Tumor Witch (Witch Archtype)


Homebrew and House Rules


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Tumor Witch (Witch Archtype)

Tumors brought about by the glare of the tumor witch quickly transform into limbs, helpful nodules or malignant consuming masses.
Abilities marked with an asterisk (*) appear in Ultimate Magic.

Tumor Familiar (Ex) (Optional) At first level, the tumor witch has the option to gain a tumor familiar. This functions as the alchemist discovery, tumor familiar*. The familiar chosen must be one available to witches and must be Tiny or Diminutive. In all other aspects, if chosen, this functions as and replaces the witch’s familiar.

Tumor Hexes: The tumor witch can impart some of her magical power to cause growths to form in allies and enemies alike. The location of the tumor is up to the tumor witch’s discretion but it must be visible and it does not hinder the hexed creature in any way other than noted in the hex’s description. A witch may have no more than 1 such hex tumor created at a time. This increases by 1 at 4th level and every 4 levels thereafter. A tumor witch may dismiss any hex tumors as a move action. Creatures immune to disease or curses are immune to tumor hexes. Whether or not a creature makes a successful save against these hexes, that creature cannot be the target of the hex again for 1 day. (also see When Tumors Attack Sidebar.) At 2nd level, the tumor witch gains the appendage tumor hex. At 10th level, the tumor witch gains the propitious tumor hex as a major hex. At 18th level the tumor witch gains devouring tumor hex as a grand hex. This replaces the hexes normally gained at levels 2, 6, 10, 14 and 18.

Appendage tumor hex (Su): The tumor witch’s glare causes tumors to form on a single creature within 30 ft. The tumors quickly develop into either a set of arms, complete with hands, or legs, complete with feet, as chosen by the tumor witch. These limbs appear identical to the tumor witch’s own limbs and include any natural attacks which she may possess. Once per round, as a move action, the tumor witch can have each appendage tumors attack (see When Tumors Attack Sidebar). Additionally the creature becomes sickened for the duration of the hex. This effect lasts for a number of rounds equal to the tumor witch’s level. A Will save reduces the effect to 1 round. A Fort save prevents the sickened effect. At 6th level the attack bypasses damage reduction as if the creature was hitting itself. At 8th level the limbs are considered one size category larger for damage and bonus to combat maneuvers. At 16th level the limbs are considered 2 size categories larger for damage and bonus to combat maneuvers.

Propitious tumor hex (Su): Eyeballing an ally within 30ft, the tumor witch creates a glowing throbbing lump which grants special abilities. These abilities function as a summoner’s eidolon evolutions except the tumor witch may only choose Climb, Improved Natural Armour, Low-Light Vision*, Resistance, Scent, Swim, and Flight evolutions. When preparing spells, the tumor witch may choose up to 3 evolution points worth of evolutions to be imparted by the tumor. For the prerequisites of these evolutions, treat the tumor witch’s effective summoner level as equal to her tumor witch level – 3. For every 2 levels beyond 10th level, the number of evolution points available increases by 2. At 12th level, Blind Sense and Damage Reduction evolutions are added to the tumor witch’s available evolutions. At 14th level, Fast Healing and No Breath* are similarly added. This effect lasts for a number of rounds equal to the tumor witch’s level. An optional Will save may be made to negate this harmless hex.

Devouring tumor hex (Su): The tumor witch’s glare causes tumors to engulf a single limb or appendage on a single creature within 30 ft. While a limb is engulfed the creature cannot use that limb to attack. Defences which rely on the affected limb also cease to function (for example shields that must be wielded). Each round the hexed creature must make a Fort save or have another limb or appendage engulfed. This effect lasts for a number of rounds equal to the tumor witch’s level. A Will save reduces the effect to 1 round. When the duration ends, the tumors rupture leaving the affected limbs consumed and useless as if they still had the tumors. A regeneration, heal spell or similar effect returns all function to the consumed limb.

Hexes: The following witch hexes complement the tumor witch archetype: Evil Eye, Nails* and Ward.
Major Hexes: The following major hex complements the tumor witch archetype: Waxen Image.
Grand Hexes: The following grand hex complements the tumor witch archetype: Dire Prophecy*.

When Tumors Attack Sidebar
Appendage tumor: The tumor witch can use the tumor limbs to make an attack or attempt a combat maneuver against the hexed creature and only the hexed creature. These attacks do not provoke attacks of opportunity nor do the tumors threaten. These attacks use the tumor witch’s own unarmed attacks (or CMB) modified by any feats or abilities she may possess except her total base attack is replaced by her tumor witch class level. Legs may only attempt a reposition or trip combat maneuver. Arms may only attempt a dirty trick, disarm, grapple or steal combat maneuver. If the arms obtain a weapon, it may be used to attack only the hexed creature using the tumor witch’s proficiencies but still only to attack the hexed creature. A tumor limb is immune to a creature's natural defences that trigger on the creature being struck, such as an oozes slime or barbed devils barbs.
All hex tumors: Slaying the tumor witch immediately ends the duration of all hex tumors. A tumor can be removed with a remove curse, remove disease (with caster level check 10 + tumor witch’s caster level) or as a full round action with a Heal or Strength check with DC of 10 + 1/2 the tumor witch’s level + the tumor witch’s Intelligence modifier. At 10th level the tumors become more tenacious and gain a +4 to both caster level and check DCs. At 18th level the tumors malignancy increases even further and can only be removed by heal, limited wish, wish or similar spells or effects.

