Anevia Tirablade

Io Dorean's page

270 posts. Alias of Daedalus the Dungeon Builder.

Full Name

Iomestria Dorean


HP 40/48, Martial Flexibility 5/5, Init +7, Per +9, AC 21/14/17, Fort +7, Ref +9, Will +6, 3 Harrow Points


Avalanche, Demon's Lantern harrow draws








Cayden Cailean




Azlanti, Common, Shoanti, Thassilonian, Varisian, Vudrani

Strength 19
Dexterity 19
Constitution 17
Intelligence 16
Wisdom 17
Charisma 14

About Io Dorean

Human Shield Champion Brawler 4
CN Medium Humanoid (human)
Init +7; Senses Perception +10
AC 21, touch 14, flat-footed 17(+4 Dex, +2 Shield, +4 Armor, +1 dodge)
hp 48(4d10+12)
Fort +7, Ref +9, Will +6 (+2 v. negative levels)
Roll twice against disease
Speed 30 feet
Melee Unarmed Strike +10 (1d8+5), Brawler's Flurry +8/+8 (1d8+5), Power Attack +8 (1d8+9), or Power Flurry +6/+6 (1d8+9), Shield Bash +9 (1d8+6)
Ranged mwk sling +9 (1d4+5)
Special Attacks Martial Flexibility (5/day), power attack, Knockout (1/day, DC 17)
Str 20, Dex 19, Con 17, Int 16, Wis 17, Cha 14
Base Atk +4; CMB +9; CMD 23 (+3 CMD v. Trip and Grapple, +2 CMB for grapple)
Feats Improved Unarmed Strike, Weapon focus (unarmed strike), Power Attack, Iron Will, Combat Expertise
Traits Reactionary, Unhappy Childhood (Tortured), Mark of Slavery (Drawback), Shield Bearer
Skills Acrobatics +11, Climb +8, Craft (armor) +7, Heal +5, Intimidate +8, Knowledge (arcana) +4, Knowledge (dungeoneering) +10, Knowledge (history) +4, Knowledge (local) +10, Knowledge (planes) +4, Perception +10, Sleight of Hand +9, Spellcraft +4, Stealth +10, Survival +4, Swim +8, Use Magic Device +6,
Conditional modifiers: +4 survival in urban and underground, +10 disable device (no retry)
Languages Azlanti, Common, Shoanti, Varisian, Vudrani, Thassilonian
SQ Martial Flexibility, Brawler's Cunning, Martial Training, Unarmed Strike, Shield Bearer, Brawler's Flurry, Shadowhunter, Heart of the Slums
Gear: 44.8 gp, +1 light steel quickdraw throwing shield, +1 studded leather armor, brawler's kit (a backpack, a bedroll, a belt pouch, a flint and steel, rope, torches (10), trail rations (5 days), and a waterskin), caltrops (5), Traveler's any-tool, explorer's outfit, impact foam, ioun torch, armbands of the brawler, cracked dusty rose prism ioun stone, potion of CLW, silk rope (2), chalk (10), candles (10), dagger, skeleton key
Special Abilities
Class Abilities:

Weapon and Armor Proficiency:
A brawler is proficient with all simple weapons plus the handaxe, the short sword, and weapons from the close weapon group. She is proficient with light armor and shields (except tower shields).

Weapon and Armor Proficiency:
A shield champion is proficient with all simple weapons and with shields as weapons. She is also proficient with light armor, and with bucklers, light shields, and heavy shields. This ability replaces the brawler’s weapon and armor proficiency.

Brawler’s Cunning (Ex):
If the brawler’s Intelligence score is lower than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility (Ex): (4/day)
A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 4 times per day). The brawler can use this ability again before the duration expires to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as with Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.

Martial Training (Ex):
At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist or a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, such as Stunning Fist.

Unarmed Strike:
At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes. Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purposes of spells and effects that modify either manufactured weapons or natural weapons. A brawler also deals more damage with her unarmed strikes than others, as shown on Table 1–5: Brawler.

