Yaniel

Joska Ibarguren's page

141 posts. Alias of rdknight.


Full Name

Joska Ibarguren

Race

Human

Classes/Levels

Human Fighter 1 | HP: 15/15 | AC: 18 (T: 12, F: 16) | CMB: +5, CMD: 17 | F: +4, R: +2, W: +3 | Init: +2 | Perc: +2, SM: +0 | Speed 30'

Gender

Female

Size

Medium

Age

21

Alignment

CG

Deity

Gorum

Location

Mendev

Languages

Taldane, Varisian

Homepage URL

Joska Portrait +++++++++++++++++++ Joska's Resume

Strength 18
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 12
Charisma 10

About Joska Ibarguren

Statistics:
CG Female Human Fighter 1
Init +2; Senses Perception +1
Mythic Path: Guardian
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DEFENSE
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AC 18, Touch 12, Flat-Footed 16 (+4 armor, +2 Shield, +2 Dex)
HP 15
Fort +4, Ref +2, Will +3
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OFFENSE
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Speed 30 ft.

Melee +5

Ranged +3
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STATISTICS
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Str 18, Dex 14, Con 14, Int 13, Wis 12, Cha 10
Base Atk +1; CMB +5; CMD +17
.
.
TRAITS:

Exposed to Awfulness:
Ever since then, you’ve been unusually hale and hearty, as if your body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars (whether physical or purely mental) of your brush with death remain, and nightmares of what could have happened often plague your sleep. Something, be it your own personal force of will, some strange “infection” from the assault, or perhaps a combination of both, has made you stronger than before. You’re not sure what to make of the theories that you survived this exposure to awfulness because you yourself have some trace of demonic heritage that helped give you the advantage you needed to survive— but whatever it was, you’re glad for it! Your strange resistance to demonic attacks persists to this day. Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.

Helpful (Combat):
You always know the best way to assist your companions, be it assisting them with a task, defending them in battle, or helping them place a well aimed strike. When using the aid another action, you grant your ally a +3 bonus instead of a +2 bonus.

Shield Trained (Religion):
You were trained to use shields as weapons. Heavy and light shields are considered simple weapons rather than martial weapons for you. Heavy shields are considered light weapons for you.

Overprotective(Drawback):
In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

FEATS:

Gray Maiden Initiate:
You were selected for indoctrination into the Gray Maidens and underwent some of the preliminary scarring and conditioning, but the queen was defeated before you could fully serve her. You bear the mental and physical scars of your sisters in the Gray Maidens, and while you never had to carry out any of the queen’s commands, you feel a strong kinship with those of your sisters who have.
Prerequisite(s): Female, must be taken at 1st level.
Benefit(s): You are affiliated with the Gray Maidens. In addition, choose two of the following benefits to represent the focus of your initial training and indoctrination.
- Gray Maiden Endurance: Surviving the brutal process of becoming a Gray Maiden taught you to endure more pain than others. You gain 2 hit points and can sleep while wearing Gray Maiden armor without becoming fatigued.
- Commoner Acceptance: With the aid of the Scarlet Rose, you’ve successfully reintegrated into society. You gain a +1 bonus on Diplomacy and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you.

Shield Focus:
You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.

Iron Will:
You are more resistant to mental effects.
Benefit: You get a +2 bonus on all Will saving throws.

