TEXT: LPJ9982
  Lexicon Chronicles:
  realm of kaga
  Written By Owen K.C. Stephens  
  and CHris MCCoy
  Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by  
  Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.
  
  lexicon Chronicles: Realm of Kaga
  Page 2
  They are servants of a force known to all, but under-
  stood fully by none: The Children of Kaga, spell-
  casters who dedicate themselves to the service and 
  exploitation of the Kaga, are the only ones who have 
  any inkling into what the Realm of Kaga actually 
  is. To know who and what they are, you must know 
  what they serve, an arcane secret even they haven’t 
  plumbed the depths of.
  Enter the Realm of Kaga, a living, arcane, sentient 
  plane of magic and knowledge created by the most 
  brilliant minds in all of Exodus.  
  The Kaga is a powerful force of magic, created in 
  ancient times to rescue the world of Exodus from the 
  First Ones. It is a sentient, arcan, artificial afterlife 
  originally formed by a cabal of wise men, wizards, 
  and mystics to fight the First Ones. Though the true 
  nature of the First Ones is long since lost, it is known 
  they enforced a tyrannical rule over all lesser races. 
  The Kaga hates tyrants and slavers as a result, and has 
  consistently acted against those who would implement 
  similar policies.
  After leading the enslaved races to victory over the 
  First Ones, the Kaga removed itself from the sphere 
  of Exodus daily affairs. Its reason for doing so was 
  twofold. First, the Kaga was flooded with the souls, 
  and memories, of its faithful during the wars with 
  the First Ones. Originally formed of the soul stuff of 
  just 100 brave scholars and mages, the Kaga grew 
  exponentially during its first decades of life. Though 
  it could put off dealing with the memories and opin-
  ions of thousands of new spirits during the war, once 
  hostilities turned to victory the Kaga knew it needed 
  time to stabilize itself. The Kaga needed to be a single 
  godlike influence, not hundreds of disjointed motiva-
  tions fighting against one another.
  Second, the Kaga feared it was too powerful for the 
  fledgling cult just freed from slavery to develop prop-
  erly in its presence. Already the Kaga was worshiped 
  as a god by many tribes, and king and scholars alike 
  sought its wisdom for every serious problem. The 
  Kaga did not wish to form all cultures in its image, 
  or stifle their individual expressions and traditions. 
  Thus it withdrew, leaving just a handful of Children of 
  Kaga to carry on the tradition of service to the Kaga.
  Once the nascent civilizations had developed into 
  unique cultural identities, and the Kaga had ordered 
  the energy within itself into the realm of Kaga, the 
  vast group-mind looked into the world once more. It 
  found, much to its disappointment, that the ideas of 
  tyranny and oppression had not gone away with the 
  First Ones. Instead they were being recreated, over 
  and over, by the races of Exodus. The Kaga realized 
  to overcome the ideas of might making right would 
  take eons, and subtle applications of power. The Kaga 
  had no desire to be a dictator itself, and thus eschewed 
  direct intervention wherever possible.
  Instead it sought to learn as much as it could through 
  its servants, so to better understand what lead thinking 
  minds to turn so often to subjugation of neighbors. 
  The Kaga knew it was no longer mortal itself, and 
  thus it could not truly understand how mortals 
  thought. But it could learn, and where possible teach, 
  to spread civilization and tolerance of those who are 
  tolerant. The Kaga even gave its own servants, the 
  Children of Kaga, great leeway on when to intervene, 
  as they were themselves mortal and thus free to exer-
  cise their own will even where the Kaga would not. 
  And on rare occasions, when a Child of Kaga discov-
  ered a true threat to freedom on a vast scale, the Kaga 
  mobilized itself to end despotism by force, as it had in 
  the times of the First Ones.
  Realm of Kaga
  The Realm of Kaga has the following planar traits:
   •  Subjective directional gravity: Inhabitants of the 
  Realm of Kaga determine their own “down” direc-
  tion. Objects not under the motive force of others 
  do not move.  See below for more information on 
  movement in the Realm of Kaga.
   •  Mildly good-aligned: All evil creatures take a -2 
  circumstance penalty on all Charisma-based skills 
  while in the Realm of Kaga.
   • No dominant traits.
   • Normal time.
   • Normal magic.
   •  Self-contained shape: The Realm of Kaga is 
  shaped similar to that of an egg and the borders 
  wrap in on themselves, depositing the traveler on 
  the other side of the plane. With each new indi-
  vidual that Kaga fuses with, it grows by a 100 feet 
  in diameter.  Currently, the Realm of Kaga is 160 
  miles in diameter.
   •  The Realm of Kaga is sentient and its characteris-
  tics change only when the realm itself wishes it to.
  The Kaga is a force no less vast and powerful than a 
  god, but it does not consider itself a divinity. It is, if 
  anything mortals can understand, a place. Thought not 
  of as a physical place, but a metaphysical one, which 
  some considered an after life. The Realm of Kaga is 
  
  lexicon Chronicles: Realm of Kaga
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  not heaven or hell, but it is the final resting place of 
  the Children of Kaga, thousands of which have served 
  it over the centuries. Magics able to take mortals to 
  different Realms can carry them to the Realm of Kaga 
  if one of three requirements is met. The traveler must 
  have been there before, be a Child of Kaga, or be able 
  to make a DC 30 Knowledge (arcana) or Knowledge 
  (the planes) skill check to know of the location of the 
  Realm of Kaga and use plane shift or similar magic to 
  reach it.
  Because it is created of magic, knowledge and soul-
  stuff, the Realm of Kaga has a very different envi-
  ronment from the material plane. It is a vast space 
  of warm fluid, with neither a surface nor a bottom. 
  Movement through the Realm is accomplished by 
  force of will, with creatures gaining a fly move rate 
  equal to their Wisdom and Intelligence scores added 
  together with good maneuverability.
  Magic works normally within the realm, but weapons 
  do not. Even magic weapons are completely unable to 
  do harm within the Realm of Kaga as the realm is one 
  of pure thought and magic. However, the very intent 
  to harm can deal damage. Any creature can make 
  a ranged touch attack against any target within 60 
  feet simply by focusing their desire to do harm. The 
  damage dealt on a successful touch attack is based on 
  the attacker’s Wisdom score, as determined below:
  Damage By Wisdom
  Wisdom Score 
  Damage Dealt
  1-4 
  1d4
  5-8 
  1d6
  9-12 
  1d8
  13-16 
  1d10
  17-20 
  2d6
  21-24 
  2d8
  25-28 
  2d10
  29+ 
  2d12
  Any creature in the Realm of Kaga can attempt to 
  pluck knowledge from the raw stuff of the Realm. 
  This requires a Will save with the same DC as the 
  Knowledge check it would take to gain the sought 
  knowledge. On a failed check, the creature takes 1d4 
  Wisdom damage. This Wisdom loss may not be cured 
  by any means short of a wish or miracle spell while 
  the creature is in the Realm of Kaga, although it can 
  be cured through normal means once the creature has 
  left the Realm of Kaga.
  Though no creature is “native” to the Realm of Kaga, 
  the spirits of past Children of Kaga do sometimes 
  materialize out of the liquid stuff of that pocket-
  dimension to act as guards known as the Librex 
  Vardicar. These act like sorcerers or wizards of 9th-
  18th level with the ghost template, good outsider type, 
  and one Arcus Omnex (see the “Child of Kaga” pres-
  tige class below) for each spell level they are capable 
  of casting. A Librex Vardicar may be convinced to 
  help a polite petitioner seeking knowledge to help the 
  world, or to banish a lost traveler back to the mate-
  rial plane. This banishing effect can be used at will 
  and negated with a successful Will save DC 24.  If a 
  Librex Vardicar sees travelers in the Realm of Kaga 
  as a threat it attacks them. If it is destroyed, there is a 
  50% chance each hour than 1d4 more Librex Vardicar 
  appear and attack the offending party.
  Fusing with the 
  Realm of Kaga
  Any Child of Kaga or devote servant of Kaga who has 
  been heavily blessed by Kaga can elect to fuse with 
  the Realm of Kaga upon their death and some have 
  even been known to willingly do it before their natural 
  lifespan has ended.  Fusing with the Realm of Kaga is 
  only possible for the Children of Kaga or those who 
  have sworn their lives to the ideals of the Kaga and 
  knowledge.  It is left up to the GM’s discretion if a 
  character can or cannot fuse with and become a part 
  of the Realm of Kaga.
  The tenets of Kaga
  The Realm of Kaga is sentient and places certain 
  beliefs and ideals before all others, expecting its 
  followers to lead by example and to honor the values 
  the realm promotes.  The tenets of Kaga, as first 
  penned by the scholar and Child of Kaga, Varthas, are 
  as follows:
   •  Love knowledge for the sake of knowledge and 
  understanding.  
   •  Share all knowledge willingly and without 
  payment but do so only to those of goodly heart 
  and intent.
   •  Oppose slavery and tyranny at all costs.  Use 
  force if necessary and cast out those who would 
  impede the freedom of others.
   •  All creatures have a right to knowledge and never 
  cloak the truth of lore behind the lies of deceit. 
   •  Never squander magic for it is the lifeblood and 
  blessing of Kaga and should never be used trivi-
  ally.  
  
