Sylgja

Kisara Vulpina's page

19 posts. Alias of DarkestHeart.


Classes/Levels

Kisara Vulpina / HP 88 (88) / AC 31 / Touch 17 / Flatfooted 24 / Fort +8 / Ref +16 / Will +6 / Init +11 /

Gender

Female

Size

Medium

Age

A Lady Never Tells

About Kisara Vulpina

KISARA VULPINA
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Race Kitsune Vampire
Gender Female
Class Ninja
Init +11; Senses Perception +21, Survival +13
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BUFFS AND CONSUMABLES
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DEFENSE
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AC 31, touch 17, flat-footed 24
(+6 Armor, +6 Dex, +1 Dodge, +8 Natural Armour)
Hp 88 Temp hp []
Fort +8, Ref +16, Will +6
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OFFENSE
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Speed
30ft
Melee
+1 Keen Katana +11 (1d8+8;15-20x2)
+1 Keen Katan/ MWK Wakazashi +9/+9 (1d8+6/1d6+2;15-20x2/18-20x2)
Ranged
MWK Composite Shortbow +12 (1d6+5;x3)
Special Attacks
Sneak Attack 4d6
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STATISTICS
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Str 20, Dex 24, Con -, Int 14, Wis 14, Cha 18
Base Atk +5; CMB +11; CMD 27
Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness, Exotic Weapon Proficiency (Katana), Two Weapon Fighting, Leadership, Jair Bloodline Power Least - Silence of Death,
Traits Poverty Stricken, Cosmopolitan
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SKILLS
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Skills
Acrobatics +19 (+7 Ability, +7 Ranks, +3 Class, +2 Racial)
Bluff +22 (+4 Ability, +7 Ranks, +3 Class +8 Racial)
Diplomacy +14 (+4 Ability, +7 Ranks, +3 Class)
Disable Device +17 (+7 Ability, +7 Ranks, +3 Class)
Disguise +14/+24/+34 (+4 Ability, +7 Ranks, +3 Class, +10 Race (Kit), +10 Untyped (Mask)
Escape Artist +17 (+7 Ability, +7 Ranks, +3 Class)
Intimidate +16 (+4 Ability, +7 Ranks, +3 Class, +2 Comp)
Perception +21 (+1 Ability, +7 Rank, +3 Class, +8 Racial, +2Feat)
Sense Motive +21 (+1 Ability, +7 Rank, +3 Class, +8 Racial, +2 Feat)
Stealth +30 (+7 Ability, +7 Ranks, +3 Class, +8 Racial +5 Comp)
Survival +13 (+2 Ability, +7 Rank, +3 Class, +1 Trait)
Background Skills
Linguistics +13 (+2 Ability, +7 Rank, +3 Class, +1 Trait)
Perform (Dance) +17 (+7 Ability, +7 Rank, +3 Class)
Languages
Abyssal, Aklo, Ancient Azlanti, Ancient Osiriani, Common, Draconic, Elven, Infernal, Necril, Sylvan, Undercommon
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SPECIAL QUALITIES
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Poison Use, Sneak Attack +4d6, Ki Pool (7/Day), Ninja Trick (1-Fast Stealth, 2-Silence, 3-Shadow Clone), No Trace +2, Uncanny Dodge,
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EQUIPMENT AND GOLD
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Magic Gear Belt of Dexterity +2, Acrobat Slippers, Gloves of Reconnaissance, Stalkers Mask, Deadmans Headband, Amulet of Natural Armor +2, Cloak of Resistance +2, +2 Mithral Chain Shirt, +1 Keen Katana, MWK Wakazashi, MWK Composite Shortbow (+5)
Gold 1,875Gp
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APPEARANCE
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Height 4ft 10
Weight 85 lbs
Eye Color Purple
Hair Color Red
Region of Origin Absalom
Deity Norgorber

Appearance
In her “human” form, Kisara appears to be a pale woman of indistinct parentage. Her skin so pale and translucent, her hair such a deep shade of red, that she appears almost ethereal, rare and exotic. Her eyes are a pale lilac, the pupils appearing as two swirling vortices of darkness in the otherwise vibrant color. So artful is her use of blushes, paints and bases, that in her daily life, few would ever take her for anything other than a living breathing person, least of all a Fox or a Vampire. When seeking to pass as human, Kisara dresses in slim, close fitting dresses of silk, modeled after the nations of Tien Xia. These dresses hide little and it is during these times that she keeps her manservant Angelito close to hand, just in case.

