TEXT: secrets  of  NeoExodus:
  the order
  Written By Neal Bailey
  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.
  LPJ9977
  
  Secrets of NeoExodus: the Order
  Page 2
  Throughout the human history of Exodus, the myste-
  rious entity known only as the Kaga has imparted its 
  subtle wisdom upon the leaders of men.  The Kaga’s 
  will and knowledge have flowed out across history, 
  sometimes a soothing balm against the harsh wounds 
  of war, and other times a spiced perfume - enticing 
  mortals to loftier heights and goals.  But always the 
  Kaga has its will in the world, and that will is served 
  by a hand – a hand known only as the Order.
  Formation  
  of the Roots
  After the Kaga’s genesis during the dark reign of the 
  First Ones, it appeared to erase itself from the world 
  it had helped to free.  This vanishing act was just 
  an illusion – the Kaga was actually in the process 
  of forging a clandestine organization to serve its 
  particular needs.  The earliest servants of the Order 
  were chosen not from the best and brightest of society, 
  but from the forgotten ones; men with broken bodies, 
  broken spirits, and broken minds – the Kaga called 
  them forth through dreams and quiet revelation and 
  forged them into something new.
  The actual process is one that the Kaga perfected 
  itself, and remains unknown to all other sources.  
  Powerful magics and technologies worked subtle 
  surgeries on body and soul, leaving the first members 
  of the Order as something not entirely human - some-
  thing above and beyond human.  What better to link 
  the immortal, Godlike Kaga with the realm of man, 
  than entities which stood somewhere between the 
  two?
  The new creatures, the progenitors of the Order, 
  became known as the Roots.  Each was stripped of 
  its previous identity, nature, and individuality - and 
  left as a pure, focused shell of the Kaga’s knowledge 
  and will, seeking only to serve this higher power.  
  Although there were only a few dozen of these beings, 
  they set about their tasks quickly, gathering informa-
  tion and contacts, all the while maintaining perfect 
  stealth and a nearly invisible profile.
  Historical 
  Invisibility
  Over the course of history, the exact dates of Order 
  involvement are difficult to ascertain – their work is 
  subtle and slow-moving, bearing the fruits of diplo-
  matic alliances, good governance, and technological 
  innovation.  Likewise, it is near impossible to pinpoint 
  which members affected major changes - the goals of 
  the Order are not ones achieved by notable persons 
  within their organization, but rather a collective effort 
  over a span of time.  A member of the Order is consid-
  ered a success when his efforts do not draw attention 
  to himself, but rather the individuals and circum-
  stances he was attempting to influence.
  Growth of the Order
  Since its original inception millennia ago, the Order 
  has grown to match the amount of information it 
  needs to acquire, and influence it needs to exert.  As 
  the group favors powerful and capable individuals 
  over large numbers of followers, this growth has been 
  slow and careful.
  One of the great major advancements the Order under-
  went immediately after formation was the inclusion of 
  a group known as the Seeds.  These individuals are a 
  step below the Roots, and have been technologically 
  altered to serve as vessels for the Kaga in a similar 
  fashion.  The difference is that Seeds maintain a large 
  degree of their original natures, and are therefore 
  more useful for interacting with the common man.  
  The nearly incomprehensible Roots serve coordinating 
  functions within the organization.
  Roots, Seeds,  
  and Augers
  The interplay between Root and Seed is complicated.  
  The Roots are effectively immortal, but over time 
  they have fallen afoul of ill fortune and been killed 
  or otherwise incapacitated.  When this occurs, a Seed 
  will be chosen to undergo the final transformation and 
  lose every aspect of his being to become completely 
  submerged within the Kaga.  At this point, a new 
  Root is born.  In the modern Era, there are only ever 
  5 Roots alive at any one time, each being associated 
  with a broad political region.  They have no names, 
  instead being referred to by a number, followed by 
  ‘Root’.  So the first would be called One-Root.
  Root 
  Political Region
  One 
  Caneus Empire
  Two 
  The Dominion
  Three Arman Protectorate
  Four 
  Reis Confederacy
  Five 
  Outliers
  
  Secrets of NeoExodus: the Order
  Page 3
  The roots look nearly identical, and certainly act in 
  identical fashions.  Roots never have any need to 
  meet together, as they all essentially share the same 
  mind and are constantly linked through a powerful 
  arcane network.  The only time they would conceiv-
  ably gather is if they are all needed to do battle with 
  some truly terrifying force: an event which has never 
  happened across recorded history.
  Details: The Root Network
  The five Roots essentially operate as a single organism, 
  with the same pool of knowledge and a shared aware-
  ness.  In this capacity, they are often the focus of long 
  range communication.  This communication bypasses 
  antimagic.  A player who is speaking with a Root 
  can request a Connection: this functions similarly to 
  the spell dream, save that the character experiences 
  it while awake – it allows a character to receive the 
  current, real-time perceptions of a distant Root through 
  the individual Root he requested the Connection from.
  Seeds act as agents of the Roots.  They are far 
  more mobile and active, serving as messengers and 
  powerful agents.  Of all the ruling echelons of the 
  Order, the Seeds are perhaps the most likely to be 
  encountered on a mission or involved in some type of 
  subterfuge.  Their less developed kin, the Harbingers, 
  serve an identical function with greater autonomy.
  Augers are much closer to human than either the 
  Roots or the Seeds.  An Auger functions as a mortal 
  guide through the mind of the Kaga, mimicking a 
  quasi-mystical priesthood.  Augers revere Roots in 
  much the same way that a priest would revere a mani-
  festation of their God.  Augers also respect the Seeds 
  in the same way they would respect a messenger or 
  servant of a divinity.  Harbingers and Augers often 
  interact on joint missions, especially in dealing with 
  information gathering or diplomacy.
  Headquarters  
  and Territory
  The Order doesn’t maintain much in the way of a 
  static headquarters;  its emphasis on secrecy and 
  subtlety precludes the desire to centralize its holdings 
  and control territory.  However, it does have a ‘base of 
  operations’ of sorts, if it can be called that.  Known as 
  The Vellgard, it is a peculiar pocket dimension which 
  the Kaga can manifest via force of will.  The Kaga 
  can actually conjure this Headquarters in any location 
  where five or more Seeds or a single Root have gath-
  ered, and can dissolve it just as easily.
  The Vellgard has a static appearance.  From without, 
  it resembles nothing more than a ring of stone arches 
  about 20 feet across, empty within, made of smooth 
  basalt and etched over with delicate runes. 
  Entering the Vellgard
  The arches of the Vellgard, although they appear to 
  be open and approachable, are permanently protected 
  with abjurations such as antipathy (DC 28, layered, 
  affects all non-good alignments save lawful neutral), 
  and various symbols (persuasion DC 28, sleep DC 
  27).  If these fail to repel any interlopers, the Kaga’s 
  sheer presence can be brought to bear on one opponent 
  within 300 feet of the structure each round, forcing a 
  DC 30 WILL save to prevent the target from fleeing in 
  a panic for 2d6 rounds.  After this duration has elapsed, 
  a target affected by this panic is subject to a powerful 
  amnesia, losing all memory of the events of the entire 
  past day.
  Once inside the Vellgard, however, the true nature of 
  the structure becomes more apparent.  Great stone 
  walls seem to seep out from around the arches like 
  wine soaking into linen, stretching upward until they 
  meet in a single skylight centered in a great dome 
  above.  The room itself is huge, almost incalculably so 
  - the arches seem as narrow slits of pure white light.  
  They offer no glimpse of the outside world.  The 
  dome is painted a deep blue, and covered over with 
  spirals and whorls of tight, flowing runes the color of 
  the sun.  At a low point in the center of it all, there is 
  a raised stone dais with 5 high thrones in a ring, back 
  to back.  Hundreds of seats surround them.
  The Vellgard serves several purposes.  It is a meeting 
  ground where scrying is basically impossible (perma-
  nent private sanctum), it is well defended, and it 
  can actually serve as a safe method of transport, as 
  explained below.
  If entities are within the Vellguard when the Kaga 
  chooses to dissolve it, they are taken back to the 
  pocket dimension where it otherwise resides.  It can 
  then be remanifested at a different location where 5 
  Seeds or a single Root have gathered.  This transport 
  bypasses most magical safeguards (even antimagic 
  fields), is basically instantaneous, and perfectly safe 
  – the Kaga has used this method to transport members 
  of the Order to locations where it needs them, quickly.
  