Bonus Combat Feats:
At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat. Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat 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 brawler can change only one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.

Brawler’s Flurry (Ex):
Starting at 2nd level, a brawler can make a brawler’s flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s flurry. A brawler with natural weapons can’t use such weapons as part of brawler’s flurry, nor can she make natural weapon attacks in addition to her brawler’s flurry attacks.

Throw Shield (Ex):
At 3rd level, a shield champion can throw a heavy or light shield as a normal (nonimprovised) thrown weapon with a range increment of 10 feet or the shield’s range increment, whichever is greater. The thrown shield deals the same damage as a shield bash, and any damage increases from shield spikes apply to this attack. A shield champion is treated as having the Far Shot feat for the purpose of determining range increment penalties for throwing a shield.

Racial Abilities:

Alternate Racial Traits:

Shadowhunter (2 RP):
Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.
Source: Blood of Shadows

Heart of the Slums:
Humans who eke out a life in a city’s teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.
Source: Advanced Race Guide

Favored Class Bonus:
+1 to CMD for two combat maneuvers of your choice
+3 Trip, +3 Grapple


Improved Unarmed Strike: (Class Free Feat)
You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

Weapon Focus (Unarmed Strike): (Standard Feat)
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Power Attack: (Class Bonus Feat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

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


Reactionary: (Combat)
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Unhappy Childhood (Tortured): (Campaign)
Gaedren tortured you and left you for dead on a garbage heap after you made one too many errors. Your scars and memories have honed your reaction speed and make you rather jumpy. You gain a +1 bonus on Reflex saves.

Mark of Slavery: (Drawback)
You were enslaved for part or all of your youth, and marked as such with a brand or tattoo that still reminds you of how you were punished whenever you failed to do what you should. Whenever you fail a skill check, you take a –2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is a part of retrying the failed skill check.

Shield Bearer: (Racial)
You have survived many battles thanks to your skill with your shield. When performing a shield bash, you deal 1 additional point of damage. Also, once per day on your turn as a free action, you may provide one adjacent ally a +2 trait bonus to his Armor Class. This bonus lasts for 1 round, so long as you and the target remain adjacent to one another. You can only use this ability if you are using a shield. You retain your shield bonus to your armor class when using this ability.

Harrow Draws:

Edge of Anarchy:
Harrow Cards: Avalanche and Demon's Lantern
Harrow Points: 3
Your first card is the Avalanche. This card represents the ordered nature of an uncaring disaster (lawful evil). It often represents physical danger or the danger of an uncaring entity, like a crowd or a Starbucks queue.

Your second card is the Demon's Lantern. This card is the card of traps and tricks of the mind (chaotic evil). Traditionally, this card is taken to represent an impossible situation.


Before she was born, a senior member of the Acadamae, looking to perform a magical experiment, approached Io's parents. The wizard's experiment was an attempt to revive the long-dead Azlanti race, and he had chosen them on account of them both having a strong Azlant heritage. In his experiment, he attempted to purify their blood into their child, giving him a pureblood Azlant baby. His experiment resulted in a success, and Io was born as a nearly pureblooded Azlanti, with bronze skin, dark brown hair, high cheekbones, and the telltale vibrant purple eye color associated with the ancient people. Thrilled by his success, the wizard set out to claim "his" child from her birth parents, who adamantly refused to part with their daughter. In response, the wizard slaughtered both of them, and took the baby anyway, whom he named Iomestria, a historical Azlanti name. Raising the girl as his own, he taught her basic magic and the Azlant tongue, and subjected her to horrific experiments with undead, disease, energy draining, and more, claiming that she had a rare condition that he was trying to cure for his "beloved daughter," after her mother had passed away from the same condition. However, when Iomestria was eight, she found out the truth after stumbling on the wizard's old journals, detailing the experiment that she had been born a part of, and the ultimate fate of her true parents. That same night, she snuck out from her home, running away from the wizard, shortening her name, and swearing off any magical talent, intentionally forgetting the basic spells she had learned. She survived on the streets for a few months on her own, her natural dexterity and nimbleness enabling her to be a pickpocket, before enticed in by Gaedren Lamm's offers of a comfortable home. For the next several years, she spent her life in a new hell, but one she could deal with better. She was always quick on her feet and with a strong arm, sending away older boys who tried to take advantage of her with nothing more than bruises and the occasional broken nose. Eventually, when she was fourteen, she made a mistake, and harmed the wrong person. In punishment, Gaedren had her viciously beaten, branded the back of her right hand with an "L", and left her for dead in one of the city's waste piles. She survived, however, and swore to take down Lamm. Over the last two years, she's quietly helped some 'Little Lamms' escape from their bondage, but she recently decided that she wasn't doing nearly enough. However, she hasn't had the chance to do anything major against Gaedren, and is growing frustrated with every day that passes.

