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    Default Just... don't ask Big Anthony to be your apprentice: The Strega [PEACH]


    Image by sallymarsh. Used with permission.

    Oh, no, dearie. I'm a strega. Witches are something completely different. To start with, there are nice witches.
    —Nona, human strega

    Streghe are known among all peoples, and by myriad names: witches, hags, hedge wizards, cunning men and women, witch doctors, hexenmeisters, yagas, warlocks, thakathis, sangomas, volgas, or seidrmenn. Whatever they are called, one thing unites them all: the power of the evil eye—malocchio.

    In addition to her ability to lay curses upon their enemies with a glance, a strega has some limited ability to cast spells. While streghe are known primarily for their curses—a branch of magic they do excel at—they also have the ability to heal and are among the best fortune tellers and diviners. Strega magic blurs the lines between arcane and divine; while they obtain familiars and record their spells in a book, much like a wizard does, many attribute their powers as much to helpful spirits or gods as to universal principles of magic and include in their preparation of spells prayers, invocations, and imprecations to their patrons. The way they prepare their spells reflects this blending, as do the components they use when casting; while most do not train with armor, their spells are hindered by it far less than other arcane casters.

    Humans and halflings make up the bulk of streghe. While this tradition has deep roots in halfling communities, for whom the strega is often a wise woman who protects her clan after having spent many years under the tutelage of an older member, humans taking up the strega class are more likely to have stumbled upon a book of lore than have served as an apprentice to another strega. Dwarf streghe are uncommon, but not unheard of. In general most dwarves do not approve of streghe because their magic is not particularly conducive to clan life. Elves and gnomes are also unlikely to take up this mantle because they have their own magic traditions that fit with their racial tendencies better.

    Charisma and Wisdom are essential to a strega because they determine the power of her malocchio and her spells. She also benefits from high Dexterity and Constitution like other arcane caster, though Dexterity is slightly less important because light and medium armors do not interfere with her casting (though she does not start with proficiency with them). Intelligence determines the number of spells she begins with in her black book and also her skills; because she has less versatility than a sorcerer or wizard, she will often fall back on her more mundane abilities.

    Despite her use of curses and dark energies, a strega can be of any alignment. Her spells, after all, function equally well on demons as they do on heroes. Streghe do, however, tend toward Evil and Chaos. Many are drawn to the class because they feel cast out from society, whether because of some deformity, because they became widowed, or merely because of malicious rumours. Some of these use their powers merely to protect themselves and discourage thoughts of stakes and fire, but others actively seek to take revenge on their tormenters.

    Other Classes
    Strega magic

    Starting Gold: 3d4 Χ10 (75 gp).
    Starting Age: As wizard.


    Table: the Strega
    Level Base Attack
    Maleficium Special 0 1st 2nd 3rd 4th 5th 6th
    1st +0 +0 +0 +2 — Summon familiar 6 3 — — — — —
    2nd +1 +0 +0 +3 — Malocchio 7 4 — — — — —
    3rd +1 +1 +1 +3 — Witch's cauldron 7 4 3 — — — —
    4th +2 +1 +1 +4 2 Maleficium 7 5 4 — — — —
    5th +2 +1 +1 +4 2 Improved Familiar 7 5 4 — — — —
    6th +3 +2 +2 +5 2 Ritual Casting 7 5 5 3 — — —
    7th +3 +2 +2 +5 2 Witch's cauldron (2/day) 7 5 5 4 — — —
    8th +4 +2 +2 +6 3 Malocchio dannoso 7 5 5 4 — — —
    9th +4 +3 +3 +6 3 7 5 5 5 3 — —
    10th +5 +3 +3 +7 3 Witch's cauldron (rapid brewing) 7 5 5 5 4 — —
    11th +5 +3 +3 +7 3 Familiar spellbond 7 5 5 5 4 — —
    12th +6/+1 +4 +4 +8 4 7 5 5 5 5 3 —
    13th +6/+1 +4 +4 +8 4 Coven 7 5 5 5 5 4 —
    14th +7/+2 +4 +4 +9 4 Witch's cauldron (3/day) 7 5 5 5 5 4 —
    15th +7/+2 +5 +5 +9 4 7 6 5 5 5 5 3
    16th +8/+3 +5 +5 +10 5 Blood magic 7 6 6 5 5 5 4
    17th +8/+3 +5 +5 +10 5 As above, so below 7 6 6 6 5 5 4
    18th +9/+4 +6 +6 +11 5 Malocchio nefando 7 6 6 6 6 5 5
    19th +9/+4 +6 +6 +11 5 Familiar spell 7 6 6 6 6 6 5
    20th +10/+5 +6 +6 +12 6 All-seeing evil eye 7 6 6 6 6 6 6
    Class Skills (4 + Int modifier per level, x4 at first level): Bluff, Concentration, Craft, Handle Animal, Heal, Intimidate, Knowledge (local), Knowledge (arcana), Knowledge (nature), Knowledge (religion), Profession, Ride, Sense Motive, Spellcraft

