About Kitara Vulpina
Vampire (Moroi-born Dhampir) Zweihander Sentinel Bushi Warder 7
NE Medium Undead (augmented)
Init +10; Senses low-light vision, darkvision 60 ft; Perception +26
AC 31, touch 14, flat-footed 27 (8 Armor, 2 shield, 2 Dex, 1 Dodge, 1 Deflection, 7 Natural)
hp 96 (7d12+28+7 FCB)
Fort +10, Ref +9, Will +8
Defensive Abilities Immunities- Mind-affecting, bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Channel Resistance +4
DR 10/Magic and silver
Fast Healing 5
Speed 30 ft, fly 40 ft
Melee +1 keen katana +18 (1d8+19/15-20x2)
Special Attacks slam with energy drain
Str 30 (14), Dex 14, Con 0 (13), Int 19, Wis 14, Cha 19
Base Atk +7; CMB +17; CMD 30
Feats Exotic Weapon Proficiency- Katana, Exotic Weapon Proficiency- Wakazashi, Quick Draw, Power Attack, Dark Flight, Hammer Blow, Nimble Moves, Additional Traits, Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness
Traits Seeker, Trap Finder, Slippery, Reactionary
Skills Acrobatics 12 (7), Diplomacy 19 (7), Disable Device 16 (7), Intimidate 17 (7), Knowledge Nobility 16 (7), Linguistics 11 (7), Perception 26 (7), Perform Dance 17 (7), Sense Motive 22 (7), Stealth 20 (7)
Languages Common, Necril, Abyssal, Infernal, Celestial, Undercommon, Aklo, Draconic, Elven, Sylvan, Dwarven, Aboleth
Other Gear +1 Keen silversheen katana (8,800), +2 Mithral Mountain Pattern Armor (8,250), Cracked Dusty Rose Prism Ioun Stone (500), Boots of Striding and Springing (5,500), Eyes of the Eagle (2,500), Handy Haversack (2,500), Fighter's Kit (9), Masterwork Thieves Tools (100), Cloak of Resistance +5 (1,000), Amulet of Natural Armor +1 (2,000), Ring of Protection +1 (2,000), Belt of Giant Strength +2 (4,000), Headband of Vast Intelligence +2 (4,000), Circlet of Persuasion (4,500)
341 GP remaining
Heir to Undying Nobility: Descended from undead nobility some dhampirs inherit a bit of their ancestors’ ability to control living beings. They can use command and charm person each once per day. This racial trait replaces the spell-like ability racial trait.
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Manipulative: Dhampire gain a +2 racial bonus on Bluff and Perception checks.
Maneuvers: The warder gives up the ability to recover a single maneuver as a standard action.
A bushi trades one of his available disciplines for the Mithral Current discipline, and gains Perform as a class skill. He otherwise learns, readies, initiates maneuvers as a standard member of his base class.
This ability alters maneuvers.
A warder begins her career with knowledge of five martial maneuvers. The disciplines available to her are Scarlet Throne, Golden Lion, Iron Tortoise, Primal Fury, and either Eternal Guardian or Piercing Thunder to her list of available disciplines. If she does not have that discipline’s associated skill as a class skill, she gains it as a class skill. Once she knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by warders is considered an extraordinary ability unless otherwise noted in its description. Her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one. She learns additional maneuvers at higher levels, as shown on Table: The Warder. The warder must meet a maneuver’s prerequisites to learn it. See the Systems and Use chapter.
Upon reaching initiator level 4th, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the warder can choose to learn a new maneuver in place of one she already knows. In effect, the warder loses the old maneuver in exchange for the new one. The warder need not replace the old maneuver with a maneuver of the same level. She can choose a new maneuver of any level she likes, as long as she observes her restriction on the highest-level maneuvers she knows. The warder can swap only a single maneuver at any given level. A warder’s initiation modifier is Intelligence.
Maneuvers Readied: A warder can ready three of her five starting maneuvers, but as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. She readies her maneuvers by going over battle tactics, through weapon drills, or spending time meditating in prayer for 10 minutes. The maneuvers she chooses remain readied until she decides to repeat this again and change them. Any given maneuver may only be readied once. Warders do not need to sleep or be well rested to ready their maneuvers; any time they spend 10 minutes in practice or meditation, they can change their readied maneuvers. She begins an encounter with all readied maneuvers unexpended, regardless of how many times she may have already used them since she chose them. When the warder initiates a maneuver, she expends it for the current encounter, so each of her readied maneuver can be used once per encounter (until they are recovered, see below).
