Wooooooo!
Jade Empire in the hizzzzzouse!
Until BioWare opts to make a p&p RPG from Jade

, I'd suggest one of two or three solutions:
- Take a setting that works for you, be it Rokugan or Oriental Adventures or even a setting from a non-d20 source (GURPS has some great setting material) like, what, Legend of the Five Rings, maybe? I'm thinking less of playing these games than using these settings, although of course you might buy it for the setting and end up loving it and wanting to play it out of the box.
- Use some combination of Blood & Fists and Blood & Vigilance to approximate a good mix of "I'm a martial artist" martial artistry and "I'm a sorcerer-monk" martial artistry.
- Use Grim Tales with a high starting level for PCs, and also let people swap out feats for other abilities that improve their CR -- the ability to fly, for example, or fireball as a spell-like ability.
- Use Mutants & Masterminds 2.0 rules with some heavy flavor changes. If you were trying to fake
Jade Empire, for example, Dire Flame style is just blast, Thousand Cuts is just Strike (possibly with the autofire extra), and Horse Demon Transformation is an alternate form-type power that combines growth with a linked fire blast extra'd to be an aura. (Or just Shapechange, which is pretty much exactly that, now that I think about it.)
The question of M&M versus Grim Tales versus Blood &... is simply a matter of what rules system is right for you -- which system your players know well already, so the learning curve is easy; which system gets you the level of magic and flashiness you want; and which system encourages your players to have the right level of swashbucklery for your campaign.