  Secrets of NeoExodus: the Order
  Page 4
  Agenda and 
  Methodology
  the Order’s First Function
  The Kaga is very concerned with the peaceful prog-
  ress of humanity, yet does not want to be seen as 
  a God or a controlling influence.  According to its 
  reasoning, humankind will achieve its greatest heights 
  if allowed to flourish and strive on its own terms.  
  This modus operandi, however, does not prevent the 
  Kaga from manipulating events behind the scenes 
  to prevent true disasters.  Hence, the Order’s first 
  function – subtle control over events which broadly 
  threaten human civilization.
  Any group’s nature and form should reflect its func-
  tion, and the Order is the very model of a secret 
  society.  Its tactics are quiet and unassuming, and 
  its members don’t engage in high profile activi-
  ties.  Instead, they are focused around acquiring and 
  moving information, and using soft power to forge 
  alliances and shape events to their liking.  The Order 
  is highly politically active, yet still largely unknown to 
  those outside its ranks – its greatest strength is secrecy 
  and the ability of its members to appear as parts of 
  another group entirely.
  Political Machinations
  Members of the Order often weave themselves into 
  positions where they have low-profile contact with 
  powerful people.  A member of the Order will never 
  be in any real position of impact.  Instead, they pose 
  as servants associated with a noble house, simple 
  laborers, handmaidens, stable hands, minor bureau-
  crats, and so on.  Any position where they will gain 
  an opportunity to interact, however briefly, with the 
  ruling elite, is one which is attractive to a member of 
  the Order.
  Order agents are trained to influence others with 
  powerful mind affecting spells.  They use charms, 
  suggestions, geases, and other sorcery to shift the 
  views of those around them and gradually shift 
  prevailing opinions in a direction of their choice.  
  Seldom operating through direct means, members of 
  the Order will spread suggestion-fueled rumors and 
  information, geas other servants to complete missions 
  for them, and use various other underhanded and 
  subtle means to achieve their goals.
  Spying
  Many Order members are also capable spies.  With 
  a mastery over divination magic rivaled by very few, 
  operatives associated with the Order can peer into the 
  back rooms of a war zone, and even into the minds 
  of the commanders and the nobility alike.  Not only 
  is this knowledge spread back through the Kaga, but 
  it can also see more active use.  With such powerful 
  information, they can use their subtle skills with 
  suggestion to turn the tides of warfare, alliance, and 
  rebellion.
  Spy Network
  It is possible for a member of the Order to contact 
  other members who are operating as spies and agents 
  in a region.  This is not achieved through any type of 
  standard protocol – each Order member will assess the 
  need of a seeker on his own terms.
  First, a Gather Information check must be made to 
  locate an operative.  All Order members are given 
  some clues as to the identities of other members who 
  are working in a region, and asking a few questions of 
  the locals can provide the needed leads.  The difficulty 
  varies with how deeply imbedded the agent is.
  Agent to be Located is: 
  Gather Information DC
  Fairly Open 
  14
  Somewhat Hidden 
  20
  Highly Guarded 
  32
  A Ghost in the system 
  56
  After the agent has been located, a character can 
  track him down and ask for his help.  The success of 
  this is based around how important the agent believes 
  the request to be, as well as the threat to his own 
  operation it could provoke.  The check is a standard 
  diplomacy check, which is modified by the values 
  below:
   
  Need of this 
  Threat of this
   
  level provides 
  level provides
  None 
  +14 DC 
  -4 DC
  Low 
  +7 DC 
  +0 DC
  Moderate 
  +0 DC 
  +4 DC
  Severe 
  -4 DC 
  +7 DC
  Earth-shattering 
  -16 DC 
  +14 DC
  Example: If a character approaches an agent with 
  a request that has a moderate need (+0) and which 
  poses a Low level of threat to the agent (-2), the total 
  Diplomacy DC modifier becomes -2.
  
  Secrets of NeoExodus: the Order
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  In order to acquire such assistance, the diplomacy 
  check result must beat a base DC of 30.
  the Order’s Second 
  Function
  The Order is not just about spying and bending 
  nations to the Kaga’s will.  It has a secondary func-
  tion, looked over by the rare and powerful Augers.  
  These individuals form the second tier of Order 
  Function: Augers are concerned with archiving knowl-
  edge, assisting those who seek such knowledge, and 
  safeguarding the acquired works and treatises stored 
  within the Kaga itself.
  In this capacity, the Augers and their associates can 
  act in secretive or open capacities, though they seldom 
  indicate any direct connection to the Kaga itself.  Such 
  individuals will delve into old ruins, pore through 
  ancient libraries, perform bizarre experiments, and 
  record all of it- eventually compiling this info and 
  adding to the vast store of knowledge that the Kaga 
  already commands.
  Unlike the Roots and the Seeds, Augers usually main-
  tain a base of operations, yet it is generally disguised.  
  Augers will operate bookstores, libraries, archives, 
  and other gathering points for the scholarly.  In this 
  capacity, the Auger is working within other organiza-
  tions to allow the Kaga access to collected knowledge.
  Consulting the Augers
  Members of the Order, depending on their level, can 
  actually consult the Augers and be guided through the 
  vast ‘libraries’ of the Kaga.  The more powerful the 
  Order member, the more effort and energy an Auger 
  will expend on them.
  Research in this fashion is instantaneous, and the 
  information gained is identical to that of a Legend Lore 
  spell.  Success is not automatic, the character essen-
  tially gains a bonus to a knowledge check they must 
  make to glean the information from the Kaga, who will 
  speak through the Auger.
  The base DCs for different types of knowledge are as 
  follows.
  Knowledge Type 
  Base DC
  Commonly known 
  10
  Somewhat Obscure 
  20
  Specialist Knowledge 
  30
  Secret Knowledge 
  45
  Forgotten Lore 
  60
  The bonuses from character level are found below. 
  Characters below 5th level do not qualify as ‘impor-
  tant’ enough to warrant an Auger’s time.
  Character Level 
  Bonus to Knowledge Check
  5th – 6th 
  +1
  7th – 8th 
  +2
  9th – 10th 
  +3
  11th – 12th 
  +4
  13th – 14th 
  +5
  15th – 16th 
  +6
  17th – 18th 
  +7
  19th – 20th 
  +8
  20th + 
  +10
  Membership and Recruiting
  The Order has a small membership base.  There will 
  be a cell of up to 20 agents placed in each major city 
  and perhaps a pair or trio of individuals in other loca-
  tions of note.  This amounts to no more than a few 
  hundred members throughout the entire world.
  As would be expected, joining the order is not easy; 
  they don’t actively recruit and are essentially invisible 
  to the populace at large.  In order to join, one has to 
  be sponsored by an existing member of the Order, and 
  to do that, a character must draw attention to himself 
  somehow.  This requires a level of subtlety: an indi-
  vidual who travels the world exploding high-level 
  entities which threaten the Kaga will likely be appre-
  ciated by the Order, but will never receive an invite 
  to join – these types of flashy and overt methods are 
  frowned upon.  Instead, an individual who does his 
  work behind the scenes and demonstrates a knowledge 
  of ancient arts, new sciences, magic, or technology 
  can attract the Order’s attention.
  Membership Requirements
  Alignment 
  Any good OR lawful neutral
  Skills 
   Knowledge: arcana, engineering, 
  history, local, or religion.  Any 
  combination totaling 12 ranks.
  Actions 
   At least five acts which assist 
  the peaceful development of 
  humanity and which garner no 
  reward or prestige
  Connections 
   None.  The Order does not 
  accept members of noble fami-
  lies or individuals who have 
  active political affiliations.
  Abilities 
  Intelligence 13+
  