    Class Features
    All of the following are Class Features of the the strega class.

    Weapon and Armor Proficiency
    Streghe are proficient with all simple weapons. They are not proficient with any type of armor or shield. Heavy armor and shields interfere with a strega’s gestures, which can cause her spells with somatic components to fail.

    A strega casts arcane spells which are drawn from the strega spell list. She can cast any spell she has crafted a fetish for, much like a bard or sorcerer can cast any spell she knows without preparing it ahead of time.

    To learn, prepare, or cast a spell, the strega must have an Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a strega’s spell is 10 + the spell level + the stregae's Charisma modifier.

    Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Strega. In addition, she receives bonus spells per day if she has a high Wisdom score.

    Unlike a bard or sorcerer, a strega may know any number of spells. However, each day a strega chooses a small number of these to craft fetishes for. When a strega studies her black book to regain her daily allotment of spells, she crafts fetishes for the specific spells she will be able to use that day. She can cast any spell she has crafted fetishes for at any time, assuming she has not yet used up her spells per day for that spell level. For example, a 3rd-level strega can craft fetishes for four 0-level, two 1st-level, and one 2nd-level spell. She can cast 0-level spells five times, 1st-level spells four times, and her 2nd-level spell two times in the course of the day. She might end up using the same 0-level spell five times, or one 0-level spell two times and another 0-level spell three times, or any combination that adds up to five uses of any of her 0-level spells.

    If a strega knows any metamagic feats, she applies them to her spells when she crafts her fetishes for the day. For example, a strega might choose to craft a fetish for an empowered flame strike by using a 6th-level spell retrieved slot. Any time she uses flame strike during the ensuing day, she must use a 6th-level spell slot to cast it, and it is always empowered. A spirit shaman could use a 4th-level spell slot and a 6th-level spell slot to retrieve flame strike and empowered flame strike if she wanted to have both spells available to her in a day. A strega cannot choose to alter her spells with metamagic feats on the fly, as other spontaneous casters do. Streghe using metamagic feats do not have an increased casting time as sorcerers do.

    A strega's fetishes are a focus for each of her spells and replace any non-costly material component or focus for her spells. If she loses one or it is destroyed, she loses the ability to cast the spell associated with that fetish until she retrieves it or crafts new ones. She must still provide costly material components and foci as normal. After 24 hours, or when she begins crafting new fetishes, they become entirely inert.

    For the purpose of qualifying for feats or prestige classes, streghe count both as preparing spells and as casting spells spontaneously, though modifications to spell preparation such as Alacritous Cogitation have no effect.

    Streghe's casting involves the blending of arcane and divine, and so they do not suffer arcane spell failure from light or medium armor, though this does not extend to heavy armor or shields.

    Table: Strega spell fetishes crafted per day
    Level 0th 1st 2nd 3rd 4th 5th 6th
    1 3 1 — — — — —
    2 3 2 — — — — —
    3 4 2 1 — — — —
    4 4 3 1 — — — —
    5 4 3 1 — — — —
    6 4 4 2 1 — — —
    7 4 4 2 1 — — —
    8 4 4 2 1 — — —
    9 4 4 3 2 1 — —
    10 4 4 3 2 1 — —
    11 4 4 3 2 1 — —
    12 4 4 4 3 2 1 —
    13 4 4 4 3 2 1 —
    14 4 4 4 3 2 1 —
    15 4 4 4 4 3 2 1
    16 4 4 4 4 3 2 1
    17 4 4 4 4 3 2 1
    18 4 4 4 4 4 3 2
    19 4 4 4 4 4 3 2
    20 4 4 4 4 4 3 2

    Black book
    Unlike a spirit shaman, a strega does not receive his daily spell complement from the spirits. Rather, he must seek out and collect new spells much as a wizard does. She cannot create fetishes for any spell not recorded in her black book.

