as a free action to extend the duration by one 
  round per use.
  Wondrous Items
  Items of general use and wondrous power are typically crafted only for power-
  ful leaders in the Lotus Blossom Steppes, and jealously guarded by their 
  houses,
  Banner of the Unyielding Legion
  Aura faint transmutation; CL 5th 
  Slot none; Price 8,000 gp
  Description
  This cloth banner or standard is typically mounted on a polearm or staff, and 
  can function as a cavalier or samurai’s banner as long as it is displayed, even 
  if he isn’t nearby. It depicts the heraldic symbol of its owner, or, if they have 
  none, a stag beetle.
     A banner of the unyielding legion can be driven into the ground by a cavalier 
  or samurai as a standard action. While placed, it serves as the center for their 
  banner class feature. If a samurai is the one who places the banner, it also 
  grants all allies within the banner’s aura the ability to use their daily uses of 
  
  26
  resolve.
  Construction
  Requirements Craft Wondrous Items, crafter must have the resolve class 
  feature, eagle’s splendor; Cost 4,000 gp
  Shogun Kabuto
  Aura faint enchantment; CL 4th 
  Slot head; Price 5,000 gp
  Description
  This helmet has been crafted from the finest steel into an ornate kabuto, 
  functional yet easily distinguishable from the rank and file. A samurai wear-
  ing the shogun kabuto gains a +5 circumstance bonus on Diplomacy and In-
  timidate checks. If a samurai with this kabuto possesses the Dazzling Display 
  or Peacock Fan feats, he can use those feats as a standard action, instead of a 
  full-round action.
  Construction
  Requirements Craft Wondrous Items, compel hostility; Cost 2,500 gp
  Favored Class Bonuses
  Favored class bonuses can be taken instead of adding a hit point or a skill 
  point when taking a level in one’s favored class.  As samurai are an alternate 
  class of cavaliers, they often use the same favored class bonuses as cavaliers 
  do; many of the bonuses below are unique to this document.  The follow-
  ing bonuses can be used for these races typically found in the Lotus Blossom 
  Steppes, the Last Kingdom, and neighboring domains.
     Dhosari: Add 1 ft. to base speed; this has no effect until the samurai has a 
  total addition of 5 ft.
     Half-human: Add +1 to the samurai’s CMB when making bull rush or 
  overrun combat maneuvers against a challenged target.
     Half-orc (orc/elf): Add +½ to the samurai’s bonus to damage against tar-
  gets of his challenge.
     Half-rakshasa: Add +½ on Intimidate and Ride checks.
     Human:  Add +¼ to the samurai’s banner bonus.
     Kitsune: Add + ½ to the samurai’s effective class level for the purposes of 
  determining the damage dealt when making an attack of opportunity against 
  a challenged foe.
     Nagaji: Add +1/6 of an extra roll to the samurai’s resolute ability when us-
  ing resolve (maximum 1 extra roll, allowing the samurai to roll three times on 
  
  27
  a Fort or Will save and take the best result).
     Orcam: Add +1 to the samurai’s mount’s hit points.
     Polkan: Add 1 ft. to base speed; this has no effect until the samurai has a 
  total addition of 5 ft.
     Ratfolk:  Add a +1/4 dodge bonus to armor class against the target of the 
  samurai’s challenge.
     Samsaran: Add a +1/4 dodge bonus to armor class against the target of the 
  samurai’s challenge.
     Saurian: Add 5 ft. (15 ft. maximum) to the samurai’s mount’s speed when 
  it uses the charge or withdraw action.
     Tengu: Select this option four times to select an additional weapon for the 
  weapon expertise ability.
     Tiefling (oni-spawn):  The samurai’s mount gains resistance 1 against 
  cold, electricity or fire. Each time the samurai selects this reward, increase the 
  mount’s resistance to one off these energy times by 1 (to a maximum of 5 for 
  each one type). If the samurai ever replaces her mount, the new mount has 
  these resistances.
  Sample Character 
  Ec’sa Thisasaa is a daimyo samurai general of the saurian people of Jengu-Na.  
  He travels frequently on his prized qi dragon, inspecting the border forts with 
  Kesh and keeping an eye on the excitable humans of the North.
  Ec’sa Thisasaa (CR 10; XP 9,600)
  Male saurian samurai (daimyo) 11 
  LN Medium humanoid (reptilian)
  Init +2; Senses Perception +0
  Defense
  AC 27, touch 12, flat-footed 25 
  (+9 armor, +4 shield, +2 natural armor, +2 Dex) 
  hp 121 (11d10+55) 
  Fort +11, Ref +5, Will +4 ; +5 vs. fear 
  Defensive Abilities honorable stand 1/day, resolve 5/day
  Offense
  Speed 20 ft. 
  Melee +1 iajutsu katana +16/+11/+6 (1d8+4, 18-20/x2) 
  Ranged masterwork longbow +14 (1d8) 
  Special Attacks antagonize, challenge 4/day 
  