When Kisara hunts, or when her Master orders her on a job, gone is the living breeding beauty, replaced by a cold, terrible, formless monster of the night. Through a mix of her own innate talents and the magics she possesses, Kisara appears as little more than a blanched, drawn out shadow of a person. All colour bleeds from her body, her eyes and her hair. She dresses in tight fitting black leather, the only hint of brightness the flashing of her blades and the odd stray link of mithril that breaks through the darkness of her clothing.

When Kisara reverts to her true form she appears as a pure white fox with two tails, or she once did. Now her form teeters between more grey than white, her lithe fox body appearing more lupine than vulpine at times.

When Kisara transforms to her new forms, that of the swarms, an ability passed down from her master, her components always bear a bright splash of blood red coloring, on back, on wing or on muzzle.

Background

When Kisara was born her mother wished for her only one thing, eternal happiness, though life saw fit to only grant part of that wish. Kisara was born to two happy parents, a travelling pair of performers, her mother the most graceful dancer to ever set foot on earth, her father the most talented lute player to ever possess ears. The early years of her life were filled with happy memories of travelling the countryside, performances and laughter, all which changed once they reached Absalom. The city looms like a shadow over the happiness and innocence of Kisaras whole childhood, the site of her parents death and her rebirth.

Kisara arrived to Absalom with her parents during her 10th year. They worked and lived in a small tavern on the edge of town and, for a season, all was well. This changed dramatically however. First, her father fell ill. It was a simple sickness at the beginning, but it seemed to progress, almost supernaturally. As he worsened, her mother became sick also. Both of her parents became too ill to work, Kisara was too young and, eventually, the Innkeeper who had been paying them with room and board, kicked them out of the Inn. From there it went down hill. Kisara tried to provide for her parents, tried to get them the help they needed but… she was just too young, too weak. On the eve of her 11th birthday they died in the night, alone, shivering in their blankets as Kisara attempted to steal enough gold to get them the help they needed.

Of course she blamed herself, hated herself. She wallowed in her own self pity, become pale and wan. She stayed with her parents till finally she just couldn’t bare it any longer. She fled in the night, setting fire to their tiny hovel behind her, never looking back.

The next five years of Kisaras life were a blur or darkness. She learned to steal from shops and carts, to pickpocket fat merchants and how to break into buildings. She learned the workings of the blade in back alleys holding fat children at knife point for their pocket money. Kisara became harder, more bitter. She railed at the world, and at the Innkeeper who sentenced her parents to death.

So much so did she blame him that, on the eve of her 16th birthday, she saw him removed from this the mortal coil. She had grown bold and bitter in her time on the streets, had learned skills that would make her family ashamed. One dark night she slipped in to the tavern where all were asleep. She set a fire in the basement after drugging the innkeeper and barring his room. To throw anyone off her scent she raised the alarm herself, and watched from a safe distance as everything went up in smoke.

Kisara began to make a name for herself in the underworld of the city. She became known for being an adept thief and a sometimes assassin. She took jobs all over the city till one day her bloodthirsty nature and need for gold brought her to the wrong sort of job.

What followed next Kisara does not speak of, but in the course of one job she went from a young Kitune woman who could breathe, look at the sun and travel at daytime, to an undead nightmare, a vampire of such grace and beauty the underworld had never seen. Her master took her in and began her training anew, instilling in her over the next two centuries all of the skills and abilities she would need to become the graceful whirlwind of death she has become.