  lexicon Chronicles: Realm of Kaga
  Page 4
   •  Explore new realms and seek out new knowledge.  
  Never give up the opportunity to learn and experi-
  ence something new.
   •  Aid those who are servants of the greater good for 
  they are the leaders of a better Exodus.
   •  Never forget the destruction and tyranny of the 
  First Ones for in the hearts of mortals, such 
  cruelty still lurks and only by learning from the 
  past can such selfish hatred be vanquished forever.  
  The Nexus Gateway: 
  Road Ways of Kaga
  The Nexus Gateway is a network of teleportation 
  devices that exist over the world of Exodus to permit 
  individuals to travel great distances in a blink of an 
  eye and is tied directly to the Realm of Kaga.  It is 
  Kaga’s gift to the world and it was first created and 
  instituted by the Children of Kaga after the war with 
  the First Ones. 
  The gateway entrances are uniformly an arch shaped 
  doorway with roughly a 15 to 20 foot diameter, 
  marked with various arcane marking equally spaced 
  on the outside of the entrances.  The only real differ-
  ence between the gateway entrances is the amount 
  of arcane symbols that are on them, which serve the 
  purpose of identifying each specific Nexus Gateway 
  and destination.
  Number of Gateways
  In the world of Exodus there is an unknown amount 
  of gateway entrances that can access the Nexus 
  Gateway.  Only the the Kaga truly knows how many 
  Nexus Gateways exist as they are all intimately 
  connected to the Realm but even the Children of 
  Kaga do not have access to this knowledge as there 
  are “unauthorized” gateways being created without 
  their blessing.  Most “authorized” Gateway Entrances 
  are located in the larger cities and capital cities in the 
  world of Exodus.
  Gateway Operation
  The operation of the Nexus Gateway and the gateway 
  entrance are built on the concept that the destination is 
  not fixed, but singled out when one gateway entrance 
  contacts another one.  Each location on the Nexus 
  Gateway has a corresponding sequence of arcane 
  markings that determine the gateway entrance’s loca-
  tion.  The arcane symbols are the mechanics that the 
  gateway entrances use to make is possible to travel 
  between two distance points.  In this process, the 
  traveler will enter the corresponding arcane marking 
  by touching them in correct order then the gateway 
  entrance will open up a portal way to the location 
  accessed.  If the traveler has the knowledge of the 
  correct gateway sequence and how to operate it, then 
  no skill check is required.  If the traveler does not, 
  they must succeed on a Knowledge (arcana) check 
  (DC 25) to understand how the gateway works and 
  what locations it can transport them to.  The traveler 
  must then succeed at a Use Magic Device check (DC 
  25) to properly access the gateway. The gateway 
  entrance that is open will normally stay active for 
  10+D6 rounds or unless it is turn off by the gateway 
  entrance on either side of the travel location.  Only 
  an object that can fit with in the space allotted in the 
  gateway entrance can pass through the entrance.
  Individual who enter into the gateway entrance are 
  immediately transporter to their desired location.  
  Individual can not “peek” their head through the 
  portal to observe what is going on before they step 
  through.  The effect of the Nexus Gateway and the 
  gateway entrance are equal to a Greater Teleport spell 
  by a 19th level caster.  Though normally not used for 
  interplanar travel, the gateway entrance can be modi-
  fied with a Use Magic Device check (DC 35) to be 
  used for planar travel.
  Anyone who uses a detect magic on a gateway 
  entrance will see that it radiates a strong transmuta-
  tion aura strength which never seems to dissipate no 
  matter the length of time or the activity of the gateway 
  entrance. 
  Travel by the Nexus Gateway is only possible by 
  a gateway entrance.  It is possible for a gateway to 
  “lock its gateway entrance”, preventing individuals for 
  entering or exiting from the chosen gateway entrance.  
  Normally there is no limit to the amount of individual 
  that can pass through a portal at any given time, 
  save by the amount of people that may physically fit 
  through the gate.
  Individual can bring through any object they can carry 
  through, but non-attended items, like an arrow fired 
  through the gateway entrance will just bounce off the 
  entrance.  Constructs are unaffected by this effect and 
  not tried as “non-attended items”.  
  Cost of travel on the 
  Nexus Gateway
  The cost to travel on the Nexus Gateway is expensive 
  and heavily regulated in each of the major cities of 
  