    A strega begins play with a black book containing all 0-level strega spells plus three 1st-level strega spells of the player's choice. For each point of Intelligence bonus the strega has, the black book has an additional 1st-level strega spell. At each new class level, the strega gains two new strega spells for her black book; these can be of any spell level or levels that he can cast (based on his new strega level). At any time, an strega can also add spells found on scrolls containing a strega spell to her black book, but she must make any rolls and spend the time required (see Adding Spells to a Wizard's Spellbook on page 178 of the Player's Handbook). Though they cast arcane spells, the blending of the arcane with faith magic means that, unlike wizards, wu jen, and archivists, streghe can add spells found on either divine or arcane scrolls, or within spellbooks or prayerbooks, so long as she has the spell on her spell list. Regardless of the level of the scroll, the strega learns it at the level it appears on her spell list and it takes up the appropriate number of pages.

    A strega can obtain a familiar in exactly the same manner as a sorcerer can.

    Malocchio (Su)
    Beginning at 2nd level, a strega learns to focus fell energy on her enemies merely by looking at them. As a swift action a number of times per day equal to 3 + her Charisma modifier she can lay a curse on a target that is visible to the strega and within 60 feet. If the target fails a Will save (DC 10 + ½ her level + her Charisma modifier) it takes a -2 penalty to saves for one hour. In addition, at any time during the hour the strega may choose to end the curse and force the target to reroll any one attack roll, damage roll, saving throw, ability check, or skill check and take the worse roll. She may choose to do so after the roll, throw, or check has been made but before she learns the result. Multiple malocchios don't stack, and any foe that successfully resists the effect cannot be affected again by the same strega's malocchio for 24 hours.

    Any effect that removes or dispels a curse eliminates the effect of a strega's malocchio.

    A strega's malocchio interacts with a hexblade's curse in an unusual manner. While the penalties do not stack, a target affected by one automatically fails saving throws against the other.

    Witch's cauldron
    A 3rd-level strega gains Brew Potion and Magical Artisan (brew potion)PGtF as bonus feats. At 7th level a strega learns to brew potions extremely quickly and can brew two potions in the same time and for the same cost that it would normally take to brew one. At 11th level she can brew potions with only one hour of work. Finally, at 15th level she can brew three potions in the same time and for the same cost that it would normally take to brew one.

    Maleficium (Su)
    Witches tap into a source of fell power known as maleficium, which they can use to augment their malocchio, improve their casting, or protect themselves from harm. Starting at 4th level, a streg gains access to a certain number of maleficium points. When she spends these points, they disappear, but return some time later depending on how she spent them.

    Malocchio: By spending maleficium points a strega can add additional effects to her malocchio that the target suffers if it fails its will save; spending points in this way requires no additional action. The number of maleficium points spent varies depending on the additional effect. Maleficium points spent in this way return after one hour or when the target's HP drops below 0.
    Blood curse (1 point): The target takes damage equal to half the strega's Charisma modifier (minimum 1) each round.
    Hindering (1 point): The target suffers a penalty to attack rolls, damage rolls, and skill checks equal to the malocchio's penalty to saves.
    Fear (2 points): The target is frightened for one round and then shaken for the duration of the malocchio. This mind-affecting fear ability does not stack with any other fear effect. (It cannot make the foe worse than frightened and then shaken, though additional fear effects may.)
    Vulnerability (2 points): The target takes a penalty to AC equal to twice the malocchio's penalty to saves.
    Blinding/deafening (3 points): The target is blinded or deafened (as chosen by the strega) for the duration of the malocchio's curse.
    Pain (4 points): One of the target's ability scores (as chosen by the strega) decreases by 8 (minimum 1).
    Madness (4 points): Each round, the target has a 50% chance of being forced to attack the nearest creature with whatever weapon they have available (unarmed, if necessary) to the best of their ability. This is a mind-affecting, compulsion effect.

    Spell power: As a swift action, a strega can spend maleficium points to increase the caster level and DC of the next spell she casts by +1 per maleficium point spent. Maleficium points spent in this way return after the spell's duration ends, or, if the spell has a duration of instantaneous or one round, after a number of rounds equal to the spell's level + 1. Maleficium points cannot be spent to enhance a spell with a duration of permanent.

