Adding a level for Lucrecia


Rise of the Runelords


My players are a party of 5: a witch focused on divination, healing and enchantment, a barbarian with superstition rage power, a magus, a rogue and a bard/swashbuckler. They just finished fighting Grauls and are a bit ahead in terms of exp (the've reached level 9 already). With those two factors (more players and more exp) I'm thinking about making some encounters in Fort Rannick a bit more difficult, including Lucrecia. Lucrecia is a caster with no meat shield to protect her, and the party proved very effective in such situations, and I'd like to make her a memorable encounter.

I want to make her stronger by adding another sorcerer level for her, which will give her more spell known (one spell of 4th lvl, one of 3rd lvl and one of 2nd lvl, not counting the entangle she gets from her bloodline). I'd like to ask you for advice on what new spells would be fitting for her.

I'm thinking greater invisibility, fly and euphoric cloud. What are your opinions?


I had a party of 6 with 20 point buy. Here's what I did with Lucrecia (I was using the 3PP Talented Rogue for that game):

Lucrecia CR13
XP: 25,600
lamia matriarch rogue 3, Arcane Trickster 2
CE Large monstrous humanoid (shapechanger)
Init +6/+27, dual initiative; Senses darkvision 60 ft., low-light vision; Perception +19

DEFENSE

AC 29, touch 17, flat-footed 21 (+4 armor, +6 Dex, +8 natural, -1 size, +1 dodge)
HP 236 (12d10+2d6+3d8+80)
Fort +12, Ref +20, Will +15
Defensive Abilities Evasion; Immune mind-affecting; SR 19

OFFENSE

Speed 30 ft.
Melee +1 flaming kukri +20/+15/+10 (1d4+10/15-20 plus 1d6 fire), +1 frost kukri +20/+15/+10 (1d4+6/15-20 plus 1d6 cold)
Space 10 ft., Reach 5 ft.
Special Attacks Wisdom drain; Sneak Attack +3d8; Ki Pool: 8
Spell-Like Abilities (CL 12nd; concentration +19)
3/day-deep slumber (DC 20), dream, major image (DC 20), mirror image, suggestion (DC 20)

Bloodline Spell-Like Abilities (CL 8th; concentration +15)
10/day-laughing touch

Spells Known (CL 8th; concentration +15)
4th (4/day)-dimension door
3rd (7/day)-cure critical wounds, fly
2nd (8/day)-enthrall (DC 19), hold person (DC 19), invisibility
1st (8/day)-cure light wounds, mage armor, magic missile, sanctuary (DC 18), shield
0th-acid splash, dancing lights, daze (DC 17), detect magic, ghost sound, mage hand, mending, prestidigitation

Bloodline: Fey

TACTICS

Before Combat: Lucrecia casts mage armor as soon as she becomes aware of trouble in the keep above (or in the shocker lizard caves in area B37).
During Combat Lucrecia assumes her true form on the first round of combat, preferring to fight with her daggers and activating false life on the first round of combat. If faced with overwhelming odds or brought below 80 hit points, she attempts to flee, recover, and then attack the PCs again in an area where she has more room to move around so she can utilize her spells more effectively.
Morale: Lucrecia attempts to flee to the Hook Mountain clanhold if brought below 40 hit points;if she escapes, she'll be encountered at Barl Breakbones' side in area D9.

STATISTICS

Str 24, Dex 22, Con 20, Int 16, Wis 14, Cha 25
Base Atk +15; CMB +23; CMD 40 (can't be tripped)
Feats: Arcane Strike, Blinding Critical, Critical Focus, Dodge, Eschew Materials, Improved Critical (kukri), Inscribe Magical Tattoo, Still Spell, Two-Weapon Fighting, Two-Weapon Fighting, Greater, Two-Weapon Fighting, Improved
Skills Acrobatics +24, Bluff +27, Craft (tattoos) +13, Knowledge (arcana) +23, Knowledge (local) +10, Linguistics +6, Perception +19, Sense Motive +19, Spellcraft +23, Stealth +22, Swim +17
Languages Abyssal, Common, Draconic, Giant, Sylvan, Thassilonian
SQ bloodline arcana (+2 DC for compulsion spells), change shape (fixed Medium humanoid form, alter self)
Gear: wand of scorching ray (22 charges); flaming kukri+1, frost kukri +1
Other Gear: lesser caster's tattoo, Sihedron medallion, gold and pearl ring (worth 300 gp), silver necklace (worth 200 gp), scroll of Sihedron sacrifices (see Treasure, below)

SPECIAL ABILITIES

Sneak Stab (Ex) A rogue focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. A rogue must have the sneak attack talent to select this talent.

Evasion (Ex) The rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. A rogue must be at least 2nd level to select this edge.

Ki Pool (Su) The rogue gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the rogue’s ki pool is equal to 1/2 her rogue level + her Int or Cha modifier (selected when this edge is taken). As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

Vanishing Trick (Su) As a swift action, the rogue can disappear for 1 round per level. This ability functions as the invisibility spell. Using this ability uses up 1 ki point. A rogue must have a ki pool (such as from the ki pool edge) before selecting this talent.


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I would observe that Lucretia can be ratcheted up in difficulty simply by improving her tactics. The AP provided tactics do a horrible job of leveraging several of her powers. Most notably - charm monster, which she gets at will. Most of the ogres with their pathetic will saves should be her willing thralls by the time the pc's arrive. She should be among the first, if not the first leader to be informed of any trouble and she should not be encountered by the pc's without several ogre meat shields. She should use her spells to aid the ogres including healing them, hasting them, etc. while invisible. After she gets bored with that, she can let the pc's have it with the wand of scorching ray, etc. And when one group of meat shields dies, she should dimension door to get another. She should resort to melee with the pc's only when she's out of ogres. And that doesn't even discuss the imaginative ways major image might be used. Perhaps to create the appearance of more ogre reinforcements. Or to hide some her ogre minions for an ambush.

If you do it right, your pc's should hate her with a deep passion. Just in time for her to dimension door away from combat and flee to the clanhold. Where they can encounter her again, doing the same things.

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