  Secrets of NeoExodus: the Order
  Page 6
  If all of these requirements are met, the prospective 
  member will be contacted by a Seed, who will usually 
  assess them (through all manner of divination spells), 
  followed by an invitation to join.  If the invitation is 
  accepted, the individual is welcomed as a member of 
  the Order.  Past this point they will be introduced to 
  their cell (usually in a large city to start out), and then 
  begin their new life as a member of the organization.
  Interactions and 
  Relations: 
  EMPIRES of exodus
  Arman Protectorate 
  The Order has had its hand in the doings of the Arman 
  Protectorate since their very first struggle against 
  the remnants of the Sorceror Kings.  Unbeknownst 
  to most, the Kaga’s assistance at that time had a few 
  strings attached – the six original ruling clans had 
  each agreed to play host to the occasional visitor who 
  shows the proper, secret signs.  This pact, centuries 
  old, is still purposely included in the lawbooks of the 
  princedoms.  Harbingers, Augers, and other Order 
  members traveling to the Protectorate can approach 
  the prince of a region and request lodging and assis-
  tance.
  Effects: When dealing with the nobility, if a member 
  of the Order shows the group’s unique green sign, 
  they gain a +4 situational bonus to diplomacy and 
  gather information checks when dealing with the 
  nobility.
  Caneus Empire
  Nowhere has the hand of the Kaga been more 
  intensely felt than within the Caneus Empire.  
  However, this influence has never been direct, and 
  the Order has always attempted to keep its machina-
  tions in the area as subtle as possible.  The Order does 
  not deal with the rulers of the Empire directly, but 
  instead seeks to influence the policy of the Sanguine 
  covenant.
  Effects: The Order deals in information and dogma 
  behind the scenes.  When within the Caneus Empire, 
  an Order Member will find many, many operatives at 
  work in the covenant’s libraries and councils, and can 
  use these contacts to gain a +2 situational bonus to 
  all knowledge checks (with the help of a little bit of 
  research), and a +4 situational bonus to those knowl-
  edge checks pertaining to law or religion.
  Dominion
  The Kaga has offered great magical gifts to many 
  nations, but perhaps the greatest of all were provided 
  to the Dominion. Within the floating city of Anidem, 
  the Order actually maintains an academy which is 
  focused on high sorcery blended with technology.  
  Although the branch is not identified as ‘the Order’ 
  (it refers to itself as the Academy of Technology and 
  Magic), it is one of the most visible Order operations 
  around.
  Effects: Making use of the Spy Network doesn’t 
  require a gather information check.  Additionally, an 
  Order member can purchase spell scrolls from the 
  Academy at 75% of cost.
  Imperial Alliance
  The biggest of big dogs, the Imperial Alliance is 
  Exodus’ super government, and the Order has surpris-
  ingly little influence there.  The sheer level of para-
  noia and backstabbing that goes on within the alliance 
  has made placing agents difficult, to the extent that 
  the Order is barely able to influence events within the 
  Alliance at all.
  Effects: No spy network has access to the inner work-
  ings of the Imperial Alliance.
  Janus Horde
  The Order’s agents have only just begun to work 
  within the Janus Horde, and it has proven difficult 
  for them.  Combined with the current epidemic and 
  the profoundly lawless workings within the Horde 
  itself, the Order’s standard approach has been less 
  than effective, and they have been unwilling to send 
  agents to population centers.  Only a handful of 
  Order members, almost all of them Seeds on personal 
  missions, operate within the Horde.
  Effects: The Spy Network gather information check 
  to locate an agent is at +15 DC.  However, if an agent 
  is located, it is a Harbinger with between 7 and 10 
  levels in that prestige class, as well as 6 levels in 
  wizard.  If it has an initiate graft, it will be restricted 
  to Hunter or Traveller.
  Reis Confederacy
  The Order has been at work within the Reis 
  Confederacy in attempts to stymie the power of the 
  Brotherhood of Khayne.  This conflict has been 
  simmering below the surface for generations, with the 
  Order eventually achieving a position of dominance 
  after the Battle of the River of the Dead.  However, 
  recent resurgences of Brotherhood activity indicate 
  
  Secrets of NeoExodus: the Order
  Page 7
  that perhaps the Order’s control of the region is weak-
  ening.
  Effects: Within the Reis Confederacy, Order agents 
  have to keep a low profile, because if they attract too 
  much attention they risk opposition or even assassina-
  tion at the hands of the Brotherhood.  When using the 
  Spy Network, if an Order member fails his Gather 
  Information check, there is a flat 25% chance (1 to 5 
  on a d20) that they have attracted the attentions of the 
  Brotherhood.  The effects of this are to be determined 
  by the GM in play.
  SECREt SOCIEtIES of exodus
  Brotherhood of Khayne
  As mentioned above, the Order and the Brotherhood 
  have been waging a secret war for literally hundreds 
  of years, and the recent resurgence of Brotherhood 
  power has meant that this war could begin moving 
  into more open territory.  If members of the two 
  opposing groups do meet, there is usually a battle, and 
  certainly greater political implications following such 
  a conflict.
  Effects: Members of the Brotherhood of Khayne are 
  always treated as if they are ‘hostile’ on the diplomacy 
  chart when interacting with known members of the 
  Order.  Additionally, diplomacy cannot render them 
  friendly or helpful by any means.  However, due to 
  the Order’s long dominance and obvious power, Order 
  members gain a +2 bonus to intimidate checks versus 
  members of the Brotherhood.
  El Khalid Asim
  As the Order and the Dominion interact on generally 
  open and friendly terms, members of the El Khalid 
  Asim have a favorable view of the Order.  The Order 
  is responsible for much magical lore that the El 
  Khalid Asim has used in the past, and it isn’t infre-
  quent for members of the two groups to be partnered 
  up for special missions that concern both groups.
  Effects: When within the Dominion, an Order 
  member can use the Spy Network to find a member 
  of the El Khalid Asim and request his assistance as he 
  would with other members of the Order.  However, 
  the diplomacy DC to gain this assistance increases by 
  5.
  Section Omega
  Section Omega’s narrow focus on psionics prevents 
  extensive involvement with the Order.  A member 
  of Section Omega will rarely have anything to do 
  with an Order member.  Officially, on the Order end, 
  Section Omega is considered neutrally, and sometimes 
  watched if the Order feels that some problem could 
  develop.  Active cooperation is rare at best, and active 
  conflict has yet to materialize at any point.
  Effects: None.  The different focus and lack of 
  connection provides no bonuses or hindrances.
  Sanguine Covenant
  The Covenant’s focus on elimination of evil outsiders 
  and dark forces is considered extremely useful by the 
  Order, but its sprawling bureaucracy and sway over 
  two large countries is not.  Although their goals rarely 
  clash, Order policy doesn’t allow them to operate with 
  the Covenant openly.  The Order does maintain many 
  sleeper agents within the Covenant, especially within 
  their libraries and annals, and Order members can tap 
  into a giant web of favors when they’re in amongst 
  Covenant members.
  Effects: When actually working within the Covenant, 
  a member of the Order can use his connections to gain 
  access to priestly magic at 75% of normal cost.
  Shadow Cabinet
  The Shadow Cabinet is considered a dire threat – a 
  secret society with capabilities similar to those of 
  the Order, but with few moral precepts outside of the 
  acquisition of political power.  The Shadow Cabinet 
  has, in the past, attempted to glean technological and 
  historical information from members of the Order 
  through interrogation and worse.  The two groups 
  oppose each other at almost every juncture.  If they 
  finally do clash in the open, the results could be far-
  reaching and catastrophic.
  Effects: A member of the Order who operates too 
  openly is at risk of being ‘approached’ by a Shadow 
  Cabinet agent.  When performing in the open on a 
  mission, consult the following table.
   