    Metamagic: As a swift action, a strega can spend maleficium points to apply a metamagic feat she knows to the next spell she casts in the same round without changing the spell's effective level or increasing its casting time. She must spend a number of maleficium points equal to twice the level increase of the metamagic feat. Maleficium points spent in this way return after a number of minutes equal to the spell's level + 1.

    Protection: As an immediate action, a strega can spend a maleficium point to gain a bonus to saves equal to her Charisma bonus for one round. Maleficium points spent in this way return at the end of her next turn.

    Improved familiar
    At 5th-level a strega gains the benefits of Improved Familiar. A good strega may alternatively gain the benefits of Celestial FamiliarBoED while an evil strega may alternatively gain the benefits of Stitched Flesh FamiliarLM. Good streghe do not lose the benefit if they commit an Evil act and evil streghe need not know three necromancy spells to choose a stitched flesh familiar.

    Ritual casting
    Beginning at 6th level, the strega gains the ability to cast a spell in her black book without a fetish by invoking a ritual. Doing so requires the use of two additional foci: first, a focus unique to that spell and strega worth 100 GP Χ the spell's level (i.e. the focus cannot be shared with another strega and works only for a single spell; she can make this focus from raw materials of the same value with an hour's work); and second, her black book. In addition, the casting time is increased to 10 minutes Χ the spell's level.

    This ability comes with several limitations. For the purpose of determining the spell's effects (but not what spells she can cast), including overcoming spell resistance and being dispelled the strega's caster level is reduced to half of normal. The process requires a great deal of mental effort, and the strega is fatigued after casting a spell in this manner, or is exhausted if she is already fatigued. Finally, a strega can use this ability only once per day for every two levels she has.

    Malocchio dannoso (Su)
    At 8th level a strega's malocchio grows in power. The penalty to saves increases to -4 and it additionally cannot be removed by remove curse. Furthermore, if the strega forces the target to reroll an attack roll, saving throw, ability check, or skill check and it still hits or succeeds, the curse remains.

    Familiar spellbond
    Beginning at 12th level, the link between a strega and her familiar becomes much stronger than that of ordinary casters. She is able to share spells or have her familiar deliver touch spells so long as she is within 1 mile of her familiar.

    A 13th-level strega can form a coven with up to three other arcane casters capable of casting 5th-level spells. Forming this coven requires an eight hour ritual and requires rare herbs and magical components worth 2000 GP per member. Once the coven is formed, each member can determine the direction and approximate distance to the others as a move action. They can use sending as a spell-like ability at will targetting one of the other members, and once per day can use scrying as a spell-like ability on the location of one of the members. Finally, each gains a bonus spell known from the spells known of one of the other members. If the spell is on the student's spell list she learns it at the same level as she normally would. If the spell is not on her spell list, she learns it at a level determined by the student's and teacher's classes highest spell level (see Table: Learning coven spells). If the student learns spells by scribing them into a spellbook (such as a wu jen) or black book, she cannot scribe the spell but instead can prepare it without her spellbook or black book. If the member casts spells spontaneously like a sorcerer or bard, they instead merely gain the spell as a bonus spell known. Each time a member of the coven gains access to a new spell level she can choose to exchange this bonus spell known for a different one.

    Warlocks and dragonfire adepts with a caster level of at least 10 can join a coven, though they do not gain the same benefits as a true spellcaster would. They can use sending and scry as a spellcaster, but instead of gaining a bonus spell known they gain the ability to use the other coven members' spells to augment their eldritch blast or breath weapon. As a full-round action, a spellcaster coven member can sacrifice a spell slot (but not a prepared spell) to imbue the warlock's eldritch blast or dragonfire adept's breath wapon with a spell they know of a level up to one lower than the slot they sacrificed. If imbued in a warlock's eldritch blast it must be a spell that targets a creature or creatures; if imbued in a dragonfire adept's breath weapon it must be a spell that targets multiple creatures or affects an area. Once in the next 24 hours, the dragonfire adept or warlock can choose to expend that imubed spell to augment their eldritch blast or breath weapon. Any creature that takes damage from the breath weapon or eldritch blast is also affected by the spell (which has a DC equal to 10 + spell level + the warlock or dragonfire adept's Charisma modifier).