  lexicon Chronicles: Realm of Kaga
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  Exodus.  The average cost for traveling on the Nexus 
  Gateway is 5 gp per 100 miles of distance but this 
  can easily increase or decrease, depending on the city.  
  The exact price is left up to the GM.  
  Creating a Gateway
  Nexus Gateways can only be created by mages who 
  have access to the “Craft Nexus Gateway” feat (see 
  below) or the Children of Kaga who are petitioned 
  by the Kaga to craft the Gateways on its behalf.  
  Crafting a Nexus Gateway on behalf of the Kaga 
  only requires the “Craft Wondrous Item” feat and the 
  plane shift spell.  Crafting the Gateway on behalf of 
  the Kaga costs 50,000 gold pieces, 1,000 experience 
  points (half of the normal 2,000 experience point 
  cost is paid by Kaga, as the realm is sanctioning the 
  gateway’s creation), and takes fifty days to complete.  
  Otherwise, the rules for creating new Nexus Gateways 
  are outlined in the “Craft Nexus Gateway” feat.
  Destroying or Closing a 
  Gateway
  A Gateway entrance, once established, cannot simply 
  be destroyed by any physical means.  Only specific 
  spells can disrupt or destroy a Nexus Gateway. Mage’s 
  Disjunction can destroy a gateway entrance unless the 
  entrance can make a successful Will save (The Nexus 
  Gateway has a Will save modifier of +10).  The only 
  other spell that will directly affect a gateway entrance 
  is dispel magic.  A dispel magic (caster level check 
  against DC 35) will cause the gateway entrance to 
  stop functioning for 1d6 rounds.  
  A gateway entrance can be “locked” (caster level 
  check against DC 30) by the individuals using that 
  entrance at that location. 
  Hidden Gateways
  While there are large numbers of known and docu-
  mented gateway entrances on Exodus, there are 
  several others that are what people would consider 
  to be “hidden” or not normally accessible. These 
  entrances at on time or another may have been stable 
  portals for the Nexus Gateway, but over time the loca-
  tions have been lost, the gateway entrances at those 
  locations dismantled or just undiscovered.
  Malfunctioning Gateway 
  Entrances
  On some rare occasions due to unknown reasons or 
  forces, a gateway entrance will malfunction and not 
  operate correctly.  Using the entrance that is malfunc-
  tion has different and unusual effects.  Roll a d6 
  on the following chart to determine the gateway’s 
  malfunction:
  Gateway Malfunctions
  Die Roll 
  Gateway Malfunction
  1 
   Traveler is teleported to a random 
  location. (GM’s choice).
  2 
   The gateway discharges a blast of 
  arcane energy (6d6 points of force 
  damage, Reflex DC 17 for half 
  damage).
  3 
   All magical items that the traveler 
  is wearing are subject to a mage’s 
  disjunction spell.
  4 
   Gateway ceases to function for 1d6 
  days.
  5 
   The gateway polymorphs the trav-
  eler into the last creature that passed 
  through the gate successfully.  
  6 
   Traveler is plane shifted to the Astral 
  Plane.
  Prestige Classes
  For centuries, the followers of Kaga have developed 
  new abilities and professions that allow them to better 
  serve Kaga.  Whether through lore, magic, or fist, the 
  servants of Kaga strive to better the world through 
  the spread of knowledge and the virtues of the Kaga. 
  Below are three new prestige classes that are designed 
  to give the players and the GM new options for 
  creating characters who have direct ties to the Realm 
  of Kaga.
  Child of Kaga
  A Child of Kaga is a scholar, mystic, spy, sage, and 
  when need arises a warrior, though their weapons 
  are cunning and magic, rather than shield and blade. 
  A master of powerful magic, a Child of Kaga’s 
  mastery comes from great flexibility and knowledge. 
  Constantly striving to learn as much as possible, the 
  Child of Kaga spreads his studies very widely. His 
  greatest power, the Arcus Omnes, gives him great 
  breadth of power but little depth. A Child of Kaga 
  must constantly pace himself, never allowing his 
  magic powers to run dry.
  Children of Kaga are often court wizards and advi-
  sors, traveling mystics, adventuring champions, and 
  revered sages. They are famous for being able to put 
  
  lexicon Chronicles: Realm of Kaga
  Page 6
  right a wide variety of ills, but are equally well known 
  for ignoring all but the most serious of plights. Unlike 
  other spellcasters who often use magics to make their 
  lives more comfortable, Children of Kaga see magic 
  as too precious to squander on such trivialities. They 
  serve the Kaga, which is made up of knowledge and 
  magic itself, and thus revere the very powers they call 
  on to serve themselves.
  The dedication common to all Children of Kaga 
  often sets their course early in life. A young Child of 
  Kaga who loses his family to goblins is likely to vow 
  revenge, and never give up the oath. It’s not unusual 
  for Children of Kaga to have books filled with lists 
  of people and groups the Child of Kaga feels he must 
  oppose and cities and individuals he feels indebted 
  to protect. A Child of Kaga may begrudge the time 
  such efforts take from his studies, but his dedication 
  is greater even than his curiosity or desire for greater 
  power.
  Combat
  Children of Kaga work best as part of a team, and 
  know it. A lone Child of Kaga risks being overrun, 
  lacking the raw number of spells needed to deal with 
  hordes of foes. When supported by a group, however, 
  a Child of Kaga can bide his time, using his unlim-
  ited possible selection of spells to do exactly what 
  is needed, when it is needed. Most Children of Kaga 
  prefer to keep a few dedicated combatants between 
  them and a fight, and believe in surrounding them-
  selves with experts whenever possible. Children of 
  Kaga are particularly effective when working with 
  other spellcasters, as long as their personalities don’t 
  clash too badly.
  training
  A Child of Kaga must learn to archive, defend, nego-
  tiate and, ultimately, fight. This training generally 
  takes place over their early lives, for most Children 
  of Kaga are drawn to that entity’s service at a young 
  age. The dedication Children of Kaga show to their 
  own studies leaves them little time to train others. As 
  a result there are few Children of Kaga with appren-
  tices, and even fewer schools of Children of Kaga. 
  The vast majority of Children of Kaga are self-taught, 
  possessed by a deep need to know and master magic 
  at an early age coupled with a distaste for bullies and 
  needless violence.
  This often results in unhappy childhoods and few 
  close ties early in life. Children of Kaga are much 
  more likely to find companionship when they are 
  older, and many gain membership in secret societies 
  and cults early in their careers. Such cults are often 
  training grounds organized by senior Children of 
  Kaga for the express purpose of finding other of like 
  temperament. While a prospective Child of Kaga is 
  not specifically trained, he may be encouraged to 
  investigate certain ideas and missions. If, in time, he 
  draws the attention of the Kaga, an older child comes 
  and offers the opportunity to serve the create entity.
  Class Requirements 
  To qualify to become a Child of Kaga, a character 
  must meet all the following criteria.
  Alignment: Any non-evil
  Spells: Ability to cast 3rd level arcane spells.
  Skills: Diplomacy 4 ranks, Knowledge (arcana) 4 
  ranks, Knowledge (nobility and royalty) 4 ranks, 
  Knowledge (religion) 4 ranks, Knowledge (the planes) 
  4 ranks, Knowledge (history) 8 ranks, Sense Motive 4 
  ranks.
  Special: Must act in accordance with the greatest 
  needs of Exodus. No action can be taken that is likely 
  to cause widespread slavery, tyranny or loss of knowl-
  edge. Failure to follow this dictate results in being 
  rejected by the Kaga, and losing all special abilities of 
  this class other than spellcasting progression.
  Hit Dice
  A Child of Kaga gains 1d4 plus Constitution modifier 
  hit points per level.
  Class Skills 
  The Child of Kaga’s class skills (and the key ability 
  for each skill) are Concentration (Con), Craft (Wis), 
  Diplomacy (Cha), Knowledge (all skills taken indi-
  vidually) (Int), Profession (Wis), Spellcraft (Int), and 
  Use Magic Device (Cha).
  Skill Points at Each Level: 4 + Int modifier.
  Class Features
  All of the following are class features of the Child of 
  Kaga.
  Weapon and Armor Proficiency
  Children of Kaga gain no additional weapon or armor 
  proficiencies.
  
  lexicon Chronicles: Realm of Kaga
  Page 7
  Spellcasting
  At every level, a Child of Kaga gains spells known 
  and spells per day as if gaining one additional level 
  in a previous arcane spellcasting class. The Child of 
  Kaga does not gain any other benefits of the previous 
  class. 
  The Great Pool - Ex
  A Child of Kaga is able to access a mystic para-plane 
  of reality called the Great Pool. This is part of the 
  Kaga itself, a “shallow” in the vast sea of arcane 
  knowledge that makes up the artificial afterlife of 
  the Realm of Kaga. Though visually identical to the 
  Realm of Kaga, it is not possible to move from the 
  great Pool to the broad expanse of the Realm, nor 
  from the Realm to the Pool.
  At 1st level, you can take an hour to meditate and 
  mentally enter the Great Pool. This mediation must 
  be in a quiet, calm place while you are not moving 
  or disturbed. The Great Pool is, to your senses, a vast 
  volume of warm water, which you float through while 
  receiving food and air through mystic cords. Your 
  body remains wherever you left it, and is vulnerable 
  to spells and attack normally.
  You need no food, sleep or air while meditating in the 
  Great Pool, though you also can’t move or take any 
  actions save purely mental ones.
  Within the Great Pool you can access some of the vast 
  knowledge of the Kaga and others who serve it. For 
  each hour you spend in the pool, you may make one 
  Knowledge check with a circumstance bonus equal to 
  your Child of Kaga level. You may make Knowledge 
  checks even for Knowledge skills you have no ranks 
  in, and for questions you have already failed while not 
  in the Great Pool. If you fail a Knowledge check in 
  the Great Pool, you can gain no further information on 
  that question until you gain a level.
  At 5th level, your ability to absorb knowledge from 
  the Great Pool grants you a nearly precognitive ability 
  to foresee events and plan for them accordingly. If 
  you have mediated for an hour on a given day, you 
  may reroll any skill check, attack roll or saving throw 
  to represent your superior preparations. You only take 
  this second roll if it is superior to your initial roll. You 
  may do this a number of times per day equal to half 
  your Child of Kaga class level.
  child of kaga
   