  28
  Order order of the peacock
  Tactics
  Before Combat Ec’sa accepts any defensive buffs his party can offer him, as 
  well as drinking his potion of ironskin and handing his wand of stoneskin to 
  someone who can cast it. He also raises his banner for all to see.
  During Combat Ec’sa opens combat by challenging the most threatening 
  looking target, and then using his Peacock Fan feat to draw enemies to attack 
  him. He will then antagonize the target of his challenge until that target is 
  near death, at which point he changes to the next most threatening target and 
  continues. If a nearby foe appears to be on the brink of death, he will instead 
  attack that target.
  Morale Ec’sa is willing to give up his own life, but not that of his soldiers. If 
  Ec’sa’s allies fall below ⅓ of their combined maximum hp, or they find them-
  selves outnumbered two to one, he surrenders. If all of his soldiers should die, 
  then he fights to the death.
  Statistics
  Str 17, Dex 14, Con 18, Int 10, Wis 10, Cha 19  
  Base Atk +11; CMB +14; CMD 26 
  Feats Antagonize, Dazzling Display, Inspiring Resolve, Lunge, Peacock Fan, 
  Resolute Body, Toughness, Skill Focus (Intimidate), Weapon Focus (katana) 
  Skills Diplomacy +25, Intimidate +27, Profession (soldier) +14, Ride +16 
  Languages Common, Draconic 
  SQ mount (qi dragon named San-san, hp 30), banner, banner of ease, vicious 
  banner, resolve, honorable stand, challenge 4/day, draw attention, dominant 
  stance 
  Combat Gear wand of stoneskin, potion of ironskin, potion of cure moderate 
  wounds (3); Other gear Personal banner and flagpole, masterwork longbow, 
  shogun kabuto, +1 iajutsu katana, +1 resolute o-yoroi, belt of physical might +2 
  (Str, Con), headband of alluring charisma +4, cloak of resistance +2
  Ec’sa has always been the runt. He was the smallest among his siblings, 
  despite technically being the oldest. Coming from a long line of front line 
  samurai, warriors trained to be the first greaves on the line of defense of Jen-
  gu-na, he was never treated poorly, but never particularly well either. He was 
  quickly eclipsed in his training in the family’s sword arts by his siblings, and 
  when the time came for them to officially enlist, his mother purchased him 
  a commission at a backwater garrison near Thousand Generations Temple. 
  A small, insignificant post that, in her mind, would keep him out of the way 
  and unable to embarrass the clan.
     The garrison Ec’sa was sent to was stricter than his home. Under the terms 
  
  29
  of the commission, he was still required to sleep minimal hours, join the 
  rank and file in their training routines, and was held to even higher stan-
  dards than them. This was exactly what Ec’sa needed. At home he had always 
  been judged against his siblings, and treated as lesser. But as an officer here, 
  there were no breaks, no pitying allowances. He trained night and day until 
  his body was, while still physically small, hard as a rock. Working alongside 
  the soldiers who would one day serve under him gave him insight into their 
  minds, their desires, the way they thought. And so, when the time came for 
  him to lead a border patrol, he found leading them came effortlessly. His very 
  presence inspired them, and when battle broke out between his patrol and a 
  smuggling ring, they took victory in their first real battle flawlessly and with 
  barely a drop of blood shed on their side.
     Ec’sa’s leadership skills didn’t merely grant him victory in battle. Through 
  his natural charm and ability to inspire loyalty, he rose through the ranks and 
  earned the spot of daimyo of the garrison. Now, he has a comfortable life and 
  position, and though he has no eyes on the Imperial Bureaucracy, he has been 
  reaching out to other nearby garrisons, dealing with his fellow generals and 
  daimyos. What will come of it remains to be seen.
  
  30
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  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Advanced Bestiary. © 2004, Green Ronin Publishing, LLC; Author: Matthew Sernett.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Anger of Angels. © 2003, Sean K Reynolds.
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  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.
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  Pathfinder Campaign Setting: Inner Sea Magic. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Nelson, Sean K Reynolds, Owen K.C. Stephens, Russ Taylor.
  Pathfinder Roleplaying Game Core Rulebook © 2011, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Pathfinder Unchained © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim Hitch-
  cock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emer-
  son, Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, 
  Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  The Book of Experimental Might © 2008, Monte J. Cook. All rights reserved.
  The Book of Hallowed Might. © 2002, Monte J. Cook.
  Tome of Horrors © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Samurai of Porphyra © 2016, Purple Duck Games; Author Nathan Reinecke.
  Open Game Content: All Text.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Porphyra Campaign Setting/Samurai of Porphyra.pdf