  Bluff DC 
   
  to deflect 
  Profile of Mission 
  attention
  Low (quiet infiltration or recon missions) 
  5
  Medium (bribery, minor diplomatic missions) 10
  High (prison breaks, major diplomatic  
  missions, intimidation missions) 
  20
  Very High (assassinations, open warfare) 
  30
  After successful completion of a mission, the leading 
  Order member must make a Bluff check, with a DC 
  modified by +1 for every individual in his primary 
  party.  If the Bluff check is not successful, the Shadow 
  Cabinet will suspect Order involvement and will send 
  
  Secrets of NeoExodus: the Order
  Page 8
  agents to investigate.  If the bluff DC is missed by 10 
  or more, the Shadow Cabinet will pinpoint the identity 
  of the character in question.
  the Order
  The Order is amongst the most internally coherent and 
  cooperative organizations in Exodus, and as such there 
  is no internal jockeying for power.  For details on 
  benefits of Order membership, consult the following 
  section.
  Membership Benefits
  Aside from the use of the Spy Network and Auger 
  consultations, the Order does provide assistance to its 
  members when they are on missions.  As the Order 
  has a great many wizards of impressive ability within 
  its ranks, material resources are seldom a problem 
  unless the mission is at the ends of the earth.
  Region 
  Order members can Provide
  Capital city or 
  Food, lodging, any non- 
  metropolis 
   magical equipment, up to 10% 
  of standard character wealth in 
  disposable funds for any given 
  mission
  Large city or  
  Food, lodging, any non- 
  mercantile center 
   magical equipment, up to 5% 
  of standard character wealth in 
  disposable funds for any given 
  mission
  Medium city or town 
   Food, lodging, any non-
  magical equipment, up to 1% 
  of standard character wealth in 
  disposable funds for any given 
  mission
  Village or outpost 
   Food, lodging, basic non-
  magical equipment, incidental 
  monetary resources 
  Countryside 
   Food, lodging, incidental non-
  magical equipment
  Wilderness 
  Food, basic shelter
  Prestige Class: 
  Auger
  Augers are selected from amongst the ranks of the 
  Order to serve a very specific purpose – they are the 
  librarians of the Kaga, possessing the keys to access 
  great knowledge and power.  All Augers are chosen 
  for their good nature, their resistance to mental domi-
  nation, and their exceptional intuition - which are all 
  necessary for their function.
  Augers, unlike Knowledge Masters of Kaga, do not 
  directly access the vast stores of knowledge within the 
  plane itself.  No mortal mind could possibly contain 
  even a mental map of this huge quantity of informa-
  tion.  Instead, the Augurs have a unique, intuitive 
  grasp of the collected knowledge, passing beyond 
  conscious awareness.  From this advanced insight, an 
  Auger can use sheer force of will to form the paths 
  and ciphers necessary for other researchers to use the 
  Kaga most efficiently.
  Appearance
  Augurs try to avoid having a distinctive appearance 
  when they’re on a mission.  They are members of a 
  secret society, so obviously a low profile is a must. 
  When amongst their own, however, Augurs don deep 
  green robes to reflect their status and affiliation with the 
  Kaga itself.  Most Augurs will also keep their Ciphers 
  visible at this time, these strange, spiritual markings 
  appear as angular, green runes across the skin of an 
  Auger, almost like the pattern on a circuit board.  They 
  only become visible when the Auger wills it so.
  Special: If an Auger opts to render his Ciphers visible, 
  he gains a +2 bonus to all diplomacy checks involving 
  members of the Order and other servants of the Kaga.
  Adventurers
  Augers serve two primary roles.  Firstly, they have 
  a passive role in safeguarding the knowledge of the 
  Kaga.  The Augurs are the sole possessors of unique 
  cognitive keys that allow navigation across the 
  vast stores of information within the Kaga’s group 
  consciousness.  Within this role, usually relegated to 
  higher level Augurs, they tend to be well protected 
  and guarded, due to their great importance for their 
  organization and the world at large.
  The second role of the Augur is more active.  At lower 
  levels, Augurs are often tasked to assist knowledge 
  seekers who work in service of the Kaga.  In this 
  capacity, Augurs perform all manner of field research, 
  interviews, and even (in the more dangerous missions) 
  active spying.  In their more active capacity, Augers 
  often work alongside Knowledge Masters of Kaga, 
  who have similar aims and complementary abilities.
  Hit Die: D6
  Class Requirements
  Qualifications for the Augers are as follows.
  
  Secrets of NeoExodus: the Order
  Page 9
  Alignment: Lawful or Neutral Good
  Skills: Knowledge: Religion 9 ranks, Sense Motive 4 
  ranks
  Feats: Great Insight
  Abilities: Charisma 13+, wisdom 15+
  Spells: Ability to cast Augury, access to Knowledge 
  Domain, Divine caster 6th level
  Special: An Auger must first be accepted for member-
  ship within the Order itself.  Few Augers are selected.
  Class Skills
  Bluff (Cha), Concentration (Con), Craft (Int), 
  Diplomacy (Cha), Gather Information (Cha), 
  Intimidate (Cha), Knowledge (Any) (Int), Listen (Wis), 
  Profession (Wis), Search (Int), Sense motive (Wis), 
  Spot (Wis)
  Skill Points at Each Level: 4+ int modifier
  Class Features
  Weapon and Armor Proficiency: Augers gain no new 
  proficiency with any weapons or armor.
  Spellcasting
  At second level, and at every other level of advance-
  ment, an Auger progresses in Divine spellcasting.  
  Additionally, they may add any spell of the divina-
  tion school of magic to their spell list (if multiple 
  caster classes gain access to the spell at different spell 
  levels, use the lowest level option).
  Ciphers - ex
  The defining characteristic of the Auger is his ability 
  to utilize Ciphers.  Ciphers are comprised of pieces of 
  knowledge gleaned from the Kaga, and shaped by the 
  Auger’s will.  As such, in order to make use of them, 
  the Auger must have contacted the Kaga in some 
  fashion.
  In order to gain the ability to use Ciphers of a certain 
  type for a day, an Auger must establish a bond with 
  the Kaga.
   •  Access to Least Ciphers requires a specialized 
  casting of Augury.
   •  Access to Lesser Ciphers requires a specialized 
  casting of Commune. (no exp cost)
  auger
   
  Base   
    
   
   
   
   
    
  Attack  
  Fort 
  Ref 
  Will 
  Level  Bonus 
  Save 
  Save 
  Save 
  Special 
  Spellcasting
  1 
  +0 
  +0 
  +0 
  +2 
  Least Cipher  
  -
  2 
  +1 
  +0 
  +0 
  +3 
  Least Cipher 
   +1 level of existing spell-
  casting class
  3 
  +1 
  +1 
  +1 
  +3 
  Assistant 
   +1 level of existing spell-
  casting class
  4 
  +2 
  +1 
  +1 
  +4 
  Lesser Cipher 
   +1 level of existing spell-
  casting class
  5 
  +2 
  +1 
  +1 
  +4 
  Lesser Cipher 
   +1 level of existing spell-
  casting class
  6 
  +3 
  +2 
  +2 
  +5 
  Knowledge Navigator 
   +1 level of existing spell-
  casting class
  7 
  +3 
  +2 
  +2 
  +5 
  Greater Cipher 
   +1 level of existing spell-
  casting class
  8 
  +4 
  +2 
  +2 
  +6 
  Greater Cipher 
   +1 level of existing spell-
  casting class
  9 
  +4 
  +3 
  +3 
  +6 
  Unleash 
   +1 level of existing spell-
  casting class
  10 
  +5 
  +3 
  +3 
  +7 
  True Cipher 
   +1 level of existing spell-
  casting class
  