For a warder to recover expended maneuvers, she must take stock of her situation to plan for her next movement. By focusing entirely on a defensive position to prepare her next move, she is able to regain maneuvers expended to assist her to victory. By taking a full round action to plan her next move (activating her defensive focus class feature, see below), she recovers a number of expended maneuvers equal to her warder initiation modifier (minimum of 2). Alternately, she may take a brief pause in battle and recover a single maneuver of her choosing by spending a standard action on her turn.
Stances Known: Warders begin play with knowledge of one stance from any discipline open to warders. At the indicated levels (see class table), the warder selects an additional new stance. Unlike maneuvers, stances are not expended, and she does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the warder cannot learn a new stance at higher levels in place of one she already knows.
Defensive Focus (Ex): At 1st level, the defensive prowess of the warder is second to none, allowing her to focus her actions purely on defending himself and her allies in ways that cannot be replicated. The warder gains the Combat Reflexes feat as a bonus feat, using her warder initiation modifier in place of her Dexterity modifier to determine the number of additional attacks of opportunity she may make each round.
When recovering warder maneuvers as a full round action, the warder sets up a defensive perimeter around herself to defend her allies, increasing her threatened area by 5 feet + 5 feet for every five initiator levels she possesses. Until the beginning of her next turn, she may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. She may move as part of these attacks of opportunity, provided her total movement before her next turn does not exceed her speed (his movement provokes attacks of opportunity as normal). Additionally, while using defensive focus, the warder adds her warder initiation modifier plus her class level to her CMD for the purposes of defending against enemies trying to use the Acrobatics skill to prevent her from getting attacks of opportunity against them.
At 10th level, her defensive focus improves further. While her reach is increased by this ability, opponents treat her threatened area as difficult terrain. If a foe tries to move through a space within her reach, the movement through those squares costs double (x2). Additionally, while using her defensive focus to make an attack of opportunity, her movement does not provoke attacks of opportunity.
Aegis (Ex): At 1st level, the warder’s defensive prowess extends to those who choose to stay near to him. Allies who are within 10 ft. of the warder’s position gain a +1 morale bonus to Armor Class and to Will saves under the warder’s defensive aegis, her presence bolstering and shepherding the defenses of her allies. This bonus improves to +2 at 5th level (+3 at 9th level, +4 at 13th level, and +5 at 17th level). The warder does not receive this bonus, but may receive the benefits of this ability from another warder. If the ally cannot see or hear the warder, then the ally does not gain the benefits of this ability (such as if the warder is concealed or invisible).
At 6th level, her aegis’ range increases its effective area, growing to a 20 ft. radius. At 12th level, this increases again to 30 ft..
Armiger’s Mark (Ex): At 2nd level, a warder is trained in how best to control her enemies and how they behave in battle, urging them to throw their all against the warder’s indomitable armor and unyielding shield. With a sharp blade, a clever taunt, or something that otherwise attracts her foe, the warder can direct the attention of enemies towards himself. Whenever the warder attacks a foe in combat and inflict at least 1 point of damage, as a free action she may mark them as her foe (he may even mark a foe during an attack of opportunity and may make the free action to do so, even though it is not her turn) and attempt to continue to force them to engage the warder only. The target is aware of being marked, and the mark remains for a number of rounds equal to her warder initiation modifier (minimum of 1). Marked targets suffer a -4 penalty to attack rolls against foes that are not the warder, and arcane spellcasters suffer an increase in arcane spell failure of 10% + 1% per two warder levels until the mark expires. The warder may only maintain a number of marks equal to 3 + her warder initiation modifier at a time, and she may make a number of marks per day equal to 1/2 warder level + warder initiation modifier. At 8th level, this penalty increases to -6, and it increases again to -8 at 16th level. This ability functions on creatures with an Intelligence score of 1 or more, allowing her to mark animals and other beasts as well as sentient beings, but not mindless creatures such as skeletons. Multiple armiger’s marks overlap (do not stack).
At 9th level, the warder may expend two uses of her armiger’s mark to make a grand challenge to all enemies within a 30 ft. radius and mark them with her words alone. Creatures affected must make a Will save (DC 10 + 1/2 warder level + warder initiation modifier) against the warder’s mark ability or suffer the penalties of being marked for a number of rounds equal to her warder initiation modifier. This does not count against her normal marking limit. This is a language-dependent ability and does not effect creatures of less than 1 Intelligence.