Io has dark brown hair with the slightest hint of an almost purple color, kept in a short ponytail, high cheekbones, and vibrant purple eyes that capture the attention of anybody who sees them. Anyone familiar with the bloodline would recognize her immediately as an Azlant. She wears studded leather armor, slightly padded, but quite fit to her form (having had it custom-tailored) and designed to not hinder her movement. Her shield is a simple steel affair, but also tailored especially for her that she can shrug it onto her arm from her back in a moment's notice. She has her fists wrapped in leather (carefully done as to not impair her fingers, but cover the entirety of her brand), and are enchanted to help her grip. Underneath her wrappings, there's an ugly scar, long healed but still distinct, in the shape of an 'L.' She's kept it as a reminder of her history and why she fights now, even though she could maybe (she's never tried) have it healed.

Io is headstrong and determined, single-minded when set on a goal, and can be quite uncompromising. However, she's clever enough to know when she's wrong, though slow to admit it. She occasionally has a relapse, subconsciously worried about punishment if she fails, something that would happen both with the wizard and when she was a Lamm. Io likes to stay light on her feet, and prefers a hands-on approach when fighting, usually using nothing other than her bare hands while taking down a foe. That's not to say she'll never use a weapon, and when she disarms an opponent, she proves remarkably quick to pick up on its use. In fact, she likes her shield, seeing its defensive value, and has taken to using it in her fighting style.
Imagine a typical 'tough girl' attitude, not willing to admit to a mistake, somewhat brash, but still kind and understanding to an extent

What is currently motivating Io is revenge. She wants vengeance (though she'll settle for justice) on Gaedren Lamm for his treatment of her and all the other children he's built his throne of misery upon. Beyond that, she loves Korvosa, having never left the city, and will do whatever she can to protect it, should it be threatened. She doesn't really have a long-term goal, but that's more because she's focused on her current goal with a passion. and less that she doesn't have a long-term idea. If pressed, she would admit that she wants to fight for freedom, and against oppressive governments and evil wizards.

This is just stuff that wouldn't fit elsewhere. Random facts that explain parts of her character.

Io chose her last name on her own, two years ago, after escaping Gaedren. It's the Azlanti word for "free," which she likes. Her first name is just a generic Azlanti name, from the Azlant ethnicity summaries in many books.
In this case, I'm equating Greek for Azlant. The parallels are numerous, and δωρεάν actually does mean 'free', and when written with the Roman alphabet, it comes out Dorean.

Io currently dislikes and distrusts wizards (along with other arcane casters other than Bards), purely on account of the fact she's never met a good one, merely the LE wizard that raised her, and that didn't go well. She has little problems with magic, however, as she has been healed more than once by a kindly cleric (she has a decent relationship with a cleric of Caden Cailean, who heals her for wounds incurred while freeing Little Lamms), and recognizes the value of magic items. If she has to ally with an arcane caster to take down Gaedren, she'll agree, if somewhat begrudgingly, but won't be terribly happy about it. Until the wizard does something awesome or saves her life, anyway. Then she'll be just fine.