Thoughts/Comments/Suggestions are welcome.


Listen very carefully. I will bump this only once. :p


Wow. Gonzo central. I love it conceptually! I'm a little unclear on the "attacking tumors".

@Appendage tumor hex: So this creates limbs identical to the tumor witch's on the victim's body, that can then attack only the victim? Or can they be used to attack adjacent creatures?

I'm not sure I like the duration of appendage tumor (1rd/level) - terrible at low levels, and crazy at high levels. Maybe 3+ an ability modifier (Intelligence?) Will save reduces to one round is cool, and the Fort save to negate sickened is very good.

At 8th level, are the limbs actually bigger, or do they just do a larger size category damage?

@Propitious Tumor: Crazy cool, just not sure how balanced it is. May actually be nerfed with that initial list of allowed evolutions. guven that you can create limbs on your enemies why no extra limb evolutions on your pals? Maybe make Appendage tumor more ally-friendly, unless it already is and I misread it. Also, what about the Extra Evolution feat - does that work with this?

Why the Summoner level -3 for prereqs? Just wondering on a design level. Does it retard progression at low levels in an effort to avoid munchkining?

@Generally this kinda mashes the Alchemist mutation concept and some Summoner mechanics into a Witch, and plenty folks dislike the latter - stealing class abilities wholesale. I don't mind it at all if it works thematically. And this does, in and of itself. Nice work, and hey, people will respond if they want to! If you get pushy, people move away, rather than get closer. Then again, you could always threaten them with a tumor!
Nice work!

Again, same worry about duration as above.


This is interesting.

Some of the hexes seem a little strong, particularly the rounds/level, with 1 round even on a Save. I know Evil Eye does that, but it seems like an outlier, and probably for a reason. Then again, seems reasonable on Devouring Tumor, considering it is the equivalent of a Grand Hex.

It is good to see that they have the 1/day per enemy limitation though (I actually missed that at first, which made them seem a lot stronger, for obvious reasons).

One note is that for the Propitious Tumor Hex, the evolution points granted seem to kick up pretty fast. I imagine it is probably needed to get some of the really high cost evolutions though. It is at least limited to rounds/level and once per day per ally, so maybe it's not too bad.

All in all though, it looks fairly smooth. The concept is certainly neat, and actually seems really thematic for the witch, so nicely done on that :P

Edit: Also, wolves everywhere!


My only problem is:

Quote:
The tumor witch can impart some of her magical power to cause growths to form in allies and enemies alike.
Quote:
Creatures immune to disease or curses are immune to tumor hexes.

Seems like a good way to screw your Monk buddy there, just sayin'. Should probably have a caveat that allies can willingly accept it if they wish since as far as I know Disease Immunity can't be turned off like Spell Resistance can.


Overall I quite like it, but I am a big fan of the tumor familiar already.

I have a few concerns about the mechanics though:

@Tumor Familiar: I am not a big fan of the archetype being free. Mechanically this would be a no-brainer for any witch, as it simply grants their familiar the opportunity to attach and get fast healing 5.
I would suggest removing the first lvl hex (and adding some other benefit, such as increased save vs. disease).

@The tumor hexes in generel:
I think the 'full effect, yet only 1 round' even when succesful save, is very problematic. This makes the hexes stronger than most of the existing hex choices, and might even be better than major hexes.

The Propitius Tumor Hex is very cool. But I think it gets way too powerful at high levels. 13 evo points at lvl 20 is huge. It would lower this significantly.

All in all, I think the power level should be scaled down to fit the standard witch better. Otherwise the flavor is great, and you've got some good ideas on how to make it different from a normal witch.


Oceanshieldwolf wrote:


@Appendage tumor hex: So this creates limbs identical to the tumor witch's on the victim's body, that can then attack only the victim? Or can they be used to attack adjacent creatures?

"...can use the tumor limbs to make an attack or attempt a combat maneuver against the hexed creature and only the hexed creature."

It's the first sentence under the sidebar. Is it too vague?

Oceanshieldwolf wrote:


I'm not sure I like the duration of appendage tumor (1rd/level) - terrible at low levels, and crazy at high levels. Maybe 3+ an ability modifier (Intelligence?) Will save reduces to one round is cool, and the Fort save to negate sickened is very good.
Oceanshieldwolf wrote:


Again, same worry about duration as above.

For both of these, the duration is easily changed, but I would like to playtest a bit before deciding which is better. Maybe 1/2 Witch level + Int mod is a better duration.

Oceanshieldwolf wrote:


At 8th level, are the limbs actually bigger, or do they just do a larger size category damage?

"are considered one size category larger for damage and bonus to combat maneuvers" it could have been written a bit better. But it is meant to increase only damage and combat maneuver size bonuses.