    A warlock or dragonfire adept can only have one spell imbued at a time, but once they expend it can have another imubed.

    New members (up to a maximum total of four) can be added to the coven by performing the same eight hour ritual and using rare herbs and components worth 2000 GP per new member. A member can sever ties with a coven voluntarily at any time merely by willing the relationship to end, and a unanimous vote of the other members can force a member out. If a member of a coven dies, their relationship with the coven is instantly severed and if they are resurrected the link must be reforged.

    While hexblades cannot normally join a coven, they can be employed as defenders. For every two members of the coven, one hexblade capable of using a greater hexblade's curse can be so employed. The hexblade defender also gains the ability to use sending as a spell-like ability at will targetting one of the coven's members and can be contacted by the members in the same way. In addition, a hexblade defender gains a +2 bonus on saves and attack rolls when within 30' of a member of their coven, and if a member of the coven is hit by an enemy's attack, the hexblade defender can immediately use his hexblade's curse on the enemy as a free action without sacrificing one of his daily uses of his curse.

    Table: Learning coven spells
    Student's maximum spell level/teacher's maximum spell level
    Original Spell Level 9th/9th 6th/6th 9th/6th 6th/9th
    1 2 2 2 2
    2 3 3 3 2
    3 4 4 5 3
    4 5 5 7 4
    5 6 6 9 5
    6 7 – – 5
    7 8 – – 6
    8 9 – – 6
    9 – – – –

    Blood magic
    At 16th level a strega can cast any spell on her list, even if she doesn't have it in her black book. Doing so requires a blood sacrifice from herself or another creature, who must have an Intelligence of at least 3 and be either helpless or willing. Using a dagger of masterwork quality, she must draw blood from the victim as a move action, dealing a number of points of Constitution burn equal to half the spell's level plus one. She can then cast the spell as though she had the appropriate fetish prepared. If any of this ability burn is negated in any way, the attempt fails.

    As above, so below
    Beginning at 17th level, a strega gainst the ability to place spells on her enemies from afar so long as she has something linked to them. By spending 2000 GP per spell level to create a focus (such as a poppet) and including an item linked to the target as a material component, the strega can cast any spell that targets a creature or creatures at an increased range. If the strega uses an item that belongs to the target, the range is 50 miles. If the strega uses a scrap of hair, fingernail clippings, or similar body part, the range is 100 miles. If the strega has dried blood from the target, the range is 200 miles. If the strega has fresh blood from the target, the strega can affect the target from anywhere as long as it is on the same plane.

    Malocchio nefando (Su)
    At 18th level a strega's malocchio reaches the height of its power. The penalty to saves increases to -6 and it cannot be removed by remove curse or break enchantment. For the duration of the curse, the target must reroll all attack rolls, damage rolls, saving throws, ability checks, and skill checks and take the worse roll. At any time during the hour the strega may choose to end the curse and cause any one attack roll, damage roll, saving throw, ability check, or skill check made by the target to be treated as the lowest possible roll, though attack rolls and saving throws do not automatically fail as if the target rolled a natural 1.

    Familiar Spell
    A 19th-level strega gains such a strong bond with her familiar that she can share her fetishes, allowing her familiar to cast spells. Each morning she can set aside a number of spell slots whose levels add up to no more than half her caster level for her familiar to use. Her familiar must possess the appropriate fetish and costly material components and foci to cast a spell, but is treated as though it had the Surrogate SpellcastingSS feat and can perform somatic and verbal components through its normal vocalizations and gestures.

    All-seeing evil eye (Su)
    At 20th level a strega gains the abiity to form the power of her malocchio into a deadly aura. Once per day, she can produce an aura of bad luck that lasts a number of rounds equal to twice her Charisma modifier. All enemies within 60' of the strega must make a Will save (DC 10 + ½ her level + her Charisma modifier) or be affected by the strega's malocchio. Succeeding on this saving throw does not make them immune to the strega's malocchio for a day, and if they leave and reenter the area of the aura they must make another Will save or be affected by the malocchio. All invisible creatures in the area are visible (though their invisibility resumes if they leave the area of the aura). The strega immediately recognizes any illusions in the area and as a free action can attempt to dispel any of them with a level check (1d20 + class level) against a DC of 11 + the illusion's caster level. If she fails to dispel it, she cannot attempt to dispel that illusion with her aura for 24 hours. In addition, the strega and any other creatures within the aura's area she designates can concentrate to gain the effect of true seeing, though their true sight extends only within the aura. Finally, she can cast any divination spell she knows without a fetish, using her black book as a focus.