  Secrets of NeoExodus: the Order
  Page 10
   •  Access to Greater Ciphers requires a casting of 
  Planar Ally.  The elemental spirit sent is formed 
  into the Ciphers.
  The spells are modified to specifically contact the 
  Kaga, and each requires a 10 minute casting time 
  at the beginning of the day.  None have any effects 
  outside of enabling the use of the appropriate Ciphers 
  for the day.
  Once unlocked, Ciphers may be activated and deac-
  tivated as a move action.  An Auger may have a 
  number of Ciphers active equal to ½ his Auger level 
  (round down, minimum 1).  Ciphers are not considered 
  a magical effect and can be freely active within anti-
  magic fields.
  Least Cipher - ex
  Each time the Least Cipher class feature is gained, 
  choose one of the following.
   •  Awareness Cipher: When this cipher is active, 
  all ‘detect’ spells cast by the Auger or any allies 
  within 40 feet of his position are treated as if they 
  had already advanced through 2 rounds of concen-
  tration, if applicable.
   •  Seeking Cipher: When this cipher is active, the 
  Auger and all allies within 40 feet of his position 
  gain a +2 insight bonus on ranged attack rolls.
   •  Wisdom Cipher: When this cipher is active, the 
  Auger and all allies within 40 feet of his position 
  gain a +2 insight bonus to all wisdom-related skill 
  checks.
  Assistant - ex
  This is the Auger’s first innate ability, granted through 
  his unusual relationship with the ‘mind’ of the Kaga.  
  An Auger with the Assistant class feature, when aiding 
  another in an Auger class skill, may add his charisma 
  modifier to the result (as opposed to a static +2).
  Lesser Cipher - ex
  When an Auger reaches 4th level, he gains access 
  to Lesser Ciphers, slightly more powerful than their 
  Least brethren.  Each time the Lesser Cipher class 
  feature is gained, a player may choose one of the 
  following.
   •  Charisma Cipher: When this cipher is active, 
  both the Auger and all allies within 50 feet of his 
  position gain a +4 insight bonus to their charisma 
  scores.
   •  Intelligence Cipher: When this cipher is active, 
  both the Auger and all allies within 50 feet of his 
  position gain a +4 insight bonus to their intelli-
  gence scores.
   •  Wisdom Cipher: When this cipher is active, 
  both the Auger and all allies within 50 feet of his 
  position gain a +4 insight bonus to their wisdom 
  scores.
  Knowledge Navigator - su
  Upon reaching the middle levels of power, an Auger 
  begins to intuitively grasp the intricacies of the Kaga’s 
  vast knowledge base.  Any time an ally is making a 
  knowledge check in the presence of the Auger, the 
  Auger can, as opposed to making a check on his own 
  or using an ‘aid another’ action, allow his companion 
  to take 20.  Knowledge Navigator may be used up to 
  3 times per day.
  If the check modified by knowledge navigator is 
  successful, any insight gleaned from the experience 
  is instantly transferred to the Kaga itself, and both the 
  Auger and the individual who made the check gain 
  a +1 morale bonus on all attack rolls, damage rolls, 
  skill checks, and saving throws for the duration of the 
  encounter.
  Greater Cipher - ex
  Upon reaching 7th level, an Auger may access the 
  Greater Ciphers, representing a high powered tier of 
  abilities. Each time the Greater Cipher class feature is 
  gained, a player may choose one of the following.
   •  Connective Cipher: Touch spells cast by the 
  Auger and any of his allies can now target any 
  allied individual within 60 feet of the Auger, with 
  no touch required.
   •  Resilient Cipher: Any allies within 60 feet of 
  the Auger may, at their option, choose to use the 
  Auger’s Will save in place of their own.  Each 
  time an ally within the area makes a successful 
  will save by this method, the Auger regains 4d8+4 
  hit points.
   •  Tactical Cipher: The Auger, and all allies within 
  60 feet of his position, have alternate modifiers 
  from flanking.  When flanking an opponent, those 
  affected gain a +6 circumstance modifier to attack 
  and damage rolls.
  Unleash - su
  The Auger has grown to great levels of power.  He 
  has learned to suddenly release the power stored in his 
  Ciphers, and draw upon the released energy to power 
  a spell.  As a free action, an Auger can voluntarily 
  lose access to a category of Ciphers to refresh a spell 
  on his spell list in his mind.  Releasing Least Ciphers 
  
  Secrets of NeoExodus: the Order
  Page 11
  restores a spell between levels 1 and 2.  Releasing 
  Lesser Ciphers restores a spell between levels 3 and 
  5.  Releasing Greater Ciphers restores a spell between 
  levels 6 and 8.  After Ciphers of a particular level 
  are released, they cannot be accessed again until the 
  appropriate access spell is cast the next day.
  True Cipher - ex
  This is the most powerful ability available to the 
  Auger, attained once they reach a level of insight 
  that is nearing superhuman.  The True Cipher grants 
  extensive bonuses when an Auger is using nearly any 
  divination spell- what information is gleaned becomes 
  more detailed and easily interpreted.  A True Cipher 
  is always and automatically active.  When an Auger 
  casts the following spells, they have the listed modifi-
  cations:
   •  Analyze Dweomer: No will save to avoid the 
  effect.
   • Arcane Eye: Lasts for 10 minutes per level.
   •  Arcane Sight: Does not require concentration to 
  detect spell-like and supernatural abilities or the 
  details thereof.
   • Arcane Sight, Greater: As per Arcane Sight.
   •  Augury: No material component or focus neces-
  sary, chance of success +10% with a maximum of 
  100%.
   • Commune: No experience cost.
   •  Commune with Nature: range becomes 2 mile 
  radius/caster level.
   •  Contact Other Plane: Kaga only.  No chance 
  of ability drain, treated as an intermediate deity 
  that does not lie or give random answers (treat all 
  such results as ‘don’t know’).
   •  Detect Scrying: No material component, auto-
  matically gives an image and location of scryer
   •  Discern Lies: Will save DC versus the effect is 
  granted a +4 competence bonus.
   • Discern Location: Bypasses mind blank.
   •  Divination: Success rate +10%, with a maximum 
  of 100%.
   •  Foresight: the insight bonus to AC and reflex 
  saves becomes +3.
   •  Identify: No component required, casting time 
  becomes 1 round.
   •  Legend Lore: The casting time is always 1d4x10 
  minutes.
   •  Locate Creature: Is not fooled by polymorph or 
  blocked by running water.
   •  Locate Object: Is not blocked by lead or poly-
  morph.
   •  Moment of Prescience: May be activated twice 
  before the spell ends.
   •  Prying Eyes: The eyes are invisible, which results 
  in a hide modifier of +36, and an AC of 22.  They 
  move at flight 50 ft (perfect).
   • Prying Eyes, Greater: As per Prying Eyes.
   •  Scrying: The will save DC to avoid the effect is 
  granted a +4 competence bonus.
   •  Scrying, Greater: As per scrying, and bypasses 
  spell resistance.
   •  Speak with Dead: becomes a Divination spell, 
  and is accessible via the Knowledge domain list 
  (as a third level spell).
   • Stone Tell: Also functions on metal.
   • Tongues: no material component required
   • True Seeing: Lasts for 10 minutes/level.
  Prestige Class: 
  Harbinger
  Harbingers are the technological progeny of the Kaga.  
  Through rigorous study and practice with arcane 
  forces, a Harbinger seeks to use his magic to incorpo-
  rate elements of First One technology (appropriated 
  by the Kaga) into his very being.  In the process, a 
  Harbinger loses much of his humanity, but gains expo-
  nentially more.
  Appearance
  Most Harbingers have some degree of ‘inhumanity’ 
  about them.  The subtle changes in their appearance 
  and mental capacity are not immediately obvious at 
  the earlier levels, but become more pronounced as the 
  Harbinger advances in power.
  As the Harbinger gains levels, their movement tends 
  to become more fluid, and a close examination of their 
  body will reveal microfilaments running just beneath 
  the skin in certain areas – such as the wrists, at the 
  solar plexus, behind the ears, and inside the elbow.  
  Special: A Harbinger’s position of authority allows it 
  to more easily request assistance of Order members; all 
  attempts to use the Spy Network have a +2 situational 
  bonus to the Diplomacy check.
  Adventurers
  Harbingers certainly do not make up the rank and 
  file of the Order.  The idea of self-augmentation at 
  the cost of one’s identity as a human being does not 
  appeal to many individuals.  Those that do begin the 
  path of the Harbinger often do not complete it, falling 
  
