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Seneschal Witch Dedication Feat 2


RareArchetypeClassDedication
Source Pathfinder War of Immortals
Prerequisites seneschal witch

As you work to understand the connection with your missing patron, it's increasingly easy to form bonds with those around you. Raw magical energy spills easily through the connection but, without a patron's control, it sometimes resists your demands for it to form proper spells.

You gain the Witch's Charge feat, but can't choose your familiar or another creature with the minion trait as a charge. When you cast or Sustain manifest will, as long as your charge is within 30 feet, you can choose to center the spell's emanation on your charge instead of yourself.

Whether dead or simply missing, your patron has gone silent, and you can no longer hear its whisper. While other witches might find this silence disquieting and lose hope without direction, you embrace this new challenge. Without a governor, you can now realize the true potential of your magic by tapping into the connection you once shared with your absent patron. You are no longer bound by the your patron's desires; you are free to forge your own path.

Additional Feats: 10th Martyr; 16th Premonition of Clarity; 18th Inviolable

Seneschal1st

Seneschal Witch Dedication Feat 2

Prerequisites seneschal witch


As you work to understand the connection with your missing patron, it's increasingly easy to form bonds with those around you. Raw magical energy spills easily through the connection but, without a patron's control, it sometimes resists your demands for it to form proper spells.

You gain the Witch's Charge feat, but can't choose your familiar or another creature with the minion trait as a charge. When you cast or Sustain manifest will, as long as your charge is within 30 feet, you can choose to center the spell's emanation on your charge instead of yourself.

Whether dead or simply missing, your patron has gone silent, and you can no longer hear its whisper. While other witches might find this silence disquieting and lose hope without direction, you embrace this new challenge. Without a governor, you can now realize the true potential of your magic by tapping into the connection you once shared with your absent patron. You are no longer bound by the your patron's desires; you are free to forge your own path.

Additional Feats: 10th Martyr; 16th Premonition of Clarity; 18th Inviolable

Seneschal1st

Seneschal Witch Dedication Feat 2

Prerequisites seneschal witch


As you work to understand the connection with your missing patron, it's increasingly easy to form bonds with those around you. Raw magical energy spills easily through the connection but, without a patron's control, it sometimes resists your demands for it to form proper spells.

You gain the Witch's Charge feat, but can't choose your familiar or another creature with the minion trait as a charge. When you cast or Sustain manifest will, as long as your charge is within 30 feet, you can choose to center the spell's emanation on your charge instead of yourself.

Whether dead or simply missing, your patron has gone silent, and you can no longer hear its whisper. While other witches might find this silence disquieting and lose hope without direction, you embrace this new challenge. Without a governor, you can now realize the true potential of your magic by tapping into the connection you once shared with your absent patron. You are no longer bound by the your patron's desires; you are free to forge your own path.

Additional Feats: 10th Martyr; 16th Premonition of Clarity; 18th Inviolable

Seneschal1st

Seneschal Witch Dedication Feat 2

Prerequisites seneschal witch


As you work to understand the connection with your missing patron, it's increasingly easy to form bonds with those around you. Raw magical energy spills easily through the connection but, without a patron's control, it sometimes resists your demands for it to form proper spells.

You gain the Witch's Charge feat, but can't choose your familiar or another creature with the minion trait as a charge. When you cast or Sustain manifest will, as long as your charge is within 30 feet, you can choose to center the spell's emanation on your charge instead of yourself.

Whether dead or simply missing, your patron has gone silent, and you can no longer hear its whisper. While other witches might find this silence disquieting and lose hope without direction, you embrace this new challenge. Without a governor, you can now realize the true potential of your magic by tapping into the connection you once shared with your absent patron. You are no longer bound by the your patron's desires; you are free to forge your own path.

Additional Feats: 10th Martyr; 16th Premonition of Clarity; 18th Inviolable

Seneschal1st

Seneschal Witch Dedication Feat 2

Prerequisites seneschal witch


As you work to understand the connection with your missing patron, it's increasingly easy to form bonds with those around you. Raw magical energy spills easily through the connection but, without a patron's control, it sometimes resists your demands for it to form proper spells.