  Base   
    
   
   
   
   
    
  Attack  
  Fort 
  Ref 
  Will 
  Level  Bonus 
  Save 
  Save 
  Save 
  Special 
  Spellcasting
  1 
  +0 
     +0 
  +0 
  +2 
  The Great Pool 
   +1 level of existing spell-
  casting class 
  2 
  +1 
     +0 
  +0 
  +3 
  Arcus Omnex II 
   +1 level of existing spell-
  casting class
  3 
  +1 
     +1 
  +1 
  +3 
  First Mark 
   +1 level of existing spell-
  casting class
  4 
  +2 
     +1 
  +1 
  +4 
  Arcus Omnex IV 
   +1 level of existing spell-
  casting class
  5 
  +2 
     +1 
  +1 
  +4 
  The Great Pool 
   +1 level of existing spell-
  casting class
  6 
  +3 
     +2 
  +2 
  +5 
  Arcus Omnex VI 
   +1 level of existing spell-
  casting class
  7 
  +3 
     +2 
  +2 
  +5 
  The Second Mark 
   +1 level of existing spell-
  casting class
  8 
  +4 
     +2 
  +2 
  +6 
  Arcus Omnex VIII 
   +1 level of existing spell-
  casting class
  9 
  +4 
     +3 
  +3 
  +6 
  The Great Pool 
   +1 level of existing spell-
  casting class
  10 
  +5 
     +3 
  +3 
  +7 
  Arcus Omnex IX 
   +1 level of existing spell-
  casting class
  
  lexicon Chronicles: Realm of Kaga
  Page 8
  At 9th level you can actually leave messages within 
  the Great Pool for specific Children of Kaga, or for 
  all members who can access the Great Pool. You can 
  leave one message each day, deciding who receives it 
  when they next enter the Great Pool. This is one of the 
  most closely guarded secrets of the Children of Kaga, 
  and they have used it to organize wars, escapes, and 
  their own private cults.  The message may be up to 
  2,000 words in length.
  Arcus Omnex - Sp
  Without doubt, the greatest power granted to a Child 
  of Kaga is the Arcus Omnex, the ability to tap the 
  Kaga itself and draw upon absolutely any arcane spell.
  You do not need to know, have prepared, or studied 
  the spell to be cast or metamagic feat that enhances 
  it. You are required to be aware of the spell and feats, 
  and the spell must be an arcane spell (not divine spell, 
  psionic power, or spell-like ability). You are assumed 
  to be aware of all arcane spells and metamagic feats 
  from the fantasy SRD (but not those from rules expan-
  sions) and 1st-4th level arcane spells from the Magic 
  of NeoExodus. You are aware of other spells and 
  metamagic feats only if you see them in use or are 
  told you are aware of them by your GM.
  You must go through all the normal requirements of 
  casting a spell you access through the Arcus Omnex. 
  You must take the normal casting time, meet any 
  components, and pay any experience cost associated 
  with casting the spell. Because you draw the spell 
  directly from your link with the Kaga, it cannot be 
  enhanced by items (for example, you can’t augment a 
  bull’s strength you cast with your Arcus Omnex ability 
  with a metamagic rod).
  At 2nd level, you gain access to Arcus Omnex I, 
  which allows you to cast any single arcane spell up 
  to 2nd level, once a day. You may add metamagic 
  feats you are aware of to the spell, as long as the total 
  modified spell level does not exceed 2nd level. Thus 
  you could cast bull’s strength, magic missile, or a 
  disrupt undead spell that has been enhanced by Silent 
  Spell and Still Spell metamagic feats.
  As you gain levels, you gain additional uses of the 
  Arcus Omnex that allow higher-level spells. Each 
  of these can be used once per day, for a spell (or 
  metamagic-enhanced spell) with a total spell level 
  equal to or less than the Arcus Omnex level. For 
  example, a 6th level Child of Kaga may use Arcus 
  Omnex VI once a day for a 6th level or lower spell, 
  Arcus Omnex IV once per day for a 4th level or lower 
  spell, and Arcus Omnex II once per day for a 2nd 
  level or lower spell.
  You may not cast a spell that is a higher spell level 
  than you can cast on your own. For example, if the 
  highest level arcane spell you can cast is 6th, you 
  can’t use Arcus Omnex VII for 7th or 8th level spells 
  (though you can still use it for 6th level or lower 
  spells, just as you would Arcus Omnex VI).
  First Mark - Ex
  As a Child of Kaga learns to channel the power of 
  Kaga, he gains mystic power and permanent physical 
  changes. Points of light, much like stars in a night 
  sky, begin to appear on his skin. These marks appear 
  regardless of what form the Child of Kaga takes 
  (including illusions and polymorph spells). The first 
  of these is no larger than his palm, and easily hidden 
  if desired.
  At 3rd level, you gain the First Mark. This normally 
  appears on the arm or shoulder. You add your 
  Intelligence or Charisma modifier (whichever is 
  higher) to all Knowledge checks.  
  Upon receiving the First Mark, the Child of Kaga is 
  assured a place among the Kaga upon their death.  
  When the Child of Kaga dies, their spirit joins with 
  the Realm of Kaga and they become a part of its 
  essence.  The character can be returned to life through 
  normal means but many Children of Kaga welcome 
  this merging with the Kaga and do not wish to return 
  to life.
  Second Mark - Ex
  At 4th level you gain the Second Mark. This allows 
  you to call upon the cosmic awareness of the Kaga in 
  everyday life. You gain a bonus on all Listen, Spot, 
  and Sense Motive checks equal to 3 + your Charisma 
  modifier. You also detect magic at will with a caster 
  level equal to your class level and may use your 
  Intelligence modifier, rather than your Dexterity modi-
  fier, for Initiative checks if the result is higher.
  Knowledge Master 
  of the Kaga
  A Knowledge Master of the Kaga is a sage who 
  has an innate connection to the Realm of Kaga 
  and is unsurpassed in the ways of knowledge and 
  lore.  By immersing themselves in their libraries and 
  communing with the Realm of Kaga, the knowledge 
  master of the Kaga seek out the hidden answers of 
  