At 16th level, the armiger’s mark improves to allow her to recover an expended maneuver whenever she reduces a marked opponent’s hit points to 0 or less (this can only trigger once per marked opponent).
Tactical Acumen (Ex): At 4th level, the combat training that the warder has received hones her reflexes. Through her knowledge of tactics, training manuals, and lessons in the histories of war, her wits aid her when her agility may be impaired by her heavy armor. The warder may add her warder initiation modifier to her Reflex saves and to her initiative in place of her Dexterity modifier (using the higher of the two bonuses).
Extended Defense (Ex): Upon reaching 5th level, the warder becomes ever more skilled at adapting to the flow of combat. Once per day, the warder may activate Extended Defense as an immediate action. When she does, the character chooses a counter she has readied; she may initiate that counter as a free action (even on another’s turn) at will until the beginning of her next turn. At the beginning of her next turn, the chosen counter is expended. Every three levels beyond this (8th, 11th, 14th, and 17th levels), she may use this ability an additional time per day. This ability can only be used with counters that negate attacks or allow the warder to use another roll in place of a saving throw.
Adaptive Tactics (Ex): A warrior can attempt to plan for everything, but no plan stands against the heat of battle if there is no room for adaptation. At 7th level, the warder can expend one use of her armiger’s mark ability as a full-round action to expend up to her warder initiation modifier in readied maneuvers, then instantly ready an equal amount of maneuvers. The warder may not replace expended maneuvers using this ability; any maneuver she is re-preparing with this ability must be unexpended to be exchanged. She may choose from any of her known maneuvers.
Iaido (Ex): In addition to his normal maneuver recovery, a bushi can recover his maneuvers by sheathing his blade and taking a brief moment of quiet contemplation. When he sheathes a weapon (normally a move action), he recovers one maneuver. He cannot recover more than one maneuver per round this way, no matter how many weapons he sheathes or how many times he sheathes an individual weapon per round, nor can he use a maneuver in the same round it is recovered in this way. A bushi cannot use this ability to recover a maneuver in the same round in which it was initiated.
Iaido Training (Ex): At 1st level, a bushi gains Exotic Weapon Proficiency (katana) and Exotic Weapon Proficiency (wakizashi) as bonus feats, even if he does not meet their prerequisites.
Quick Draw (Ex): At 1st level, a bushi gains Quick Draw as a bonus feat, even if he does not meet the prerequisites. In addition, the bushi may sheathe his weapon without provoking attacks of opportunity.
Mixed Combat (Ex): At 6th level, a bushi gains Mixed Combat as a bonus feat, even if he does not meet the prerequisites. In addition, the bushi is considered to be threatening all adjacent squares even if his weapon is sheathed, and can draw his weapon when making any attack (including attacks of opportunity).
Bushido (Su): As a bushi grows in power, he gains access to abilities through the refinement of his spirit and his weapon by adhering to the principles of bushido.
A warder bushi selects a bushido to gain at 3rd, 6th, 8th, 13th, 15th, and 19th levels.
Honor: The bushi knows that honorable combat is the only true test of a warrior, and that the most honorable combat is a one-on-one duel. Whenever the bushi hits a creature with an attack, he gains a +1 bonus on attack and damage rolls against that creature until the end of his next turn. This bonus increases by +1 for every four initiator levels the bushi possesses. A bushi does not get an additional benefit from attacking a creature multiple times, although he loses the bonus if he does not attack the creature for one round.
Righteousness: The bushi knows right from wrong on an inherent, instinctual level. He can gains the ability to use detect chaos, detect evil, detect good, and detect law as spell-like abilities at-will, with a caster level equal to his initiator level.
Weapon and Armor Proficiency: The zweihander sentinel loses proficiency with shields and tower shields.
This ability modifies the warder’s normal starting weapon and armor proficiencies.
Zweihander Training: At 1st level, when wielding a two-handed weapon or a one-handed weapon in both hands, the warder gains a shield bonus to his armor class equal to his aegis class feature bonus.