  Secrets of NeoExodus: the Order
  Page 12
  short and retaining their original forms.  This majority 
  of existing Harbingers fall within this category, and 
  serve as technological consultants and ruin hunters 
  who seek out the lost places of the First Ones for old 
  devices that the Kaga can pore over.
  Those that do actually complete the transformation are 
  something else entirely – they are the Seeds, the direct 
  agents of the Kaga, which periodically serve as focal 
  points for the entire society.  These enigmatic indi-
  viduals also serve as recruiters, and have the potential 
  to become Roots, beings akin to avatars for the Kaga 
  itself.  In order to reach this point, substantial altera-
  tions must take place, as the Kaga’s consciousness 
  would destroy any mortal mind attempting to host 
  it.  Only by incorporating and fusing powerful magic 
  with ancient mind altering devices can the necessary 
  capacity be reached.  Unlike the Child of Kaga, who 
  has access to the Great Pool, the Harbinger allows the 
  Pool to flow into him.
  The central nature of a Seed places it in a command 
  position within the Order, as a direct agent who over-
  sees the completion of particular tasks, or a rapid-
  deploying troubleshooter who answers only to the 
  Kaga itself.
  Hit Die: D4
  Class Requirements
  Qualifications for the Harbingers are as follows.
  Alignment: Lawful Good or Lawful Neutral
  Skills: Knowledge: Arcana 9 ranks, Knowledge: 
  History 9 ranks, Knowledge: Architecture and 
  Engineering 9 ranks
  Feats: Arcane Utility, Skill Focus: Knowledge: 
  Architecture and Engineering
  Abilities: Intelligence 15+, Constitution 13+
  Spells: Arcane caster 6th level
  Special: A Harbinger must first be accepted for 
  membership within the Order itself, and then have 
  actual contact with the Kaga.
  Race: Human only
  Class Skills
  Bluff (Cha), Concentration (Con), Craft (Int), 
  Diplomacy (Cha), Disable Device (Dex), Gather 
  Information (Cha), Knowledge (Any) (Int), Listen 
  auger
   
  Base   
    
   
   
   
   
    
  Attack  
  Fort 
  Ref 
  Will 
  Level  Bonus 
  Save 
  Save 
  Save 
  Special 
  Spellcasting
  1 
  +0 
  +2 
  +0 
  +2 
  Power Tap  
  -
  2 
  +1 
  +3 
  +0 
  +3 
  Item Utility I 
   +1 level of existing spell-
  casting class
  3 
  +1 
  +3 
  +1 
  +3 
  Absorption 
   +1 level of existing spell-
  casting class
  4 
  +2 
  +4 
  +1 
  +4 
  Charging Bauble 
   +1 level of existing spell-
  casting class
  5 
  +2 
  +4 
  +1 
  +4 
  Item Utility II 
   +1 level of existing spell-
  casting class
  6 
  +3 
  +5 
  +2 
  +5 
  Wandcrafter,  
  +1 level of existing spell 
   
   
   
   
   
  Unnatural Aura 
  casting class
  7 
  +3 
  +5 
  +2 
  +5 
  Unnatural Metabolism 
   +1 level of existing spell-
  casting class
  8 
  +4 
  +6 
  +2 
  +6 
  Item Utility III 
   +1 level of existing spell-
  casting class
  9 
  +4 
  +6 
  +3 
  +6 
  Seed Initiate, Orderbound  +1 level of existing spell-
  casting class
  10 
  +5 
  +7 
  +3 
  +7 
  Seed Metamorphosis 
  -
  
  Secrets of NeoExodus: the Order
  Page 13
  (Wis), Profession (Wis), Search (Int), Sense Motive 
  (Wis), Spot (Wis), Use Magic Device (Cha)
  Skill Points at Each Level: 4+ int modifier
  Class Features
  Weapon and Armor Proficiency: Harbingers gain no 
  new proficiency in any weapons or armor.
  Spellcasting
  At second level, and at every other level of advance-
  ment except 10th, A Harbinger progresses in Arcane 
  spellcasting.
  Power Tap - ex
  The first step towards a marriage of magic and tech-
  nology, Power Tap allows a Harbinger to draw upon 
  the power of certain magical items more frequently 
  without taxing the item.  Any items with a uses/day 
  feature gain one additional use/day when in the hands 
  of a Harbinger.  
  Item Utility I - su
  The Harbinger, at 2nd level, can now draw upon 
  the stored power of items to increase the power of 
  his own spells.  When casting a spell that is also 
  contained within the item (such as when casting a 
  fireball and holding a wand of fireballs), he may draw 
  out a charge (always only a single charge, regardless 
  of the number of charges required to cast the spell) as 
  a free action to increase his own effective caster level 
  when casting that spell.  This additional caster level is 
  considered a bonus and can cause a spell to break its 
  normal power cap.  This bonus is factored in before 
  bonuses from metamagic.
  For example, if a wizard 6/Harbinger 5 cast a fireball 
  spell, it would normally be cast as a 10th level wizard 
  and deal 10d6 damage.  However, the character may 
  expend a charge from a wand of fireballs to cast the 
  spell as an 11th level wizard, bypassing the normal 
  10d6 cap for 11d6 damage.
  Absorption - ex
  The Harbinger can now physically incorporate a 
  magic item into his being, transferring the enchant-
  ment over to himself as a natural stat increase.  Any of 
  the following items may be affected:
   • Amulets of Health
   • Headbands of Intellect
   • Belts of Strength
   • Gloves of Dexterity
   • Cloaks of Charisma
   • Periapts of Wisdom
   • Cloaks of Resistance
   • Amulets of natural armor
   • Rings of Protection
  Choose one of these categories upon gaining the 
  Absorption class feature.  From that point on, a 
  character can use the Absorption ability to transfer 
  the enchantment from such an item, conferring any 
  bonuses upon himself as natural stat increases.  Even 
  the deflection bonus from a Ring of Protection is 
  considered an increase and will stack with subse-
  quent deflection bonuses.  Only a single item’s power 
  may be transferred to the character at any one time, 
  but subsequent, more powerful versions of the same 
  item can be Absorbed to replace (not stack with) the 
  weaker effect.
  Charging Bauble - su
  By expending the use of a spell slot and the requisite 
  material components, a Harbinger can store a spell 
  he knows of the same level as the spell slot within 
  a specially prepared item.  Such a spell must have a 
  casting time of 1 round or less.
  The spell slot is permanently removed from the 
  Harbinger’s capacity until the bauble is consumed.  
  Consuming the bauble requires that it be crushed, 
  which is a standard action that provokes attacks of 
  opportunity.  The spell is cast just as if the Harbinger 
  had cast it, but the parameters and targets are set by 
  the person who used the item.
  Charging Bauble
  Charging Bauble vessels are composed of a strange 
  greenish glass which represents a symbolic connection 
  to the Kaga– Harbingers will often carry a few of these 
  about as pendants. (craft: glazier DC 22 to construct, 
  2 hours, 5 gp).
  Item Utility II - su
  This is identical to Item Utility I, save that now up to 
  2 charges can be expended, which enhances the caster 
  level by 3.
  Wandcrafter - su
  The Harbinger has deepened his understanding of 
  the connection between technology and magic.  Any 
  crafting of Wands, Staves, or Rods done by the 
  Harbinger no longer have an experience cost, and 
  crafting costs are reduced by 50%.  Items such as 
  these which are created by the Harbinger take on 
  strange, almost futuristic forms.
  