    Spell List
    CaltropsSC, create water, cure minor wounds, daze, detect poison, detect magic, launch boltSC, launch itemSC, mending, message, no lightBoVD, preserve organBoVD, prestidigitation, read magic, resistance, silent portalSC, slash tongueBoVD, stickSC, touch of fatigue, unnerving gazeBoVD

    1st-level Strega Spells
    Alarm, aspect of the wolfSC, beget bogunSC, bestow woundHoH, breath of the jungleSC, buoyant liftingSC, cause fear, chill touch, charm person, cobra's breathCArc, cure light wounds, darkness, deathwatch, deep breathSC, delay diseaseSC, detect animals or plants, detect snares and pits, disguise self, distractSC, doom, ebon eyesSC, endure elements, entropic shield, familiar pocketSC, ghost lightCArc, goodberry, identify, inflict light wounds, irongutsSC, karmic auraCM, luminous gazeSC, mage armor, magic aura, mount, obscuring mist, omen of perilSC, quick potionSC, power word fatigueRotD, ray of clumsinessSC, ray of enfeeblement, scatterspraySC, shillelagh, silent image, shocking grasp, sleep, slow burnSC, sorrowBoVD, speak with animals, spider handBoVD, spirit wormSC, unseen servant, lesser vigorSC

    2nd-level Strega Spells
    Greater alarmSC, apparitionCArc, animate fireSC, animate waterSC, animate woodSC, augury, augment familiarSC, appraising touchSC, balancing lorecallSC, black karma cursePHBII, blacklightSC, blindness/deafness, bothersome babbleCM, cloud wingsSC, countermoonSC, cure moderate wounds, curse of impending bladesSC, curse of ill fortuneSC, dark waySC, daze monster, death knell, delay poison, delusions of grandeurSC, detect thoughts, discern shapechangerSC, dispelling touchPHBII, divine insightSC, dragoneye runeDrM, earthbindSC, earthen graceSC, earth lockSC, ease painBoED, escalating enfeeblementCM, Estanna's stewBoED, swift flySC, healing lorecall, heroism, hideous laughter, increase virulencePHBII, infernal woundSC, inflict moderate wounds, insight of good fortunePHBII, instant searchSC, kelgore's grave mistPHBII, kiss of the toadCArc, know vulnerabilitiesSC, lesser restoration, listening lorecallSC living printsSC, locate object, make whole, malevolent miasmaSC, marked objectSC, mark of the outcastSC, mindless rageSC, minor image, permanent flame, power word sickenRotD, ray of stupiditySC, ray of weaknessSC, rebukeSC, remove paralysis, reveilleSC, scare, see invisibility, shadow spraySC, spymaster's coinCSc, stolen breathSC, summon swarm, spawn screen, spontaneous searchSC, targeting raySC, tongues, torrent of tearsCM, traveler's mountSC, veil of shadowSC, warp wood, wave of griefSC, whispering wind, wood shape, wood woseSC, zone of truth

    3rd-level Strega Spells
    AfflictionBoED, air breathingSC, alter fortunePHBII, anticipate teleportationSC, antidragon auraSC, arcane sight, assay spell resistanceSC, avoid planar effectsSC, bestow curse, blade of pain and fearSC, blindsightSC, chain of eyesSC, circle danceSC, circle of nauseaBoVD, clairaudience/clairvoiance, commune with lesser spiritCArc, cone of dimness, contagion, cure serious wounds, mass cure light wounds, cuse of arrow attractionPHBII, mass curse of impending bladesSC, deeper darkness, diminish plants, dispel magic, dread wordBoVD, elemental eyeCM, enhance familiarSC, entangling staffSC, evil eyeBoVD, fear, finger of agonyCM, fly, fortify familiarSC, gaseous form, glipmse of truthBoVD, ghost lanternCM, haste, inflict serious wounds, mass inflict light wounds, infestation of maggots, karmic backlashCM, know opponentSC, know vulnerabilitiesSC, listening coinSC, major image, greater mage armorSC, mass mage armorSC, meld into stone, mind poisonSC, nauseating breathSC, phantom steed, plant growth, poison, power word deafenRotD, power owrd distractRotD, power word maladroitRotD, power word weakenRotD, prickling tormentCM, puppeteerSC, ray of dizzinessSC, ray of exhaustion, regal processionSC, remove blindness/deafness, remove curse, remove disease, reverse arrowsSC, servant hordeSC, shrink item, sinkSC, skull watchSC, slow, snakebiteSC, snare, speak with dead, spider poisonSC, lesser telepathic bondSC, train animalSC, suggestion, vampiric touch, vigorSC, mass lesser vigorSC, water breathing, weather eyeSC, wrackSC

