<BGSOUND SRC="Kakariko.mid" LOOP=INFINITE>
Races of Kajir
Kesserin

The Kesserin people have no nation of their own, and in fact are not native to Kajir at all. They all appear to be refugees of a war which destroyed their homeworld, and some have traveled to Kajir through some innate portalling skill. They do not usually worship deities at all, although some follow the teachings of either Akaeris or Dimitrius. Kesserin appear to be human at first glance except for three blue stripes upon their faces. Kesserin may live up to 200 years and age at half the rate of humans. Kesserin society is egalitarian with equal status attributed to both males and females based upon accomplishment. Honor and Loyalty are the chief virtues of Kesserin Society

Kesserin Racial Traits:
* +2 Con, -2 Charisma - Kesserin are hardy and resilient, but their overwhelming sense of honor and morality rubs some Kajirans the wrong way.
* Base Speed - 30ft
* Medium Size - As Medium creatures, Kesserin get no benifit or penalty due to size.
* Weapon Familiarity - All Kesserin are considered proficient in one sword (long, bastard, scimitar, or rapier.) and in Light Armor
* Unnatural Gate - Kesserin are masters of planar magics. As a standard action, a kesserin may skirt
the Aether becoming incorporeal and invisible. All his equipment gates out with him. This travel is very physically taxing and a gated character takes 2 points of subual damage per 5 feet he travels or 1point of subdual damage per hit die per round whichever is more. Gating back to the material plane is a free action.
* Craft Incompetance - Kesserin may not take item creation feats or take ranks in the craft skill.
* Chaos Antipathy - Kesserin take a -2 penalty on saving throws against spells with the chaos descriptor. They always take the adverse effects of chaotic weapons and spells even if they are not lawful. They cannot cast spells with the chaos descriptor.
* Portalling - Elder Kesserin (10 HD+) may open portals to other places. When opened, this 10' x 10' portal will have a fixed destination. If the destination is on the same plane it has the range of a teleport spell. The kesserin may attempt to open a portal to an adjacent far plane, duplicating a Plane Shift spell. A Portal is even more taking to maintain than an Unnatural Gate. The Kesserin takes 1d4 Constitution Damage per round that he maintains the portal, and up to ten medium-size creatures may enter the portal per round. If the Kesserin dies from the Constitution Damage, the portal closes. Closing the portal is a standard action and the portal must be within 5'
* Favored Class: Any

*
ECL +2
<---Back
Hosted by www.Geocities.ws

1