  lexicon Chronicles: Realm of Kaga
  Page 9
  the world’s oldest questions and share their findings 
  with any who come to them for knowledge.  The 
  Knowledge Master of the Kaga finds great power in 
  the depths of knowledge and uses this knowledge to 
  create, alter, mend, and destroy the world around him. 
  Knowledge Masters of the Kaga are usually sages 
  or master librarians who spend their days combing 
  the hallowed halls of academia.  Often, a wise ruler 
  will keep a Knowledge Master of the Kaga at hand 
  for not only research or knowledge purposes but also 
  as a source of direct communion with the Realm of 
  Kaga.  The Knowledge Masters of the Kaga are seen 
  as an eccentric bunch who value books above all other 
  things, save the Realm of Kaga itself, and rarely take 
  to the path of the adventurer.  Those that do go forth 
  do so to find lost lore and to put such knowledge to 
  practical use.   
  The drive to learn often flowers early in life for a 
  Knowledge Master of the Kaga.  From birth, they 
  have a link to the Realm of Kaga and are bright, if 
  not downright brilliant, individuals who place an 
  immense value on learning and academic pursuits.  
  Throwing themselves into the pursuit of magic and 
  lore, the young mage finds himself struggling to 
  bring a balance between arcane prowess and seeking 
  knowledge and it is only by striving to discover and 
  maintain this balance that one becomes a Knowledge 
  Master of the Kaga.  It is the Kaga, after all, that helps 
  them to forge the two disciplines into one and gives 
  them the tools to truly become the loremasters of 
  Exodus.
  Combat
  Knowledge Masters of the Kaga often work alone yet 
  make a welcome addition to any team.  While they are 
  scholars and not warriors, the Knowledge Masters of 
  the Kaga possess eldritch power and the knowledge of 
  their foes’ strengths and weaknesses.  It is knowledge 
  that gives the Knowledge Masters of the Kaga their 
  edge and it is their mastery of magic that makes them 
  a valued member of any adventuring party.  They 
  work exceptionally well with other spellcasters and 
  can fulfill any casting support role that the party may 
  need.
  training
  A pursuit of the scholarly arts and a deep piety of a 
  force few know about are required for one to become 
  a Knowledge Master of the Kaga and these things can 
  rarely be taught.  They are values that develop as one 
  grows and if they do not take root, then it is neigh 
  impossible for one to cultivate them later on in life.  
  A Knowledge Master of the Kaga possesses these 
  values and they learn to value knowledge and magic 
  for its own sake, collect and research lore, and 
  venerate the teachings of Kaga.  The Knowledge 
  Master of the Kaga is a trained loremaster and 
  receives only rudimentary instruction in the physical 
  arts of combat but is taught the ways of magic, 
  whether through piety or wizardly studies, extensively.  
  Such mastery of magic and time consuming studies 
  means that the Knowledge Master of the Kaga must 
  start as young children and it is usually after the link 
  they have with Kaga is discovered that they are turned 
  over to other Knowledge Masters for proper training 
  in the order’s ways.  The majority of Knowledge 
  Masters of the Kaga are educated and raised in this 
  manner, immersed into the world of Kaga and its 
  knowledge from an early age.
  Class Requirements 
  To qualify to become a Knowledge Master of the 
  Kaga, a character must meet all the following criteria.
  Alignment: Any non-evil
  Spells: Ability to cast 4th level spells.
  Skills: Knowledge (arcana) 10 ranks, Knowledge (the 
  planes) 10 ranks, any other two Knowledge skills 6 
  ranks.
  Feats: Knowledge of the Kaga
  Special: Intelligence +14.  Only the brightest disciples 
  of Kaga may become Knowledge Masters of the 
  Kaga.  They must seek out knowledge for the pure 
  love of knowledge and must be willing to share any 
  knowledge to those who come seeking it free of 
  charge.
  Hit Dice
  A Knowledge Masters of  Kaga gains 1d4 plus 
  Constitution modifier hit points per level.
  Class Skills 
  The Knowledge Master of the Kaga’s class skills (and 
  the key ability for each skill) are Concentration (Con), 
  Craft (Wis), Decipher Script (Int), Gather Information 
  (Cha), Knowledge (all skills taken individually) (Int), 
  Profession (Wis), Speak Language (none), Spellcraft 
  (Int), and Use Magic Device (Cha).
  Skill Points at Each Level: 4 + Int modifier.
  
  lexicon Chronicles: Realm of Kaga
  Page 10
  Class Features
  All of the following are class features of the 
  Knowledge Master of the Kaga:
  Weapon and Armor Proficiency
  The Knowledge Master of the Kaga gains no addi-
  tional weapon or armor proficiencies.
  Spellcasting
  At every level, a Knowledge Master of the Kaga 
  gains spells known and spells per day as if gaining 
  one additional level in a previous spellcasting class. 
  The Knowledge Master of the Kaga does not gain any 
  other benefits of the previous class. 
  Master’s Insight - Ex
  At 1st level, the Knowledge Master of the Kaga gains 
  the Insight of the Kaga feat.
  Commune with Kaga - Sp
  At 2nd level, the Knowledge Master of the Kaga can 
  use his innate link to the Kaga to commune with the 
  Realm.  This ability functions as the commune spell 
  with a caster level equal to the Knowledge Master 
  of the Kaga’s character level and is usable a number 
  of times equal to half the Knowledge Master of the 
  Kaga’s class level rounded down.
  Aura Sight - Su
  At 3rd level, the Knowledge Master of the Kaga gains 
  the ability to see magical auras as per the detect magic 
  spell with a range of 60 feet.  This ability is always 
  active but can be suppressed and activated as a free 
  action.  
  Mastery of Knowledge - Ex
  At 4th level and again at 8th level, the Knowledge 
  Master of the Kaga gains a bonus Skill Focus feat that 
  can be applied to any Knowledge skill they possess.
  Late Night Research - Ex
  At 5th level, the Knowledge Master of the Kaga can 
  use his innate link to the Realm of Kaga to center his 
  mind and search for the answers he is seeking.  The 
  Knowledge Master of the Kaga must spend eight 
  hours in meditation with the Kaga and afterwards 
  gains a +5 circumstance bonus on the next Knowledge 
  skill check he attempts.  This roll must be made 
  Knowledge Master of kaga
   
  Base   
    
   
   
   
   
    
  Attack  
  Fort 
  Ref 
  Will 
  Level  Bonus 
  Save 
  Save 
  Save 
  Special 
  Spellcasting
  1st 
  +0 
  +0 
  +0 
  +2 
  Master’s insight 
   +1 level of existing spell-
  casting class
  2nd 
  +1 
  +0 
  +0 
  +3 
  Commune with Kaga 
   +1 level of existing spell-
  casting class
  3rd 
  +1 
  +1 
  +1 
  +3 
  Aura Sight 
   +1 level of existing spell-
  casting class
  4th 
  +2 
  +1 
  +1 
  +4 
  Mastery of Knowledge 
   +1 level of existing spell-
  casting class
  5th 
  +2 
  +1 
  +1 
  +4 
  Late Night Research 
   +1 level of existing spell-
  casting class
  6th 
  +3 
  +2 
  +2 
  +5 
  Walk With Kaga 
   +1 level of existing spell-
  casting class
  7th 
  +3 
  +2 
  +2 
  +5 
  Whispers of Kaga 
   +1 level of existing spell-
  casting class
  8th 
  +4 
  +2 
  +2 
  +6 
  Mastery of Knowledge 
   +1 level of existing spell-
  casting class
  9th 
  +4 
  +3 
  +3 
  +6 
  Embrace of Kaga 
   +1 level of existing spell-
  casting class
  10th 
  +5 
  +3 
  +3 
  +7 
  Loremaster 
   +1 level of existing spell-
  casting class
  
