Karsite
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.
Karsite Racial Traits:
Human Traits: Karsites are humans, and gain the human bonus feat and extra skill point
+2 Constitution, +2 Charisma: Karsites are exceptionally hardy, and their bloodline gives them a commanding presence.
Damage Reduction: A karsite has damage reduction 5/+1.
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.
Spell Healing (Su): Whenever a karsite's spell resistance prevents a spell from affecting him, he heals 2 points of damage per spell level.
Spellcasting Inability: Karsites cannot cast arcane or divine spells, even if they take levels in a class that grants spellcasting ability. They can use 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