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Shevala Iorae (Weak)

This creature's description may contain spoilers. Click to revealShevala Iorae has been a venture-captain of the Pathfinder Society for almost 25 years. She cofounded the Society's Magnimar Lodge with the retired adventurer Sheila Heidmarch before leaving Varisia for Absalom, where she has been based ever since. Around this time, Shevala gained significant fame by being the first person to find a way into the infamous Spire of Nex just outside of Absalom, using a team of hired mathematicians to crack open a coded portal. Shevala traces her lineage to the legendary Runelords of Thassilon, ancient tyrants of her homeland, and she's always attributed her lifelong interest in codes and runes to their influence on her heritage. Shevala published accounts of her exploits within the Spire of Nex in volume 36 of the Pathfinder Chronicles, which gained her considerable notoriety within the adventuring guild and the trust of the Decemvirate, the order's reclusive masked inner circle.

A decade ago, Shevala Iorae was the wunderkind of the Pathfinder Society. Now she's just crested 40, and she spends more of her time dispatching fresh-faced young agents from her office in the Grand Lodge in Absalom's Foreign Quarter than she does researching magic or adventuring in the field. That the Decemvirate chose to assign two venture-captains to a scouting mission in the sewers rather than the novices they regularly send on these seemingly minor missions initially annoyed Shevala, but after accompanying the PCs into the Lost Sanctum she was originally sent here to find, she's starting to regain her faith in the wisdom of the Pathfinder Society's masked leaders. Shevala looks young for her age. Normally, she keeps a simple metal headpiece to hold her long black hair from crowding her handsome face, which seems perpetually locked in an expression of studious concentration, but that affectation—along with all of her standard adventuring gear—is gone for now. She wears a fine cream-colored cotton doublet under a brown vest, with black leggings and brown leather boots. She shows no signs of toiler's gruel poisoning. She has, however, spent an uncomfortable amount of time in the company of the Orthux clan's torturer, Shulgurk, who extracted a great deal of her blood and injected her with a number of experimental fluids. This ordeal has drained Shevala's spellcasting abilities; when the PCs first encounter her, Shevala is drained 7 and lacks the ability to draw upon most of her sorcerous spells and powers (see Drained Bloodline in her statistics on the next page for full details).

Even without her considerable spellcasting abilities, Shevala is a powerful presence with significant skills and other abilities that might easily make the players feel that their lower-level characters are being outshone by a pet NPC. To prevent this from happening, Shevala decides fairly early on that the party (or at least some of them) would make excellent agents of the Pathfinder Society, so she takes a mostly passive approach to exploring the Clan Orthux compound and the Sanctum of Aroden, preferring to observe how the player characters solve problems and work together over taking a more active hand herself. She doesn't take the Test of Aroden, instead remaining in the chapel in a fruitless attempt to plunder the Azlanti Diamond , one of the most famous swords in all of Golarion.

On her left hand, she wears a signet ring imprinted with the Glyph of the Open Road, the official symbol of the Pathfinder Society. It's identical to that left in area A4 by her colleague Jona Clay. Shevala is particularly impressed by PCs who return Jona's ring to him or who return her wayfinder from area A18.

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Weak Shevala Iorae (Weak)Creature 7

Unique Medium Human Humanoid 
Source The Dead God's Hand pg. 163
Weak Changes are marked. The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 23 (33 if Unique applies) • Humanoid (Society)
Female human sorcerer
Perception +11
Languages Common, Thassilonian, Varisian
Skills Absalom Lore +12, Academia Lore +12, Arcana +14, Occultism +12, Pathfinder Society Lore +14, Society +12
Str +1, Dex +3, Con +1, Int +2, Wis +3, Cha +4
Items ragged clothing
AC 21; Fort +11 (currently +6), Ref +13, Will +15
HP 106 (currently 70)
Drained Bloodline Shevala is drained 7 when the PCs first rescue her. In addition, the horrible experiments the anadi torturer Shulgurk performed on her in his attempt to extract her bloodline’s magic has limited her spellcasting— her spell DC is 5 lower than normal, and she currently can only cast 1st-rank spells and cantrips, and does not have access to her imperial bloodline spells.
Speed 25 feet
Melee [one-action] fist +13 [+9/+5] (agile, finesse, nonlethal, unarmed), Damage 1d4-2+1 bludgeoningArcane Spontaneous Spells DC 17, attack +9 (-4 dmg); 1st breathe fire, command, force barrage, mystic armor, phantasmal minion (4 slots); Cantrips (1st) detect magic, electric arc, light, message, sigil
Identification Knack Shevala has long studied magical items and their properties, becoming something of a local legend for her ability to figure out how obscure magical items function. When she uses the Identify Magic activity to examine a magic item, she only needs 1 minute to perform the activity, and she gains a +2 circumstance bonus on the check.Sorcerer Bloodline Spells As long as Shevala's bloodline remains drained, she cannot use any of her bloodline spells.

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