SKILLS: (6 points; 2 class, 1 INT, 1 Skilled, 2 Background)
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Acrobatics* +2 = DEX 2+0+0
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Appraise +1= INT 1+0+0
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Bluff +0 = CHA 0+0+0
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Climb +8 = STR 4+1+3
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Craft +1 = INT 1+0+0
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Diplomacy +1 = CHA 0+0+0+1 (+1 Feat)
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Disable Device*† +2 = DEX 2+0+0
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Disguise +0 = CHA 0+0+0
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Escape Artist* +2 = DEX 2+0+0
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Fly* +2 = DEX 2+0+0
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Handle Animal† +0 = CHA 0+0+0
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Heal +1 = WIS 1+0+0
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Intimidate +0 = CHA 0+0+0
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K (Arcana)† +1 = INT 1+0+0
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K (Dungeoneering)† +5 = INT 1+1+3
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K (Engineering)† +5 = INT 1+1+3 (+1 Background)
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K (Geography)† +1 = INT 1+0+0
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K (History)† +1 = INT 1+0+0
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K (Local)† +2 = INT 1+0+0+1 (+1 Feat)
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K (Nature)† +1 = INT 1+0+0
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K (Nobility)† +1 = INT 1+0+0
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K (Planes)† +1 = INT 1+0+0
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K (Religion)† +1 = INT 1+0+0
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Linguistics +1 = INT 1+0+0
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Perception +2 = WIS 1+1+0
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Perform (Oratory) +0 = CHA 0+0+0
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Profession†(Carpenter) +5 = WIS 1+1+3 (+1 Background)
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Ride +2 = DEX 2+0+0
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Sense Motive +1 = WIS 1+0+0
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Sleight of Hand*† +2 = DEX 2+0+0
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Spellcraft† +1 = INT 1+0+0
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Stealth* +2 = DEX 2+0+0
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Survival +5 = WIS 1+1+3
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Swim +4 = STR 4+0+0
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Use Magic Device† +0 = CHA 0+0+0
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ACP -4

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Taldane, Varisian, Abyssal, Hallit

Special Abilities:

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SPECIAL ABILITIES
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HUMAN:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

FIGHTER:

Weapon and Armor Proficiency:
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats:
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery (Ex):
Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Spells:

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0 Level (Orisons)

1st (0/day)

Gear/Possessions:

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GEAR/POSSESSIONS

Longsword (CI)
Light Flail
Boarding Axe
Dagger
Weapon Cord
Lamellar Leather Armor
Light Wooden Shield
Explorer's Outfit
Necklace with Maiden's Promise Locket (Non-functional, its mate is lost)
Crusader's Cross (wooden)
Backpack
Waterskin
Whetstone
Rope 50'
Bedroll
Belt Pouch
Notebook
Book The Acts of Iomedae
Pen & Ink
Flint & Steel
Iron Pot
Mess Kit
Grooming Kit
Soap
Torches (10)
Rations (5 Days)
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 18 GP 8 SP 2 CP

Appearance and Personality:

Height: 5'10 | Weight: 165 | Hair: Dark Brown | Eyes: Brown

Appearance
Joska is tall and sturdy with thick, well-muscled limbs. Unlike many others with her type of frame, there is nothing slow or awkward about her movements. She is quick on her feet, and able to move with unusual deftness. With her dark brown hair, brown eyes, and light complexion, those familiar with Varisia would tend to assume Joska’s heritage is Chelaxian. Aside from her size, Joska’s most notable feature is the scarring on her face. While there are a couple of small scars, two large ones dominate. The first runs from the outside of her right eye across her upper cheek and the bridge of her nose. Those who know what to look for would notice her nose has been broken and did not heal precisely right. The second major scar runs vertically down the left side of her face. It begins midway on her forehead and goes down across her eyebrow, bisecting it. It picks again below her eye and runs down her left check almost to her jaw line.

Joska’s hair is straight and shoulder length. She wears it down and free unless she expects to be wearing her helmet. If she will be wearing it, Joska braids her hair and wears it up. She doesn’t bother with any cosmetics; they don’t help her appearance. Her clothing tends to follow suit; she prefers functional, durable clothing for daily wear. Trousers and shirts with boots are the usual. If some occasion comes along that requires a little more, she keeps a nicer set of the same type of clothing with the addition of an embroidered jacket around.

Personality
Over the years since she was a Gray Maiden, Joska has come to terms with much of the mental and physical trauma she experienced. She's done less well with the harm she inflicted on others. While she has never been particularly religious, her parents worshipped Abadar but she never warmed to him at all, she has developed a set of religious notions involving Gorum that would not pass muster theologically (though Gorum’s priesthood doesn’t really care about theology anyway), but do allow her to externalize certain internal conflicts she experiences.