  lexicon Chronicles: Realm of Kaga
  Page 11
  within an hour of using this ability or the bonus is 
  lost.
  Walk With Kaga - Sp
  At 6th level, the Knowledge Master of the Kaga can 
  enter the Realm of Kaga.  This ability functions as per 
  the gate of kaga spell with a caster level equal to the 
  Knowledge Master of the Kaga’s character level and 
  can be used once per day.
  Whispers of Kaga - Ex
  At 7th level, the innate connection the Knowledge 
  Master of the Kaga has with the Kaga strengthens.  
  The Knowledge Master of the Kaga gains a +2 on all 
  bardic knowledge checks (this ability is gained by the 
  Knowledge of the Kaga feat) and all Knowledge skill 
  checks.  
  Embrace of Kaga - Ex
  Upon reaching 9th level, the Kaga gifts the 
  Knowledge Master of the Kaga with a guaranteed 
  place in the Kaga after they die.  The Knowledge 
  Master of the Kaga can freely choose to fuse with 
  the Kaga (see “The Realm of Kaga” section for more 
  information on fusing with the Kaga) either upon the 
  character’s death or willingly before it.
  Loremaster - Ex
  At 10th level, the Knowledge Master of the Kaga 
  has become a sage of unsurpassed knowledge and 
  understanding.  It is rare to find a piece of lore that 
  the Knowledge Master of the Kaga has not learned or 
  deciphered.  The Knowledge Master of the Kaga may 
  automatically take 10 on all Knowledge skill checks 
  and can automatically succeed on any Knowledge 
  skill check, with the highest possible result, once per 
  day.  Using this last ability is a free action.
  Scion of the Kaga
  The Realm of Kaga is alive with endless depths of 
  knowledge and this knowledge is by no means limited 
  to merely the arcane or lore realms.  The minds and 
  techniques of a hundred veteran warriors and disci-
  plined soldiers fused with the Realm of Kaga during 
  the ancient conflict with the First Ones and now that 
  knowledge, much of it lost to antiquity, exist for 
  those who can properly channel it.  These martial 
  champions of Kaga are called the Scions of Kaga and 
  with fist and blade and the collective knowledge of a 
  hundred of Exodus’s finest warriors, they defend the 
  Realm of Kaga at all costs.
  For centuries, the Scions of Kaga have filled their 
  ranks with the children of the servants of Kaga or 
  trained likeminded soldiers who seek to bring knowl-
  edge and acceptance to those kingdoms that would 
  dare venerate the same ideals as the First Ones. They 
  enter combat without hesitation against those that 
  would deny free will and knowledge to others and 
  are responsible for the destruction of many tyrants 
  throughout the years. The Scions of Kaga are among 
  the most devoted of the servants of the Realm of Kaga 
  and serve as the crusaders of Kaga. They worship and 
  serve Kaga for the sake of knowledge and they are as 
  studious as any Child of Kaga. However, they forge 
  themselves in the fires of battle and favor the knowl-
  edge of war and martial prowess above all others.  
  They are Kaga’s chosen warriors and serve the realm 
  faithfully as its chosen templars.
  Combat
  The Scions of Kaga are among the most versatile 
  warriors in all of Exodus.  By combining tactical 
  knowledge with martial aptitude, the Scion of Kaga 
  can undertake a variety of combat roles, serving as a 
  front line combatant one day and a secondary ranged 
  fighter the next.  With the Scion’s variety of combat 
  skills, the Scion of Kaga is able to fulfill any combat 
  role, whether as a hard hitting berserker or a stealthy 
  guerilla, without a problem and provide support wher-
  ever it is needed.  They excel in group tactics and are 
  often found adventuring with Children of Kaga or in 
  the service of a sage or scholar.
  training
  A deep love of Kaga and walking the footsteps of the 
  path of the warrior are the two primary requisites for 
  becoming a Scion of Kaga.  One must venerate Kaga, 
  study the knowledge and lore of war and history, and 
  be in peak physical performance to properly serve 
  as a Scion of Kaga.  Only those youths who possess 
  a special link to Kaga can undergo the training to 
  become a Scion and if the trainee does not have such 
  a link, they are cast aside for only those who fully 
  devote themselves to Kaga can be properly taught.  
  Those young soldiers and squires who seek to walk 
  the path of the Scion must journey to the order’s 
  monastery located in a remote mountain range and 
  subject themselves to the rigorous tests and training 
  of the Scions.  For ten grueling years, the would-be 
  Scions undergo vigorous physical challenges and deep 
  meditation on the nature of what it means to venerate 
  
  lexicon Chronicles: Realm of Kaga
  Page 12
  Kaga.  Once the Scion has completed his apprentice-
  ship, they are set forth into the world to spread and 
  defend the teachings of Kaga.
  Class Requirements 
  To qualify to become a Scion of Kaga, a character 
  must meet all the following criteria.
  Alignment: Any non-evil
  Base Attack Bonus: +5
  Skills: Knowledge (history) 6 ranks, any other 
  Knowledge skill 4 ranks.
  Feats: Warrior of the Kaga
  Special: The Scion of Kaga must seek out and destroy 
  all of the enemies of the tenets of Kaga and defend the 
  Children of Kaga at all costs.  The character must also 
  undergo several tests of physical strength and mental 
  prowess under the tutelage of the order of the Scions 
  of Kaga before being allowed to become a Scion of 
  Kaga.
  Hit Dice
  A Scion of  Kaga gains 1d4 plus Constitution modifier 
  hit points per level.
  Class Skills 
  The Scion of Kaga’s class skills (and the key ability 
  for each skill) are Balance (Dex), Climb (Str), Craft 
  (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), 
  Knowledge (history) (Int), Knowledge (religion) (Int), 
  Listen (Wis), Move Silently (Dex), Profession (Wis), 
  Spot (Wis), Swim (Str), and Tumble (Dex).
  Skill Points at Each Level: 2 + Int modifier.
  Class Features
  All of the following are class features of the Scion of 
  the Kaga:
  Weapon and Armor Proficiency
  The Scion of Kaga gains proficiency with all simple 
  and martial weapons and with all forms of armor, 
  including shields (but not tower shields).
  Combat Aptitude - Ex
  At 1st level, the Scion of Kaga learns to access the 
  knowledge of past warriors that have fused with Kaga 
  and to infuse their combat abilities with this lore to 
  become versatile fighters.  
  There are five paths of combat aptitude that the Scion 
  of Kaga can choose from and each path has its own 
  unique abilities.  The five paths are the Archer (a 
  ranged fighter who specializes in bows), the Berserker 
  (a raging combatant that relies on heavy weaponry), 
  the Brawler (a warrior who fights through grappling 
  and unarmed combat), the Crusader (a holy templar 
  who smites his opponents), and the Shadow (a stealthy 
  master of unexpected strikes and ambushing).  
  The Scion of Kaga gains combat benefits as listed 
  below and the bonuses granted by each rank of the 
  Combat Aptitude ability are cumulative.  The Scion 
  of Kaga can only choose to gain the benefits from 
  one path of Combat Aptitude at a time.  The Scion 
  of Kaga can choose or change which path to follow 
  after eight hours of rest and the choice remains active 
  until the Scion of Kaga decides to change it.  The time 
  Scion of Kaga
   
  Base   
    
   
   
   
   
    
  Attack  
  Fort 
  Ref 
  Will 
  Level  Bonus 
  Save 
  Save 
  Save 
  Special
  1st 
  +1 
  +2 
  +2 
  +0 
  Combat Aptitude I
  2nd 
  +2 
  +3 
  +3 
  +0 
  3rd 
  +3 
  +3 
  +3 
  +1 
  Combat Aptitude II
  4th 
  +4 
  +4 
  +4 
  +1 
  5th 
  +5 
  +4 
  +4 
  +1 
  Combat Aptitude III
  6th 
  +6 
  +5 
  +5 
  +2 
  7th 
  +7 
  +5 
  +5 
  +2 
  Combat Aptitude IV
  8th 
  +8 
  +6 
  +6 
  +2 
  9th 
  +9 
  +6 
  +6 
  +3 
  Combat Aptitude V
  10th 
  +10 
  +7 
  +7 
  +3 
  