You gain the Witch's Charge feat, but can't choose your familiar or another creature with the minion trait as a charge. When you cast or Sustain manifest will, as long as your charge is within 30 feet, you can choose to center the spell's emanation on your charge instead of yourself.

Seneschal

Source: Pathfinder War of Immortals

Patron's Glamour Feat 4

Source: Pathfinder War of Immortals

Seneschal Spell Feat 4

Source: Pathfinder War of Immortals

Multifaceted Will Feat 6

Source: Pathfinder War of Immortals

Spiritual Secret Feat 6

Source: Pathfinder War of Immortals

Watcher on the Wall Feat 8

Source: Pathfinder War of Immortals

Patron's Whisper Feat 10

Source: Pathfinder War of Immortals

Unstable Patronage Feat 14

Source: Pathfinder War of Immortals

Patron Reborn Feat 20

Source: Pathfinder War of Immortals

Seneschal Witch Focus Spells

Manifest Will Focus 1

Source: Pathfinder War of Immortals

Patron's Glamour Feat 4

Source: Pathfinder War of Immortals

Seneschal Spell Feat 4

Source: Pathfinder War of Immortals

Multifaceted Will Feat 6

Source: Pathfinder War of Immortals

Spiritual Secret Feat 6

Source: Pathfinder War of Immortals

Watcher on the Wall Feat 8

Source: Pathfinder War of Immortals

Patron's Whisper Feat 10

Source: Pathfinder War of Immortals

Unstable Patronage Feat 14

Source: Pathfinder War of Immortals

Patron Reborn Feat 20

Source: Pathfinder War of Immortals

Seneschal Witch Focus Spells

Manifest Will Focus 1

Source: Pathfinder War of Immortals

Patron's Glamour Feat 4

Source: Pathfinder War of Immortals

Seneschal Spell Feat 4

Source: Pathfinder War of Immortals

Multifaceted Will Feat 6

Source: Pathfinder War of Immortals

Spiritual Secret Feat 6

Source: Pathfinder War of Immortals

Watcher on the Wall Feat 8

Source: Pathfinder War of Immortals

Patron's Whisper Feat 10

Source: Pathfinder War of Immortals

Unstable Patronage Feat 14

Source: Pathfinder War of Immortals

Patron Reborn Feat 20

Source: Pathfinder War of Immortals

Seneschal Witch Focus Spells

Manifest Will Focus 1

Source: Pathfinder War of Immortals

Patron's Glamour Feat 4

Source: Pathfinder War of Immortals

Seneschal Spell Feat 4

Source: Pathfinder War of Immortals

Multifaceted Will Feat 6

Source: Pathfinder War of Immortals

Spiritual Secret Feat 6

Source: Pathfinder War of Immortals

Watcher on the Wall Feat 8

Source: Pathfinder War of Immortals

Patron's Whisper Feat 10

Source: Pathfinder War of Immortals

Unstable Patronage Feat 14

Source: Pathfinder War of Immortals

Patron Reborn Feat 20

Source: Pathfinder War of Immortals

Seneschal Witch Focus Spells

Manifest Will Focus 1


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Archetype

This feat belongs to an archetype.

Class

Archetypes with the class trait fundamentally diverge from your class's specialties but still fit within the theme of your class. You can select a class archetype only if your class meets the criteria listed in the archetype's prerequisites. Class archetypes always alter or replace some of a class's static class features in addition to any new feats they offer. It might be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features. The 1st-level ability is presented much like a class feature and includes the class archetype's prerequisites and rules on how it changes your class. If you select this ability, you must take that archetype's dedication feat at 2nd level, and you proceed normally afterward. You can never have more than one class archetype.

Dedication

Each archetype's dedication feat represents your character's dedicated effort learning a new set of abilities, making it impossible to split your focus and pursue another archetype at the same time. Once you take a dedication feat, you can't select a different dedication feat until you complete your dedication by taking two other feats from your current archetype. You can't retrain a dedication feat as long as you have any other feats from that archetype.