Oceanshieldwolf wrote:


@Propitious Tumor: Crazy cool, just not sure how balanced it is. May actually be nerfed with that initial list of allowed evolutions. guven that you can create limbs on your enemies why no extra limb evolutions on your pals? Maybe make Appendage tumor more ally-friendly, unless it already is and I misread it. Also, what about the Extra Evolution feat - does that work with this?

The list of evolutions are effectively the only evolutions that give passive bonuses and it's quite straight forward how they work.

I considered adding extra limbs to allies (which it currently does not do), but that opens a can of worms in that you have to define things like reach, and AoO's etc etc. Extra Evolution feat requires an eidolon as a prerequisite, so the tumor witch does not qualify.

Oceanshieldwolf wrote:


Why the Summoner level -3 for prereqs? Just wondering on a design level. Does it retard progression at low levels in an effort to avoid munchkining?

It means that a summoners eidolon still gets access to those evolutions faster, so its not like the witch is stealing all the eidolons thunder.

Oceanshieldwolf wrote:


@Generally this kinda mashes the Alchemist mutation concept and some Summoner mechanics into a Witch, and plenty folks dislike the latter - stealing class abilities wholesale. I don't mind it at all if it works thematically. And this does, in and of itself. Nice work, and hey, people will respond if they want to! If you get pushy, people move away, rather than get closer. Then again, you could always threaten them with a tumor!
Nice work!

Thanks :)

Darkwolf117 wrote:


Some of the hexes seem a little strong, particularly the rounds/level, with 1 round even on a Save. I know Evil Eye does that, but it seems like an outlier, and probably for a reason. Then again, seems reasonable on Devouring Tumor, considering it is the equivalent of a Grand Hex.

As mentioned earlier, after a bit of playtesting, the rounds can be adjusted. Int mod + 1 is a good candidate if the tumors prove to be quite strong. On the other hand, there are a limited number of tumors that can be out at any one time and once a creature has been targeted it cannot be targeted again for 24 hours. On the other-other hand, a level 2 tumor witch will have a limb out for maximum of 2 rounds, which actually doesn't seem so bad to me.

Darkwolf117 wrote:


It is good to see that they have the 1/day per enemy limitation though (I actually missed that at first, which made them seem a lot stronger, for obvious reasons).

Yup. Most (offensive) hexes have this limitation.

Darkwolf117 wrote:


One note is that for the Propitious Tumor Hex, the evolution points granted seem to kick up pretty fast. I imagine it is probably needed to get some of the really high cost evolutions though. It is at least limited to rounds/level and once per day per ally, so maybe it's not too bad.

Playtesting will show. Also it is a very limited set of evolutions

Darkwolf117 wrote:


All in all though, it looks fairly smooth. The concept is certainly neat, and actually seems really thematic for the witch, so nicely done on that :P

Thanks. Excellent feedback.

Rynjin wrote:


Seems like a good way to screw your Monk buddy there, just sayin'. Should probably have a caveat that allies can willingly accept it if they wish since as far as I know Disease Immunity can't be turned off like Spell Resistance can.

Updated to allow the helpful tumor to optionally affect those that have the disease and/or curse immunity.

HaraldKlak wrote:


@Tumor Familiar: I am not a big fan of the archetype being free. Mechanically this would be a no-brainer for any witch, as it simply grants their familiar the opportunity to attach and get fast healing 5.
I would suggest removing the first lvl hex (and adding some other benefit, such as increased save vs. disease).

I specifically did not swap out hexes at 1,4 and 8 since most other archtypes swap out those hexes: Archtype compatibility makes for some interesting choices. The tumor familiar is hardly "free". A witch must take the entire package and some might not feel that the hexes fit their character. The only reason the familiar is optional is some people might not want a tumor familiar.

HaraldKlak wrote:


@The tumor hexes in generel:
I think the 'full effect, yet only 1 round' even when succesful save, is very problematic. This makes the hexes stronger than most of the existing hex choices, and might even be better than major hexes.

Truthfully most hexes are really sad mechanically. These hexes are a bit more powerful than others but then they effectively take up 2 hex "slots".

HaraldKlak wrote:


The Propitius Tumor Hex is very cool. But I think it gets way too powerful at high levels. 13 evo points at lvl 20 is huge. It would lower this significantly.

13 evo points is actually very little. you can barely get a decent fast healing (4) and blindsense with 13 points. And that is only at level 20. Hardly breaking the bank. An eidolon gets its 13 evolution points at level 9. For a once per ally per day ability it might be a bit underpowered. I am tempted to increase the duration of this one to 10 minutes per level or give more evolution points.

In summary:
The power level of the propitious tumor might be a bit low, however taken with the tumor familiar they seem to balance out the power level a bit.

The duration of the tumor hexes need to be looked at.


The living document for the Tumor Witch can be found here:

Tumor Witch (Witch Archtype)

This has been updated with some of the above suggestions.

Feel free to make more suggestions, or just leave a comment saying that you are begging you GM to use this archtype.


Minor update: Clarified that the cost to bring back your witches tumor familiar is the normal witch cost.

Has anyone tried playing this yet?

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