At times Joska will claim that her considerable ability as a warrior is a gift Gorum gave her, but a poisoned gift. At other times she views her ability as simply natural. It depends on how much she has been ruminating on her “relationship” with Gorum recently. Either way, she sees Gorum as instigating a cruel prank of sorts. The Gray Maidens both introduced her to her true talent, her calling, just to then shove her nose deep into its foulness.

Gorum is the only warrior’s god who holds armed conflict to be capriciously devoid of any goals or aspirations other than the deeds of violence themselves. For him the means is also the end. Gorum has set up a paradox for her. Does she cut herself off from her calling; or does she surrender her conscience and any principles to indulge it? To any outsider this would not be a logical paradox. They would likely find some solution. To Joska though, the paradox is an emotional one based in the guilt and shame she feels about the deaths she’s responsible for.

While most former Gray Maidens she knows of, those associated with the Scarlet Rose, have reached some accommodation with themselves, rightly acknowledging they did not act entirely from free will. Joska does not see her relative degree of responsibility as the point. Whether she is 40% or 25% of 12% responsible due to coercion, indoctrination, and magical tampering doesn’t matter. Dead is dead and nothing can fix what she did. To her, all she can do is add to her ledger by saving lives, directly or indirectly. Nothing is ever erased.

This is why Joska would go to Mendev to spite Gorum. She doesn’t worship him in any normal sense, but instead feels stuck with him. She certainly doesn’t pray to him. She talks to him though, generally to complain or express her unhappiness with the situation. So Mendev spites him because there his paradox is defeated. The enemy is unambiguous. She doesn’t have to worry about doubting the purpose behind her fight. Gorum does not get to see the means be the end.

In the same way her feuding relationship with Gorum is actually a projection of an internal conflict outward to an imagined external source, Joska’s armor is also an externalization. She wears the shame of her past for everyone to see. She refuses to hide it away or try to be rid of it. Instead she lives with it and accepts what comes as a result.

Sometimes Joska can be morose when she dwells on these things too much. But mostly she doesn’t. In her day-to-day life Joska is concerned about day-to-day things. She is friendly enough to those around her and concerned for their feelings and welfare. She may not be a chipper extrovert, the last few years have worn most of those tendencies away, but she keeps her cynicism in check. Her sense of humor tends toward the black and ironic, but she’s not overbearing with it. Her appearance can be off-putting to some, but compared to some former Gray Maidens she was lucky. Her scarring isn’t as extensive as it could have been. It also helps that she has learned to not dwell on her face and the confidence she gains by this helps to lessen the prominence of her scarring in others impressions of her. Still, she has few illusions about the potential for romance in her future.

Joska is extremely protective of friends and comrades and thinks little of taking great risks for them. On the other hand she can tend to come off as strict or a disciplinarian when others needlessly endanger themselves due to poor decisions or lack of preparation.

It can be easy to assume Joska’s talent as a warrior is entirely due to her physical capabilities. Actually her real talent is in her calmness and ability to notice details in combat. She has an acute eye for finding weaknesses in enemies, individually and in groups. She is also sensitive to changes in circumstances and flexible enough to quickly adapt to them.

Background:

Joska is in Mendev because Gorum is a right bastard and she means to spite him in any small way she can. Just a few years ago it would have been unimaginable to her that she would be thinking about such things, but fate hasn’t been kind to her.

Until she was 16, Joska’s life was completely unremarkable. Born in Korvosa, her father was a carpenter who worked at the shipyards. Her mother supplemented the family by doing piecework, mostly gloves, as a seamstress while also running the household. The family was neither prosperous nor eaten with poverty. Joska was from birth large and solid for her age. She took to her father’s skills and habits more than her mother’s, and might eventually have become a carpenter herself.

But the murder of King Eodred II threw Korvosa into political chaos. The Blood Veil Plague followed closely behind. Both of Joska’s parents died in the plague. Joska, who was hardly ever sick, even with a cold, remained unscathed. She was left with no means of support though. The city’s economy was by then in late collapse, leaving her with no options. The only saving grace of her situation was that the owner of the building where her flat was located had also died. Whoever inherited the building neglected to try collecting rent so Joska could at least squat in her flat safely.

