Karsite
Karsites are a human offshoot species from the Dungeons & Dragons world of the Forgotten Realms. Introduced in the Dungeons & Dragons 3rd Edition splatbook "Tome of Magic", Karsites are the descendants of Karsus, the archmage who fucked things over for Faerun by attempting to usurp the power of Mystra, Goddess of Magic, and caused the apocalyptic end of the Arcane Age. For this, he was reduced to a Vestige, and his mortal offspring are often drawn to the path of the Binder. That said, Karsites can also exist on other settings, as Karsus himself has been given a "generic apocalypse-causing wizard" fluff in 3e, which the Karsite fluff supports.
Karsites emerge more or less at random from practically any human population, since the Karsite taint has spread far and wide - a thousand years combined with the fact that Karsus was a randy bugger who had a huge army of offspring by various slaves and supplicants does that. However, karsites breed true when they mate with each other, which does allow for small karsite communities to form and potentially swell. A karsite can be identified from a normal human by its heterochromia (one eye is always pale blue, and the other is a different color) and a shock of white hair; more "purebred" karsites - those born to at least one generation of karsite/karsite mating - often display other features of their founder, such as straight blond or black hair, a sharp widow's peak, and a small nose & mouth.
Aside from these physical traits, karsites initially appear human; their supernatural birthright typically manifests outright at puberty, but may become evident sooner or later. Karsus's bloodline allows a karsite to resist non-magical blows and to absorb spells cast on them as fuel for a laten regenerative ability, but it also prevents them from ever casting conventional forms of magic - karsites can only wield Vestige magic, Shadow Magic, or psionics, never arcane or divine magic. Thusly, Karsus's bloodline is both blessing and curse.
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.
You see, 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.
PC Stats
- Human Traits: Karsites possess all the traits of humans as described in the Player’s Handbook, except as noted here.
- +2 Constitution, +2 Charisma: Karsites are exceptionally hardy, and their bloodline gives them a commanding presence.
- 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 modifi er), 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.
- Challenge Rating: The CR of a karsite with levels in an NPC class equals his character level. The CR of a karsite with levels in a PC class equals his character level +1.