KARSITES
Karsites are a subrace of humans born at random among the
human population.
When the vestige called Karsus yet lived as a powerful
wizard, he fathered many children among his slaves and
supplicants. Then his failed attempt to steal power from the
deity of magic shattered his people's empire and spread them
across the world. Thus, over more than a thousand years, his
bloodline has tainted nearly every human population, and
at times it grows strong enough for a human to give birth to
a karsite. When two karsites mate, they breed true.
Karsites appear human overall, but they have two distinguishing
traits. First, each has one pale blue eye and one eye of
another color common to humans. A karsite also has a shock
of white hair on his head. These traits appear infrequently
among normal humans, and almost never at the same time.
In communities where karsites mate exclusively with one
another, other features also become common, such as straight
blond or black hair, a sharp widow's peak, and a small nose
and mouth.
Karsite infants appear as normal humans, but as they
mature, their strange appearances and powers appear. Most
karsites gain their birthright by the time they reach puberty,
but for some it comes sooner or later. Superstitious humans
often view the change in an emerging karsite's appearance as
a sign of a blessing or curse, but few suspect that it is both.
Karsus's bloodline allows a matured karsite to resist nonmagical
blows and to turn spells cast against him into healing
magic, but it also prevents him from ever casting any spell.
Karsites born among humans might live and die without
ever knowing that their unusual appearance comes with
wondrous abilities, but others discover their birthright when
they attempt to take up the path of a spellcaster, or when violence
leaves them less harmed than it should. Communities
of karsites often seek out such "foundlings" to indoctrinate
into their philosophy, hoping to swell their numbers and
advance their evil agenda.
Over the centuries, karsites have discovered one another
and founded communities of their own kind. Many of these
communities exist within human society, and their members
pass off their unusual karsite appearance as a simple family
trait. The karsites of these regions hide their abilities, their
philosophy, and their agenda while doing their best to seem
like normal members of society.
Long ago, the humans of a forgotten nation persecuted
the karsites out of fear of their abilities. Countless karsites
were hunted down and executed during this period. Brought
together by this disaster, some karsites joined forces and fled
the area. They found safety in numbers, as well as a strong
feeling of camaraderie based on their shared past.
In the process of investigating their history as a group,
these karsites discovered the legend of Karsus and the process
of binding vestiges. By summoning Karsus and consulting
with him, they "discovered" their purpose: to rid humanity
of arcane spellcasters and establish the worship of Karsus
as the only god. Accomplishing this latter goal would make
the karsites the ruling caste of humanity because of their
divine bloodline.
Communities of karsites work toward this goal in many
ways, such as discrediting the good works of heroic spellcasters,
preventing the founding of temples and schools of
magic, stealing magic items and ruining their creators, and
taking leadership roles in human settlements. However, they
carry out all their work in secret. Despite their evil natures,
karsites loathe killing other humans, primarily because
doing so is robbing them of their future servants, who after
all don't know any better now. However, they do relish the
opportunity to harm spellcasters of any race.
A karsite advances into melee as quickly as possible. He prefers
to engage foes that lack magic weapons, but if attacked
with such an item, he focuses his attacks on that individual.
A karsite generally saves enemy spellcasters for last in a fight,
relying on his spell resistance to fend off their spells and his
spell healing ability to keep him on his feet. He might try to
capture enemy spellcasters for later torture, but if a particular
spellcaster regularly penetrates his spell resistance, he
changes tactics and attempts to defeat that enemy as quickly
as possible.
Most exceptional karsites are fighters or binders. Some choose
to become monks, barbarians, or rogues, and a few discover
psionics and follow that path. Almost no karsite becomes
a ranger or paladin, however, and none are clerics, druids,
sorcerers, or wizards.
KARSITE RACIAL TRAITS
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+2 Constitution, +2 Charisma: Karsites are exceptionally
hardy, and their bloodline gives them a commanding presence.
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Human Traits: Karsites possess all the traits of humans, except as noted here.
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Damage Reduction: A karsite has damage reduction 5/magic.
-
Spell Resistance: A karsite's spell resistance equals 10 + his
class levels.
-
Magic Draining Attacks (Su): A karsite's
melee attacks can weaken a foe's magic
armor, weapon, or shield. If a creature
struck in melee by a karsite fails a Will
save (DC 10 + Cha modifier), one of the
combat-oriented magic items (armor,
shield, or weapon) in its possession
is suppressed for 1
round. If a karsite
knows a particular
weapon, armor,
or shield in his foe's
possession is magical,
he can choose to drain that
item, provided that he can
see it. Otherwise, the item
is chosen randomly. Drained
items still detect as magical,
but the magic appears
suppressed. The save DC is
Charisma-based.
-
Spell Healing (Su): Whenever
a karsite's spell resistance
prevents a spell from affecting
him, he heals 2 points of
damage per spell level. Thus,
if a 7th-level spell failed to
penetrate a karsite's spell resistance,
he would heal 14 points
of damage.
-
Spellcasting Inability: Karsites cannot cast arcane or
divine spells, even if they take levels in a class that grants
spellcasting ability. They can use spell-like abilities, psionic
powers, and magic items normally.
-
Proficiencies: Karsites are proficient with light and
medium armor, and with martial weapons.
-
Favored Class: Binder.
-
Level Adjustment: +2.
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