Maneuvers: A zweihander sentinel loses access to the Broken Blade discipline and adds Scarlet Throne to her list of available disciplines. This ability does not cause zweihander sentinel archetype to be incompatible with other archetypes that alter the maneuvers class feature or her available disciplines, so long as she can still give up Broken Blade. If she does not have a discipline’s associated skill as a class skill, she gains it as a class skill
Armament Shield (Ex): When wielding a one-handed weapon in two hands or a two-handed weapon, the weapon is treated as a light shield for the purposes of performing a shield bash attack on an opponent. The warder smashes with the butt of a spear-haft, the pommel of a greatsword, or the broadside of her axe. All are essentially the same and are treated as light shields for the purposes of shield bash attacks or martial maneuvers to be used with a weapon of this type (such as Iron Tortoise maneuvers that require a shield to function). The zweihander sentinel may always use her armament shield as an off-hand weapon, even if she has already attacked with her weapon in both hands.
Defensive Reach (Ex): At 6th level, the warder has supreme control over his environment and the use of his weapon to defend himself and his allies. When wielding a non-reach two-handed weapon, the warder increases his reach by five feet for use with attacks of opportunity and counters. When wielding a two-handed reach weapon the warder threatens adjacent enemies and may attack them as though he was not wielding a reach weapon.
This ability replaces the aegis class feature’s range increase at 6th level.
Defensive Abilities: A vampire gains channel resistance +4, DR 10/magic and silver, and resistance to cold 10 and electricity 10, in addition to all of the defensive abilities granted by the undead type. A vampire also gains fast healing 5. If reduced to 0 hit points in combat, a vampire assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Weaknesses: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.
Speed: Same as the base creature. If the base creature has a swim speed, the vampire is not unduly harmed by running water.
Melee: A vampire gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the vampire’s size. Its slam also causes energy drain (see below). Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Special Attacks: A vampire gains several special attacks. Save DCs are equal to 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless otherwise noted.
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.
Special Qualities: A vampire gains the following:
Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
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.
Ability Scores: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score.
Skills: Vampires gain a +8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.
Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats.
Maneuvers and Stances:
Disciplines- Scarlet Throne, Golden Lion, Iron Tortoise, Eternal Guardian, Mithral Current
Stances Known- Iron Tortoise Stance, Flowing Water Stance, Unfettered Movement
Maneuvers Known- Sanguine Barrier, Sanguine Perseverance, Ride the Current, Silver Wave, Calm the Storm, Red Zephyr's Dance, Weeping Scarlet Razor, Burnished Shell, Warning Roar
When Kitara was born her mother wished for her only one thing, eternal happiness, though life saw fit to only grant part of that wish. Kitara 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 Kitaras whole childhood, the site of her parents death and her rebirth.
Kitara 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, Kitara 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. Kitara 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 Kitara 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 Kitara's 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. Kitara 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.
Kitara 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 Kitara does not speak of, but in the course of one job she went from a young 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.
Kitara views herself as one of the lucky ones. It is not everybody who gets to be born twice after all!
Who will rule the night?
This has been a point of contention for millenia, talked and fought and often warred over by those that walk the night...by the vampires.
For most, it is a question that drives them to one singular desire; to exert their will, to increase their dominion over all the lands of Golarion.
The Vulpinas were somewhat different.
A branch family of the Rogarvia, they did not seek to simply create spawn without end. To the aristocratic Vulpina, that merely diluted the precious Dark Gift. They desired mastery over other Nightwalkers, yes, but not to crush them. They merely wanted to ensure that vampiric society followed a proper, sustainable course that would see all of their kind flourish. No, they would embrace only those that proved themselves worthy. They would maintain extensive lands and holdings. They would bide their time, watching entire generations of mortals wither and die before finding one that was worthy to know of the true patrons of their family and join the ranks of the Undying. They would have only the best among them, only the best to plan to eventually rule over all others of their kind.
Into one such generation, Kitara Vulpina was born.
Her mother had been a warrior without peer from distant Tian Xia, seduced by Viscount Vulpina himself during a journey the Viscount took to Tian Xia. The Viscount had visited the court of Tian Xia, mostly for a change of scenery to relieve the tedium of his immortality. While there, he happened to watch Matsu Yahiko, a minor noble, respond to an insult offered to her family by someone in the court. Their duel lasted only seconds, with Matsu striking down her foe in the space of three heartbeats, drawing, striking and sheathing faster than the time it takes to say those words.
Vulpina knew he had to have her.
The Viscount prided himself on his natural skill more than enough to avoid any magical methods of persuasion when attempting to bed a person. To his surprise, Matsu was easily able to discern his nature as one of the undead, and she cared little. Her life had been full of despair and betrayal, and that had all been at the hands of the living. Why should she be upset at the idea of someone different?