Io is really more of a CG character, at least as far as her morality goes. She wants to fight for what is good (once Gaedren is dealt with anyway, for now she just wants revenge), but she is all too willing to bend the rules and use underhanded tactics to actually be 'good.' Basically, she is just all too willing to get the job done, whatever it may take, to be good.


This is just a little section I always include, letting you see my thoughts as I was creating Io. Everything has a logical, in-world reason for it.

Okay, so she's not Captain America. That's the first thing to get out of the way. Steve Rogers is unquestionably LG. But, I think that's where she'll end up. CN is just her starting point. She would be CG, but it seemed odd that such a headstrong, determened, world-scarred person would be able to be fully "good."She's the sort of person who would not kill the goblin babies that always seem to show up in alignment debates, but would be the one to execute the cgoblin aptives (if no better option presented itself, and even then, quickly and painlessly). That being said, once Gaedren is taken care of, and she's around some supportive, loyal, and upstanding people (i.e. the other PCs), she'll switch to CG pretty fast. From there, she'll work on disciplining herself, fighting to do… whatever it is (I don't have much familiarity with Crimson Throne. Overthrowing an evil queen?), championing law and order, and an upstanding moral government, until she hits NG and finally LG, becoming the Captain America that Korvosa needs, but not the one it deserves. (Wait… I think I'm mixing my superheroes.)

I chose human because it seemed natural for the character. Orphan, most of her life on the streets… Plus, an elven, kitsune, or gnome brawler just seemed wrong for some reason, and those are most of my other favorite races. Actually, a gnomish brawler would be kind of funny, but it still doesn't seem to fit that well. Anyway, I liked the idea of an Azlanti brawler. I would be lying if I said Captain America didn't play a major role in character creation, and if you know what to look for in Io, you can't miss it. (Come on, created in a cutting-edge experiment to create a better human, resulted in someone faster, stronger, smarter than before, and uses their fists and a thrown shield to fight FOR FREEDOM!)

Brawler seemed like a natural fit for a person who grew up on the streets, ready to adapt, and quick with their fists. I chose Shield Master because it seemed sort of like a cool ability, something that Io would want-to defend, offensively. OOC, Brawler seemed like a good fit for my rather MAD dice rolls, and I wanted an entirely non-magical character to contrast with my other characters (Magus, Wizard, and Sorcerer). Then the archetype was because every game needs some more Captain America in it. You can never have too much Captain America. (Besides, the image of a shield bouncing all over an alley, knocking enemies over was too good to pass up.)

She's spent half of her life on the streets, and has picked up quite a bit of skill from that time. (Things like acrobatics, swim, climb, Knowledge (local), and so on), but, try as she might, she just can't fully forget her childhood lessons, giving her a bit of knowledge about history and magic (Knowledge (arcana, history), Use Magic Device, etc.). She's also firly self-sufficient (Heal, Survival, etc.)

Alternate Racial Traits:
So, the Shadowhunter trait (which is so awesome) is due to the wizard's magical experimentations on Io as a girl. It left her steel-minded, resistant to magical harm and energy draining. Heart of the Slums came from her next several years on the streets, where she learned the hard way the skills needed to survive.

Fairly self-explanatory. She had a quick mind and an even faster fist, and that landed her in trouble with Gaedren, who punished her ruthlessly and left her for dead. She's scarred emotionally and physically from her childhood, but she'd never let it show.
Shield Bearer comes from some training she recived from the cleric who nursed Io back to health after being beaten half to death by Gaedren. The cleric was actually Ulfen, and first taught Io how to use an offensive defense and proect the weak- traits that Io took to heart.
If you really want to stick with RAW on this, I can just take Adopted to take the Ulfen racial trait. My social trait slot is still open, after all.