  lexicon Chronicles: Realm of Kaga
  Page 13
  required to change the chosen combat aptitude reflects 
  the time that is needed to gain the selected combat 
  knowledge from the Realm of Kaga.  The abilities 
  gained function identically to the class abilities of the 
  same name.
  Combat Aptitude I
  Combat Aptitude Path 
  Benefits
  The Archer 
   Gain the Point Blank Shot 
  feat and a total +1 bonus 
  on all attack and damage 
  rolls with bows
  The Berserker 
   Gain the ability to rage 1/
  day and a total +1 bonus 
  on all attack and damage 
  rolls with one two-handed 
  weapon of the character’s 
  choice
  The Brawler 
   Gain the Improved 
  Unarmed Strike feat, 1d6 
  unarmed strike damage, 
  and a total +1 bonus on 
  all grapple checks
  The Crusader 
   Gain a smite evil attack 1/
  day and a total +2 bonus 
  versus fear spells and 
  effects
  The Shadow 
   Gain a total sneak attack 
  of +1d6 and a total +1 
  bonus on all attack and 
  damage rolls with daggers
  Combat Aptitude II
  Combat Aptitude Path 
  Benefits
  The Archer 
  Gain the Rapid Shot feat
  The Berserker 
  Gain uncanny dodge
  The Brawler 
   Gain the Improved 
  Grapple feat
  The Crusader 
   Gain the aura of courage 
  ability
  The Shadow 
   Gain a total sneak attack 
  of +2d6 
  Combat Aptitude III
  Combat Aptitude Path 
  Benefits
  The Archer 
   Gain the Precise Shot 
  feat and a total +2 bonus 
  on all attack and damage 
  rolls with bows
  The Berserker 
   Gain the greater rage 
  ability and the ability to 
  rage a total of 2/day
  The Brawler 
   Gain 1d8 unarmed strike 
  damage and the Stunning 
  Fist feat (you may use this 
  feat up to your class level 
  per day)
  The Crusader 
   Gain a smite evil attack 
  for a total 2/day and the 
  lay on hands ability
  The Shadow 
   Gain a total sneak attack 
  of +3d6 and evasion
  Combat Aptitude IV
  Combat Aptitude Path 
  Benefits
  The Archer 
   Gain the Improved 
  Precise Shot feat
  The Berserker 
   Gain the indomitable will 
  ability
  The Brawler 
   Gain the Expert 
  Grappler* feat
  The Crusader 
   Gain the divine grace 
  ability
  The Shadow 
   Gain a total sneak attack 
  of +4d6 
  Combat Aptitude V
  Combat Aptitude Path 
  Benefits
  The Archer 
   Gain the Manyshot feat 
  and a total +3 bonus on 
  all attack and damage 
  rolls with bows
  The Berserker 
   Gain the mighty rage 
  ability and the ability to 
  rage a total of 3/day
  The Brawler 
   Gain 1d10 unarmed strike 
  damage and the ability to 
  use the quivering palm 
  ability 1/day
  The Crusader 
   Gain a smite evil attack 
  for a total 3/day and the 
  ability to turn undead 
  3+Cha/day (as a cleric of 
  half your character level).
  The Shadow 
   Gain a total sneak attack 
  of +5d6 and improved 
  evasion
  *= New Feat described in this book.
  New Feats
  The servants of Kaga and those who seek to expand 
  their knowledge via the Realm of Kaga have a variety 
  
  lexicon Chronicles: Realm of Kaga
  Page 14
  of new feats available to make their interaction with 
  the Kaga easier and more rewarding.
  Attunement of the Kaga - 
  General
  You are attuned to the Realm of Kaga and gain insight 
  into a particular skill.
  Prerequisite: 4 ranks in the skill chosen to apply this 
  feat to.
  Benefit: Choose one skill.  This skill is always 
  considered a class skill for you and you gain a +2 
  bonus on all checks related to the chosen skill.  This 
  feat may be taken multiple times but it must be 
  applied to a different skill each time.
  Beloved of the Kaga - 
  General
  The Kaga sees you as a force for good, and punishes 
  those who try to destroy you.
  Prerequisite: Charisma 15+, any good alignment 
  Benefit: Any creature that deals enough damage to 
  drop you to -1 or fewer hit points must make a Will 
  save (DC 10 + ½ your class level + your Charisma 
  bonus) or suffer the effects of a bestow curse spell.
  Craft Nexus Gateway - 
  Item Creation
  You are able to craft new Nexus Gateways.
  Prerequisite: Arcane caster level 12+, Nexus 
  Operator feat 
  Benefit: You can create new Nexus Gateways. 
  Enchanting a Nexus Gateway takes one hundred 
  days, costs 4,000 experience points, and 100,000 gold 
  pieces in raw materials.  You must be able to cast gate 
  of kaga and plane shift.
  You can also mend a broken Nexus Gateway. Doing 
  so 2,000 experience points, 50,000 gold pieces in raw 
  materials, and fifty days.
  Cultist - General
  You are a well-connected member of a cult with 
  patrons and followers everywhere, allowing you to 
  gain access to valuable local information when you 
  must.
  Prerequisite: Charisma 13+, must be a member of a 
  widespread cult
  Benefit: You may make Diplomacy checks in place of 
  Knowledge (local) and Gather Information checks.
  Expert Grappler - General
  You are an expert at grappling.
  Prerequisite: Improved Grapple feat
  Benefit: You gain a +4 on all grapple checks.  This 
  bonus stacks with any other bonus you have to 
  grapple checks, such as the one gained by taking the 
  Improved Grapple feat.
  Greater War Blessing of 
  the Kaga - Fighter
  Your war blessing improves greatly.
  Prerequisite: Improved War Blessing of the Kaga 
  feat, War Blessing of the Kaga feat, Warrior of the 
  Kaga feat, Base Attack Bonus +16
  Benefit:  The bonus damage granted by the war 
  blessing of the Kaga feat increases to +3d6 and you 
  can use this ability an additional time per day, for a 
  total of three times per day.
  Improved War Blessing of 
  the Kaga - Fighter
  Your war blessing improves.
  Prerequisite: War Blessing of the Kaga feat, Warrior 
  of the Kaga feat, Base Attack Bonus +11
  Benefit:  The bonus damage granted by the war 
  blessing of the Kaga feat increases to +2d6 and you 
  can use this ability an additional time per day, for a 
  total of twice a day.
  Insight of the Kaga - 
  General
  By calling upon Kaga, you gain a flash of insight and 
  knowledge.
  Prerequisite: Knowledge of the Kaga feat
  Benefit: Once per day, you may call upon Kaga 
  to grant you a +5 insight bonus to any skill check.  
  Doing so is a free action and it must be declared 
  before you attempt the skill roll.  
  Knowledge of the Kaga - 
  General
  You possess an unconscious link to the Realm of Kaga 
  and are able to recall bits of information.
  