The Viscount had been looking at Matsu as a new conquest.
Instead, he found a lover.
From this unexpected union, Kitara was eventually born. The Viscount put forth all of his resources to ensuring that Matsu survived, and she did, but the strain on her health was great. She held on until Kitara no longer needed to be breast-fed, and then asked the Viscount to turn her.
On that day, Matsu became the Viscountess, and Kitara lost any chance at a normal upbringing.
Matsu retained much of her mortal sensibilities, and still raised Kitara as a daughter. The Viscount, however, was far removed from mortal life, and had several vampiric progeny; he could ill afford to show favoritism to the mortal daughter he now had.
That did not mean, however, that he took no part in her life.
The Viscount would sit, with Kitara and Matsu, and explain to her that, while he could not be seen favoring her, that he wished for nothing more than for her to prove herself worthy, for Kitara to prove herself a worthy inheritor and not the idle venture of a board immortal. To show herself a true scion of Rogarvia and a woman that could shape the future of vampires, through the strength of her will and the skill of her blade.
Since she was five years old, that is all that Kitara has trained for.
Matsu was her teacher, and a finer one, Kitara could not have asked for. Every stance, every strike, every parry and every trick was Kitara's for the learning, and she proved more than equal to the task, taking to her studies with zeal. Her skill was irreproachable, but there was one problem; due to the circumstances of her birth, she was sickly. Any wound might prove dangerous, and she often trained while suffering from high fevers, chills and wracking coughs. Still, Kitara proved herself a fearsome warrior.
More than that, Kitara inherited her mother's force of personality. Far from any vampiric personality, Kitara simply had a magnetic personality. You wanted to be her friend, to help her, to have her in your corner. Before long, she was the talk of the Vulpinas.
By fifteen, she could outfight any mortal in the Vulpina family. By twenty she could match some of the vampires. At twenty three, she had such prowess that the Viscount assigner her to his personal guard. At twenty eight, she was leading them.
The Viscount had never made a better decision in his un-life.
Five years into her tenure as the captain, a group of vampire hunters ambushed the Viscount while he was enjoying a walk about his lands. He had only a minimal escort with him; the Viscount had not been in public in some time, and his domain was a well guarded location. He had no reason to believe he would be in trouble.
Clearly, these hunters had done their research. Perhaps the Viscount had slain one of their ancestors and had tracked him across the generations.
He would never know.
The battle was short and fierce. At the end, the Viscount was unharmed. The hunters and all his escort save Kitara were slain. Kitara was critically wounded, but had fought until she could no longer lift her sword, spilling the blood of a dozen men before the strength left her body.
The Viscount could quite easily see that Kitara would not survive long enough for a healer to be found. For the first time in centuries, fear, driven by emotion for his daughter that he had long kept repressed, crept into his heart.
She looked at him, blood smearing her lovely face, hovering on the edge of consciousness.
"Do not worry, father. You are safe."
The Viscount knew what he must do.
Kitara lost consciousness, but she did not die.
That was the end of life as a mortal.
Due to the circumstances of her turning, the uproar amongst the Vulpina was minimal. Who could say she had not earned the Gift? Even more important, now that her body was strengthened by the blood of her father, few would dare to stand in her way.
Since that day, Kitara has continued to train, honing her skill. She is a faithful servant of her father, and a worthy successor to the Vulpina who is ever ready to take the reins and ensure the proper course of the vampires of Golarion.
Kitara is a beautiful woman of mixed ethnicity. Her mother is from Tian Xia, and her father was originally from Brevoy. Her hair is long and dark and is usually kept in a tight braid so as not to obscure her vision. Her eyes are similarly dark. She is slender, though not without curves, especially in her hips. Her legs are thick and powerful, and her entire body is corded with hard muscle.
Kitara, having nearly succumbed to an ambush, is never without her armor or blade.
Kitara is about as kind as it's possible for a vampire to be. She does not overly enjoy cruelty or causing pain, and is not so far removed from her mortal life that she has forgotten relying on bread for sustenance. Still, she had always been working towards being made into a vampire, and mortals are simply...lesser, now. She regards them much the way mortals regard animals.
Some may be kept, similar to pets (though she is still skilled in social interaction and most just think her friendly). Some must be consumed to fuel her life. Some rare, exceptional few might prove themselves worthy of addition to her family one day.
To other vampires, Kitara is as stalwart a friend as could be asked, and she will not hesitate to perform any deed for the good of her family or her kind.