As soon as she ascended to the throne, the new Queen Ileosa formed the Gray Maidens as a personal bodyguard. The Queen swiftly expanded the corps in numbers and duties. The Gray Maidens guarded Castle Korvosa and other locations of particular interest to the Queen, then took on special assignments within the city as the her elite force. When Queen Ileosa disbanded the Korvosan Guard and the Sable Company Marines, the Gray Maidens became Korvosa’s military and police force as well.

In the early days Gray Maiden recruitment was selective. The women had some certain quality; military experience in the guards or marines, family prominence, considerable beauty. But expansion of the corps and replacement of the slain meant standards were relaxed continually. Early on there were volunteers, but later there were none. Recruitment devolved from selection, whether voluntary or involuntary, to drafts, to press gangs. Joska was a late recruit, effectively sold to the Gray Maidens by the tenant who lived above her for a finder’s fee. Her “finder” salved his conscience by telling himself that at least the poor girl wouldn’t starve to death, which was a very real possibility.

She was a very good find compared to most recruits at that point. Joska was larger and sturdier than most any of the other Maidens. At 16 she wasn’t abnormally young for an incoming Gray Maiden anymore, and she quickly learned how to handle pain well. Joska’s training and indoctrination was conducted in the same way such things had been done from the beginning, but on a faster timeline. Replacements were desperately needed for the ever-increasing casualties. She was tortured, including the ruining of her face. She was subjected to psychological and magical manipulation. She was deprived of sleep to keep her near exhaustion in order to make her more malleable and compliant.
At the same time though, Joska found her true talent and calling. She was a truly exceptional warrior when given training in weapons and combat tactics. Among her own cohort nobody could match her for sheer physicality, endurance, and toughness. Although she was not well educated, Joska was intelligent and learned with less repetition and error than most others. She excelled at combat.

Ironically and sadly, Joska saw little of what anyone could honestly call combat. By the time she took her place in the Gray Maidens, the end of Queen Ileosa’s reign was nearing. Korvosa was in anarchy. The city’s citizenry had almost wholly turned against the Queen and were in active rebellion. The remnants of the Korvosan Guard and Sable Company Marines had joined them. Joska’s company mostly cleared streets by means that usually went beyond crowd control to massacres. It was civilians that Joska practiced her new craft against. Most of the time there was no strategic goal to any of it. The point was the exercise of lethal force for mass retribution.

When Queen Ileosa fell, the Gray Maidens’ command hierarchy came apart as well. Even Sabina Merrin, Commander of the Gray Maidens and Ileisa’s personal bodyguard went over to the rebellion by the end. Company and unit commanders went their own ways from each other. Some simply stood and fought where they were to the last. Others disbanded and dispersed. Some fled the city looking to find safety or carry on elsewhere. Joska’s company fell apart. Her closest friend among the Maidens was already dead, but Joska and a couple of other Maidens hid out for several days until they could escape the city.

Over the next few months the three of them parted ways amongst their wanderings, sometimes living rough in the wild for a while or venturing into small settlements. Mob justice was playing out in Korvosa. Former Gray Maidens were hunted and murdered. Eventually Joska made her way to Skelt, where she worked in the mines for several months. When word had it Korvosa was calm and on the mend, she returned. She had been away more than a year.

With the help of the newly forming Scarlet Rose, Joska was able to reenter Korvosan society and gain some perspective on the things that had been inflicted on her and she had done. She slipped back into a mostly anonymous life and took jobs as a bouncer and porter. But she was never able to really settle. As she would put it, she had “come to Gorum’s attention”, and he would not loose his grasp on her. There was only one thing she was truly exceptional at; but she also hated that thing.

Finally Joska made a decision. She could not deny her urge to use her talents, but she would not risk harming people who didn’t deserve it. The best way for her to observe both of these rules would be to go where there was no doubt a mistake could be made about who the enemy was. So she left for Mendev where there were demons.