  lexicon Chronicles: Realm of Kaga
  Page 15
  Prerequisite: Must uphold the tenets of Kaga, any 
  good alignment
  Benefit: You gain the bardic knowledge ability as per 
  the bard class ability with the same name.
  Nexus Operator - General
  You are a skilled and trained operator of the Nexus 
  Gateway.
  Prerequisite: Knowledge (arcana) 8 ranks, Use 
  Magic Device 8 ranks
  Benefit: When operating a Nexus Gateway, you gain 
  a +5 bonus on all rolls associated with its activation.  
  You also gain a +2 bonus on all dispel magic checks 
  against any Nexus Gateway when attempting to 
  disable or lock the Gateway.
  Studious - General
  You are a natural scholar and spend many long hours 
  studying lore.
  Benefit: You gain a +2 bonus on any two Knowledge 
  checks.
  Warrior of the Kaga - 
  Fighter
  You are a defender of Kaga and in return for your 
  service, Kaga grants you insight into combat.
  Prerequisite: Must uphold the tenets of Kaga, any 
  good alignment
  Benefit: Three times per day, you may call upon the 
  Kaga for assistance and gain either a +1 on your next 
  attack roll or a +2 to your next saving throw.  
  War Blessing of the Kaga 
  - Fighter
  By calling channeling the martial knowledge of the 
  Realm of Kaga, you can infuse your weapon with a 
  war blessing.
  Prerequisite: Warrior of the Kaga feat, Base Attack 
  Bonus +6
  Benefit:  You can infuse any melee weapon with a 
  war blessing, giving that weapon an additional +1d6 
  of damage.  This additional damage is the same type 
  of damage dealt by the infused weapon.  The war 
  blessing lasts for one minute and you may use this 
  ability once per day.
  New Spells
  Kaga is a realm of knowledge and arcane power and it 
  is only fitting that some new spells have been created 
  by the Children of Kaga during their centuries of 
  exploring the Realm that they serve.
  Gate of Kaga
  Conjuration (Teleportation)
  Level:  Sor/Wiz 5 
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched, or up to eight willing crea-
  tures joining hands
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You move yourself or some other creature into the 
  Realm of Kaga. If several willing persons link hands 
  in a circle, as many as eight can be affected by the 
  spell at the same time. Precise accuracy as to a partic-
  ular arrival location on Kaga is nigh impossible. From 
  Exodus, you can reach the Realm of Kaga, though you 
  appear at the exact center of the plane each time.
  Note: Gate of Kaga transports creatures instan-
  taneously and then ends. The creatures need to 
  find other means if they are to travel back, such as 
  locating and using a Nexus Gateway or using the 
  plane shift spell. 
  Focus: A stone marked with the arcane rune for 
  “Kaga” through usage of the arcane mark spell.  
  Kaga’s Insight
  Divination
  Level: Brd 2, Sor/Wiz 2
  Components: S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  Your mind becomes infused with knowledge and 
  you communicate directly with the Realm of Kaga.  
  You gain a +10 bonus to all Knowledge skill checks.  
  During the duration of this spell, you may ask one 
  question of Kaga and will receive a truthful, complete 
  answer to the question.  The question may only be 
  about a subject that you have knowledge of, as in 
  you must have at least one rank in the appropriate 
  
  lexicon Chronicles: Realm of Kaga
  Page 16
  Knowledge skill.  Using this second ability immedi-
  ately ends the spell after the answer is given.
  Focus: A glass eye
  War Edge
  Transmutation
  Level: Sor/Wiz 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft + 5 ft. per level)
  Target: Any willing, touched creature
  Duration: 1 round./level (D)
  You channel energy from the Realm of Kaga’s collec-
  tive minds of ancient warriors and into a melee 
  weapon of your choice.  The melee weapon then 
  deals an additional +2d6 of additional damage of the 
  melee weapon’s damage type or an additional +1d6 
  of any elemental damage of your choice (acid, cold, 
  fire, or sonic).  The weapon also takes on one of the 
  following additional properties: anarchic, axiomatic, 
  holy, or unholy.   
  Focus: The melee weapon to be enchanted with war 
  edge
  New Magic Items
  Over the years, the Children of Kaga have crafted a 
  variety of magic items to enable them to better serve 
  the Kaga and to travel to the plane itself.  Below are 
  a selection of new magic items that will help better 
  incorporate the Realm of Kaga into your campaign 
  and make the realm accessible to your players.  
  Kaga Amulet
  This thin silver pendant hangs from a leather cord.  
  The pendant has the rune for “Kaga” embossed into 
  its surface. The amulet allows its wearer to travel to 
  the Realm of Kaga, as per the gate of kaga spell.  The 
  amulet can be used in this manner three times per day.
  The amulet also grants the wearer the ability to cast 
  identify and detect magic each five times per day. 
  Moderate conjuration and divination; CL 12th; Craft 
  Wondrous Item, detect magic, gate of kaga, identify; 
  Price 95,000 gp. 
  Ring of Kaga’s Blessing
  This silver ring has the symbols of Kaga etched into 
  it.  It glows with a soft white light and sheds light 
  equal to that of a torch (20 ft. radius).  The wearer 
  is treated as continuously under the read magic and 
  comprehend languages spells. This grants its wearer 
  the ability to understand the spoken words of any 
  creature and to read text in any language and any 
  magical writing. The wearer gains a +5 competence 
  bonus on Decipher Script checks to understand 
  messages written in incomplete, archaic, or exotic 
  forms. Note that understanding a magical text does 
  not necessarily imply spell use. Once per day, the 
  wearer may automatically succeed in any Knowledge 
  skill check.
  Faint divination; CL 7th; Craft Wondrous Item, 
  comprehend languages, light, kaga’s insight, read 
  magic; Price 10,500 gp; Weight --.
  Scrolls of the Kaga
   This set of twelve parchment scrolls appear heavily 
  used, written in a runic language that anyone can 
  read, and penned in red, glowing ink.  The scrolls of 
  the Kaga were first created by the Children of Kaga 
  and their knowledge masters so that they may share 
  knowledge with any sentient being.  The process of 
  creating a set of the scrolls of the Kaga is often gifted 
  to mages who have helped the Realm itself or shown 
  to treasure knowledge as much as any Child of Kaga. 
  Any creature can read and understand the scrolls, even 
  if they cannot read.  This is because the scrolls them-
  selves serve as a direct link to the Realm of Kaga and 
  are meant to be understood by any sentient creature 
  that has an intelligence score of at least 3.  It is one of 
  the main tenets of Kaga to spread knowledge to those 
  that it would normally not be available to.  
  The scrolls of the Kaga contain all sorts of interesting 
  bits of knowledge and seem to change subject matter 
  with each reading.  If the reader of the scrolls spends 
  eight hours studying them without interrupting, the 
  reader gains a +2 bonus on all Knowledge skill checks 
  for 24 hours.  The bonus can be regained after eight 
  more hours of studying the scrolls.  The reader also 
  gains the ability to use all Knowledge skills untrained 
  for 24 hours. This ability must also be renewed 
  through eight hours of studying the scrolls and both 
  abilities can be gained from the same eight hours of 
  study.
  Moderate divination; CL 9th; Craft Wondrous Item, 
  comprehend languages, legend lore; Price 15,000 gp; 
  Weight 3 lb.
  
  lexicon Chronicles: Realm of Kaga
  Page 17
  Incorporating The 
  Realm of Kaga Into 
  Your Game
  While the Realm of Kaga is meant for the NeoExodus 
  campaign setting, it can easily be incorporated into 
  any campaign setting.  The Realm of Kaga is designed 
  to be easily modified and here is a list of ideas to 
  make the Realm of Kaga fit seamlessly into your 
  campaign setting:
   •  The Realm of Kaga is the reason magic exists in 
  the campaign world and the Children of Kaga are 
  the caretakers of magic and the world’s foremost 
  experts on all things arcane.
   •  The Realm of Kaga exists much as it does in 
  Exodus but it was raised and created to combat a 
  powerful foe of the campaign world who has since 
  been defeated or otherwise disposed of.
   •  The player characters stumble across the Realm of 
  Kaga when a plane traveling spell goes awry and 
  they must learn from Kaga if they are to ever find 
  their way home.
   •  The deities of knowledge and magic create the 
  Realm of Kaga as a living, thinking extension of 
  themselves and instruct it to provide mortals with 
  long forgotten knowledge and magic, sparking a 
  new Golden Age of prosperity among the races 
  while recruiting more followers to their flock.
   •  The player characters join forces with the 
  Children of Kaga to free a corrupted version of 
  the Realm of Kaga from the dark influence of an 
  evil deity or powerful lich.
   •  The Realm of Kaga is a new creation in the 
  campaign world and the wisest sages and scholars 
  are asked to join it, for the good of the world.
  All mechanics on all pages is Open Game Content as 
  defined by the Open Gaming License. See page 18 for 
  more information.
  
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  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce 
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SOURCE: textdata/thevault/NeoExodus/NeoExodus Lexicon Chronicles - Realm of Kaga.pdf