  Secrets of NeoExodus: the Order
  Page 14
  Unnatural Aura - ex
  By 6th level, the Harbinger is beginning to show 
  subtle signs of his progressive transformation.  
  Although not immediately perceptible to humans and 
  most sentient species, Fey and real-world animals 
  react towards the Harbinger at -6.
  Unnatural Metabolism ex
  Changes in the Harbinger’s metabolism have taken 
  him farther from human.  From this point on, a 
  Harbinger becomes immune to poison and disease.
  Item Utility III - su
  This is identical to Item Utility I, save that now up to 
  3 charges can be expended, which enhances the caster 
  level by 5.
  Seed Initiate - ex or su
  His humanity waning, the Harbinger’s form is now 
  sufficiently altered to allow large-scale inclusion of 
  foreign magic and technology in the form of ‘grafts’.  
  At this point in his development, a Harbinger assumes 
  one of 5 different roles, each of which is focused on a 
  certain aspect.  Select one from the following list:
   •  Observer Graft: The Harbinger gains advanced 
  powers of sight and observation.  They gain detect 
  magic, see invisibility, detect secret doors, and 
  detect scrying, each of which is always active.  
  They may cast analyze dweomer, true seeing, and 
  greater arcane sight 1/day each, as a wizard equal 
  to their character level.  These are all considered 
  (su) abilities.  A Harbinger with an Observer Graft 
  gains a luminous green tint to their iris.
   •  Listener Graft: These Harbingers are diplomats 
  and facilitators.  They may add their intelligence 
  modifier to all diplomacy, gather information, and 
  sense motive checks, and may use the following 
  spells 1/day each: discern lies, detect thoughts, 
  tongues, suggestion, and charm person.  The save 
  DCs for each of these are equal to 10 + Harbinger 
  level + intelligence modifier.  They are consid-
  ered (ex) abilities, and function as if cast by a 
  wizard equal to the Harbinger’s character level.  A 
  Harbinger with the Listener Graft has a notch cut 
  into the lobe of each ear.
   •  Traveler Graft: These are the roving agents of 
  the Kaga, especially concerned with forays into 
  hostile terrain and the wilderness.  They gain the 
  following abilities permanently: pass without 
  trace, endure elements, and water breathing.  1/
  day, a Harbinger with this graft may cast freedom 
  of movement, fly, teleport, and dimension door.  
  These are all cast as swift actions, as a wizard 
  equal to the Harbinger’s character level.  They are 
  (su) abilities.  A Harbinger with the Traveler graft 
  has nictating membranes and can seal his nostrils 
  when underwater.
   •  Hunter Graft: This Harbinger is tasked with 
  eliminating threats to the Kaga.  The save DCs for 
  all spells are increased by 2, and the Harbinger 
  gains an additional metamagic feat.  Harbingers 
  with Hunter Grafts have angular runes on their 
  forearms, which glow emerald while they cast 
  spells.
   •  Protector Graft: These Harbingers are called in 
  to protect the Order’s holdings.  Such a Harbinger 
  gains a damage reduction of 5/-, energy resis-
  tance of 5 (all), and an additional 2 hit points per 
  character level (retroactive).  These advantages 
  are considered (ex) abilities, and remain in place 
  when the Harbinger is polymorphed or otherwise 
  physically altered.  Harbingers with a Protector 
  Graft seem to be covered with thin armor plates.
  Orderbound
  All of this power is not without its price.  A 
  Harbinger who takes those final steps towards the 
  Seed Metamorphosis is saddled with a great obliga-
  tion towards the Order and the Kaga, acting as a link 
  between the two.  Disobeying a direct order from the 
  Kaga results in a complete withdrawal of power: all 
  Harbinger class features, and all spellcasting period 
  are lost.  This feature applies even when a Harbinger 
  has been advancing in another class.  These features 
  can be regained with the help of an atonement and a 
  special quest.
  Seed Metamorphosis - ex
  This is the Harbinger’s final transformation, which 
  allows them to take one last leap away from humanity.  
  With their final transformation, they set their regular 
  physical form aside, and become a creature composed 
  solely of artifice tempered with arcane power. 
  Although they appear human enough, cutting into one 
  reveals a greenish glow as opposed to red blood.  The 
  manner of a Harbinger-Seed is one of alien calmness.
  With this final step, a Harbinger takes on many quali-
  ties similar to a construct.
   • They do not eat, sleep, or breathe
   •  They do not age, yet continue to amass ability 
  score bonuses for age
   •  They are immune to instant death effects (power 
  word: kill, slay living, etc) and death through 
  massive damage
  
  Secrets of NeoExodus: the Order
  Page 15
   •  They are not affected by spells which only affect 
  humanoids or ‘persons’, although their creature 
  type does not change.
   •  They gain mind blank as a permanent effect (it is 
  considered an exceptional ability).
   •  They gain a +2 increase, as if gained via level 
  advancement, to constitution and intelligence.
   • They gain fast healing 3.
  Spells
  Body theft
  Necromancy 
  Level: Sor/Wiz 7
  Components: S, M
  Casting Time: 1 standard action
  Range: touch
  Area: single target
  Duration: 10 minutes per level (D)
  Saving Throw: Will Negates
  Spell Resistance: No
  Body Theft is a powerful tool in the Order’s arsenal.  
  It allows the caster to temporarily possess a single, 
  sentient target, with an intelligence of 5 or greater.  
  A mage who is casting Body Theft must come into 
  physical contact with his target, and press a green strip 
  of cloth scribed with magical runes in black ink to its 
  body (the strip will magically pass through clothing 
  when active).  With this accomplished, if the target 
  fails a will save, the caster and up to 50 pounds of 
  gear take on a gaseous form and flow into the target’s 
  mouth, possessing his body completely.
  During this time, the caster takes on all physical statis-
  tics of the target, save that any feats known by the 
  target are lost, he does not gain proficiency with any 
  natural weapons the target may have, and the target’s 
  dexterity is reduced by 2.  This is all due to unfamil-
  iarity with the target’s form.  Special attack options 
  such as breath weapons can be used, but require a DC 
  20 intelligence check on each use – otherwise, any 
  such action is cancelled.  Natural and constant effects, 
  such as movement modes or a displacer beast’s 
  displacement are always functional at no penalty.
  Physically, the only telling sign of a Body Theft spell 
  is the presence of a green mark with black runes 
  within it, somewhere on the target’s body – this is 
  the remains of the cloth used to cast the spell.  The 
  marking will be on the location that the target was 
  touched.  Any disguise or bluff checks made to act in 
  character are at a +20 bonus due to the nearly flawless 
  appearance.
  Passing into an antimagic field or being subjected to 
  a successful dispel magic ends the spell immediately.  
  If the host is killed when the caster is still within, the 
  caster must make a DC 22 fortitude save or be killed 
  as well – his body will materialize next to the target’s 
  corpse.
  When the spell ends, the caster is ejected from the 
  target in a puff of gas, and the strip falls away from 
  the host body, blackened and brittle.  The target is 
  knocked unconscious for 2d4 minutes after this, and 
  will have no memory of the events which passed 
  during his possession and up to a minute immediately 
  beforehand.  The memories of events while possessed 
  can never be regained, but the memories beforehand 
  can be - through the use of Wish, Limited Wish, or 
  Miracle.
  Mind Worm
  Enchantment 
  Level: Sor/Wiz 8
  Components: S
  Casting Time: 1 standard action
  Range: talking distance (10 feet)
  Area: single target
  Duration: 1 day per level (D)
  Saving Throw: Will Negates
  Spell Resistance: No
  Mind Worm is a powerful enchantment with far 
  reaching and potentially disruptive abilities.  When 
  casting the spell, which can be done while speaking, 
  the caster indicates a single piece of information or 
  tidbit which is to be affected by the magic.  When 
  the spell resolves, the intended target of the spell, 
  failing a Will save, not only believes the informa-
  tion to be completely true, but is also compelled to 
  spread it around.  The Mind Worm spreads like a 
  virus, infecting others through casual conversation.  In 
  general, the number of people it affects can be deter-
  mined by frequency of contact.
  Contacts in area: Few (isolated outpost, lightly 
  staffed)
  Rate of Spread (people per hour): 1
  Contacts in area: Some (town, manor house)
  Rate of Spread (people per hour): 1d4
  Contacts in area: Many (marketplace, noble court)
  Rate of Spread (people per hour): 4d4
  