    4th-level Strega Spells
    Arcane eye, baleful polymorph, blight, greater blindsightSC, blood creepersPHBII, break enchantment, channeled lifetheftCM, charm monster, confusion, mass contagionSC, contagious fogSC, control water, creeping darknessCArc, crushing despair, cryptwarden's graspCM, cure critical wounds, mass cure moderate wounds, damning darknessBoVD, death throesSC, death ward, detect scrying, discern lies, divination, dream, enervation, friend to foePHBII, lesser geas, giant vermin, glowing orbSC, healing spiritPHBII, horrid sicknessCM, identify transgressorBoVD, Imprison possessorBoVD, incite riotPHBII, inflict critical wounds, mass inflict moderate wounds, languorSC, miasma of entropySC, mirror sendingBoVD, miser's envySC, legend lore, insect plague, liquid painBoVD, locate creature, major creation, modify memory, neutralize poison, oath of bloodHoH, overland flight, painCArc, panacea, persistant image, pronouncement of fateHoH, greater rebukeSC, greater resistanceSC, scrying, sending, shadow wellSC, lesser spirit bindingCArc, sword of conscienceBoED, telepathic bond, phantasmal killer, touch of vecnaCM, touch of yearsCM, unluckSC, water to poisonCArc, waves of fatigue

    5th-level Strega Spells
    Analyze dweomer, greater anticipate teleportationSC, aura of terrorSC, awaken, mass charm personRoD, cloak of hateHoH, commune with nature, contact other plane, control winds, mass cure serious wounds, death throesSC, greater dispel magic, doomtideSC, dream castingSC, drownSC, duelwardSC, echo skullSC, endless slumberCM, evil glareSC, eyebite, false gravitySC, false sendingBoVD, false vision, fire strideSC, fleshshiverSC, mass flySC, geas/quest, graymantleSC, greater heroism, harm, heal, imbue familiar with spell abilitySC, imperious glareSC, impotent possessorBoVD, mass inflict serious wounds, interplanar telepathic bondSC, karmic retributionCM, magic jar, mage's faithful hound, miasmaSC, nightmare, opalescent glareSC, owl's insightSC, passwall, power word blind, power word nauseateRotD, programmed image, prying eyes, rain of rosesBoED, ray of entropySC, refusalSC, scry locationCSc, shadow walk, smoky confinementCM, spider plagueSC, spirit bindingCArc, symbol of fear, symbol of pain, thousand needlesBoVD, transmute mud to rock, transmute rock to mud, true seeing, permanency, vigorous circleSC, wail of doomSC, waves of exhaustion, withering palmCArc, zone of revelationSC

    6th-level Strega Spells
    Greater arcane sight, avasculateSC, greater bestow curseSC, blood to waterSC, brain spiderSC, control weather, creeping doomSC, mass cure critical wounds, mass death wardSC, demand, despoilBoVD, discern location, mass drownSC, energy ebbSC, evil glareSC, eye of powerSC, familial geasHoH, find the path, fortunate fateSC, guards and wards, final rebukeSC, hindsightSC, horrid wilting, mass inflict critical wounds, maddening whispersSC, memory rotSC, pact of returnHoH, plaguePHBII, power word stun, greater prying eyes, rain of black tulipsBoED, renewal pactSC, righteous glareBoED, greater spirit bindingCArc, superior resistanceSC, mass restorationSC, retributive enervationCM, greater scrying, soul bind, stun raySC, symbol of stunning, trap the soul, soul bind, steal lifeBoVD, storm of vengeance, were-doomBoVD, withering palmSC