Kisara views herself as one of the lucky ones. It is not everybody who gets to be born twice after all!
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RACIAL/TEMPLATE
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Vampire-

Blood Drain (Su)
A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Children of the Night (Su)
Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Create Spawn (Su)
A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Dominate (Su)
A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.

Energy Drain (Su)
A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.

Swarm Form (Su)
As a standard action, a vampire with this ability can change into a bat swarm, centipede swarm, rat swarm, or spider swarm. The swarm has a number of hit points equal to the vampire, and any damage done to the swarm affects the vampire’s hit point total. While in swarm form, a vampire cannot use any of its natural or special attacks, although it gains the movement, natural weapons, and extraordinary special abilities of the swarm into which it has transformed. The vampire also retains all of its usual special qualities. While in swarm form the vampire is still considered to be an undead creature with its total number of Hit Dice. A vampire can remain in swarm form until it assumes another form or retakes it original form (a standard action), or until the next sunrise.

Gaseous Form (Su)
As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Shadowless (Ex)
A vampire casts no shadows and shows no reflection in a mirror.

Spider Climb (Ex)
A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
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Kitsune

Agile (Ex)
Kitsune receive a +2 racial bonus on Acrobatics checks.

Change Shape (Su)
A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.

Fast Shifter (Su)
You were born with an innate talent for switching between your natural forms. Using your racial change shape ability is a move action instead of a standard action. This racial trait replaces kitsune magic.

Nine-Tailed Inheritor:
The kitsune is a wellspring of magical energy that manifests as additional tails. The kitsune gains Magical Tail as a bonus feat at 1st level. In addition, he adds Magical Tail to all class lists of bonus feats as initial feat choices for those lists, including all ranger combat styles and all sorcerer bloodlines. For example, a monk can select Magical Tail when he gains his first bonus feat at 1st level while a ranger can select it when he gains his first combat style feat at 2nd level. Additionally, the kitsune treats Magical Tail as all types of feats (except teamwork) when determining which feats he can select with a class’s bonus feats feature. A kitsune with this racial trait cannot select Magical Tail as a class bonus feat and as a feat from character advancement during the same level. This racial trait replaces natural weapons.

Low-Light Vision:
Kitsune can see twice as far as humans in conditions of dim light.
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MAGIC ITEMS
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Acrobats Slippers:
These supple gray leather slippers enable the wearer to keep his balance in precarious positions. The wearer retains his Dexterity bonus to AC when climbing, running, or using the Acrobatics skill to move on narrow surfaces or uneven ground without falling. In addition, the wearer gains a +2 competence bonus to CMD against trip maneuvers and on Reflex saves to avoid falling (including falling prone).

Deadmans Headband:
This taut black band, clipped with a black metal skull, can be attached on the outside of a hat or other head slot item or can be worn as a normal headband. The wearer gains a +2 competence bonus on Intimidate checks and increases the DC of any fear effect he creates by +1. In addition, if this headband is attached to the outside of a hat, the wearer’s hat or headgear cannot be blown off or removed by wind, water, or environmental effects, and the wearer gains a +5 circumstance bonus to his
CMD against steal and sunder attempts targeting his headgear.

Gloves of Reconnaissance:
Each of these fingerless worked leather gloves look as though they have seen heavy use, and often bear the stains or scent of grass or wet mud. On command, the wearer can use the gloves to see and hear though solid material no more than 15 feet thick by placing both hands on that material. The gloves can be used for 10 rounds each day. The rounds need not be consecutive.

Stalkers Mask:
Preserved sections harvested from several different human faces cover this mask. When worn, the mask desaturates the wearer’s color, making him appear shadowy and granting a +5 competence bonus on Stealth checks. Once per day as a
full-round action, the wearer can cause the mask’s features to take on the appearance of any creature of the wearer’s basic size and shape within 60 feet that he observes, allowing the wearer to adopt that creature’s appearance for 1 hour. This grants him a +10 bonus on Disguise checks made to appear as the creature. The mask also grants the wearer a +1 bonus on attack rolls and weapon damage rolls made against the creature he is disguised as, as the mask builds upon the wearer’s rage and jealousy of the target’s appearance.