  Secrets of NeoExodus: the Order
  Page 16
  When dealing with a specific individual who may 
  or may not have been affected (such as a significant 
  NPC), if he has come within the area and interacted 
  with people, he is entitled to a Will save.
  The mechanical effects of Mind Worm are as follows.
   •  Affected targets automatically fail all sense 
  motive checks pertaining to the truth or falseness 
  of the subject matter the worm pertains to.  The 
  information is merely taken as a highly probable 
  truth.
   •  If the mind worm is used to bolster the opinions 
  towards an individual, that individual gains a +8 
  circumstance bonus on all social interactions with 
  targets affected by the mind worm.  This can be 
  reversed if the mind worm is used to insinuate that 
  an individual is untrustworthy.
   •  Affected targets can be granted a morale bonus 
  or penalty to all skill checks, initiative rolls, and 
  saving throws, to a maximum of + or – 4.
   •  If the imparted piece of information would elicit 
  some type of action, affected individuals must 
  make an additional Will save or be compelled 
  to perform that action.  This save must be made 
  every hour that a target is affected.  The first Will 
  save is made immediately upon being affected by 
  the spell.
  There are some restrictions on the use of Mind Worm.
   •  Very obviously incorrect or implausible informa-
  tion causes the spell to fail.  The threshold of what 
  is ‘implausible’ must be decided by the DM.
   •  Actions provoked by a worm which would result 
  in severe danger or personal harm will not be 
  undertaken.
   • Individuals affected by the Mind Worm radiate 
  extremely strong enchantment magic.
  Magical Items
  As might well be expected, the Order is in possession 
  of several unique varieties of magical item.  The most 
  significant of these is the Graft – an enchantment-
  bearing network of thin metal runes which is fused 
  to the skin, similar to the grafts of the Seeds, but less 
  demanding on the physiology.
  All grafts share a few properties:
   •  Grafts do not take up an ‘equipment slot’ on the 
  body, although no more than two can be worn at 
  any one time or else their enchantments will inter-
  fere with one another.
   •  Grafts can be removed by applying a dispel magic 
  effect to them.  This temporarily deactivates them 
  and causes them to peel off the wearer.
   •  Grafts do not have hit points and cannot be 
  damaged separately from the wearer.
   •  Grafts all radiate transmutation magic in varying 
  strengths.
  Infiltrator’s Graft
  This graft is attached to the wearer’s solar plexus, and 
  forms a single, vertical line pattern.  The Infiltrator’s 
  Graft renders the wearer much more difficult to 
  perceive accurately when he so wills it, as well as 
  allowing entry into difficult areas.  The Graft performs 
  the following abilities, all cast as a 12th level wizard:
   •  3/day, the Graft may be used to cast improved 
  invisibility.
   • 2/day, the Graft wearer may cast Knock.
   • 2/day, the Graft wearer may cast Passwall.
   • 1/day, dimension door may be cast.
  Activating any of these powers is done as a swift 
  action.
  Moderate Transmutation, CL 12th, Craft Wondrous 
  Item, Arcane Mark, Improved Invisibility, Knock, 
  Passwall, Dimension Door.  Price: 28,500 gp, Cost: 
  14,250 and 1140 XP.
  Memory Graft
  This graft is attached to the back of the wearer’s neck, 
  at the base of the skull.  A Memory Graft enhances a 
  character’s recall to near perfect levels, granting him a 
  number of advantages. 
   •  The wearer cannot normally become lost.  With 
  a DC 14 WILL save anytime he would regularly 
  become disoriented or lost, he generates an accu-
  rate assessment of distance and direction from any 
  landmark he has seen.  This provides him with 
  a perfect, internal map back to the landmark in 
  question.
   •  The wearer is immune to Maze spells and similar 
  magic.
   •  The wearer will note small inconsistencies in 
  the appearance of an illusion, allowing him a +4 
  competence bonus on all attempts at disbelief.
   •  The wearer’s perfect memory allows him to 
  always perform spell gestures with perfect accu-
  racy – arcane spell failure is reduced by 10%, and 
  concentration checks for spellcasting are provided 
  a +4 competence bonus.
  
  Secrets of NeoExodus: the Order
  Page 17
  Moderate Transmutation, CL 12th, Craft Wondrous 
  Item, Arcane Mark, Find the Path, Mnemonic 
  Enhancer,  Price: 21,500 gp, Cost: 10,750 and 860 XP.
  Mind Defense Graft
  This graft is attached to the wearer’s temple, and radi-
  ates outwards in a spiral pattern.  The Mind Defense 
  Graft boosts the mental acuity of the wearer, which 
  provides several bonuses.
   •  The wearer is immune to intelligence, wisdom, or 
  charisma drain or damage of any type
   •  The wearer is immune to stunning, dazzling, the 
  spell confusion, and song of discord
   •  The wearer gains a +2 competence bonus on 
  WILL saves
  Moderate Transmutation, CL 8th, Craft Wondrous 
  Item, Arcane Mark, Death Ward, Spell Immunity.  
  Price: 11,500 gp, Cost: 5,750 and 460 XP.
  Order Feats
  Note: all feats marked with ‘Society’ require member-
  ship within the order to be taken.
  Arcane Utility - Society, 
  General
  The flow of magic has altered your body, rendering 
  you able to manipulate minor enchantments to great 
  effect.
  Prerequisite: Arcane caster 1st, Constitution 13+
  Benefit: Arcane Utility allows a character to make 
  better use of magical items.  Any time a magical item 
  used by a character with Arcane Utility offers a saving 
  throw against its effect, he may increase that save DC 
  by 2. 
  Diviner’s Mastery - Society, 
  General
  Your skill with divinations is unequalled.
  Prerequisite: Ability to cast divination arcane spells, 
  or access to the knowledge domain
  Benefit: Diviner’s Mastery allows a character to use 
  divination magic to greater effect than other indi-
  viduals.  When performing a divination spell, any 
  save DCs against its effects are increased by +1.  This 
  stacks with the effects of spell focus.  Additionally, 
  divination spells have their durations increased as if 
  the caster was 5 levels higher. 
  Great Insight - General
  You have developed a unique sense of the world 
  around you which relies not upon rational thought, but 
  pure intuition.
  Prerequisite: Wisdom 11+
  Benefit: A character with Great Insight may use his 
  wisdom modifier, as opposed to his intelligence modi-
  fier, when determining the total adjustment for all 
  knowledge skills.
  Sleeper Agent - Society, 
  General
  You are uniquely skilled at keeping a low profile and 
  keeping under the radar.
  Prerequisite: Charisma 11+
  Benefit: Any bluff or disguise checks made to main-
  tain an identity, conceal one’s actions, or play a role 
  gain a +6 situational bonus.  Additionally, saving 
  throws versus mind reading or scrying effects gain a 
  +2 competence bonus.
  Subtle Spell - Society, 
  Metamagic
  Your magic is subtle and nearly impossible to detect.
  Prerequisite: Intelligence 13+, arcane caster level 3rd
  Benefit: Through the use of powerful enchant-
  ments, spells cast by a character with Subtle Spell 
  can become invisible to magical detection.  A spell 
  affected by the Subtle Spell metamagic feat is not 
  detected by any magic detection ability, and is invis-
  ible to all divination magic or perceptive abilities.  A 
  spell so affected takes up a spell slot 1 level higher 
  than it normally would.
  
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