    New feat
    You are exceptionally skilled at cursing your opponents, drawing on two different traditions.
    Prerequisites: Hexblade's curse class feature, maleficium class feature
    Benefits: Your hexblade and strega levels stack for the purpose of determining the number of times per day you can use your hexblade's curse, your access to greater hexblade's curse, dire hexblade's curse, malocchio dannoso, and malocchio nefando, and the save DC of your Hexblade's curse and malocchio. In addition, in a round when an enemy fails a save against your hexblade curse, you can use your malocchio on the same enemy as a standard action.
    Last edited by Jeff the Green; 2016-04-14 at 01:55 AM.
    Author of The Auspician's Handbook and The Tempestarian's Handbook for Spheres of Power.
    Ask me (or the other authors) anything.
    Quote Originally Posted by Lateral View Post
    Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.
    Greenman by Bradakhan/Spring Greenman by Comissar/Autumn Greenman by Sgt. Pepper/Winter Greenman by gurgleflep

  2. - Top - End - #2
    Pixie in the Playground

    Join Date
    Sep 2012
    Aalborg, Denmark

    Default Re: Just... don't ask Big Anthony to be your apprentice: The Strega [PEACH]

    This looks interesting

    I especially like the Coven rules

    I'm a bit worried about the frailty of the class though. It is powerful, but I think it could use a bump in hitdice and/or a few more defensive abilities

    You should by the way look through the Spells section and fix the copy-paste errors
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

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    Titan in the Playground
    Jeff the Green's Avatar

    Join Date
    Feb 2010
    The Great PNW

    Default Re: Just... don't ask Big Anthony to be your apprentice: The Strega [PEACH]

    Quote Originally Posted by Henlein_Kosh View Post
    This looks interesting

    I especially like the Coven rules
    Thanks. It took a while to figure out how to do it, but I think I didn't make it too powerful.

    Quote Originally Posted by Henlein_Kosh View Post
    I'm a bit worried about the frailty of the class though. It is powerful, but I think it could use a bump in hitdice and/or a few more defensive abilities
    Well, it does gain the mage armor and resistance lines. I suppose I could give it some of the defensive illusions, but that's not exactly in its bailiwick. I don't really want to bump its HD, because it's supposed to be a primary caster. I suppose I can try to think of some defense boosts or look for some more defensive spells.

    Quote Originally Posted by Henlein_Kosh View Post
    You should by the way look through the Spells section and fix the copy-paste errors
    I think I got them all, now; it's remarkably difficult to proofread in Notepad. I also fixed a couple other things, mostly (Su) tags and table titles. Thanks for pointing that out.
    Author of The Auspician's Handbook and The Tempestarian's Handbook for Spheres of Power.
    Ask me (or the other authors) anything.
    Quote Originally Posted by Lateral View Post
    Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.
    Greenman by Bradakhan/Spring Greenman by Comissar/Autumn Greenman by Sgt. Pepper/Winter Greenman by gurgleflep

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    Dwarf in the Playground

    Join Date
    Jul 2013

    Default Re: Just... don't ask Big Anthony to be your apprentice: The Strega [PEACH]

    A quick PEACH from a first timer: (transferred from other thread)
    1. The spell mechanic should not talk about wizards.
    2. Given that you've said the malocchio is what unites the strega, shouldn't it come at first level? Maybe you could delay spellcasting one level? I'm not sure if this is unbalancing, but it seems to make more sense flavorfully. On the other hand, I do see that the malocchio is more or less useless without the spells, and you can't put them both there or it is far to dip-friendly... I just feel like the class with flavor text claiming they all have an ability should, well, always have that ability.
    3. Maleficum refers to witches, streg, and strega seemingly interchangeably.
    4. Do malocchio curses go away when the strega dies? If not, the Blood Curse is almost guaranteed to eventually kill the target. Very little can survive 600*(Cha mod/2) damage, especially at that level. It feels like something a strega would use to kill her killler, or just to use on someone in a fight and run away, using it again on someone who comes close enough, then waiting for them to drop dead and repeating.
    5. What happens if a student with a spell level maximum of 6th level tries to learn a coven spell of 6th level from someone whose max level spells are also 6th level? The table claims they would learn it as a 7th level spell, which is clearly impossible. Also, I misunderstood the coven mechanics at first, thinking by "Maximum spell level" you meant "Maximum spell level at this level". You may want to say "Maximum spell level at level 20".
    6. Can the strega summon a lightning bolt with "As Above, So Below"? </obligatory Wise Man's Fear reference> (Ignore that if you didn't get it.)

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