Seneschal (Class Archetype)

All archetypes

  • Rare

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

  • witch

Your witch patron has gone mysteriously silent. You still have access to your abilities, and your familiar is still funneling your patron's power to you. As you learn how to tap into that power, you influence your familiar to mold the power by itself, continuing to learn new spells and provide you with other witch class features.

Without your patron watching over your power, you gain more control but also miss important lessons. You must select Seneschal Witch Dedication as your 2nd-level class feat.

Prerequisites: You must be a witch who has lost contact with your patron.

Adjustments: Instead of your patron's lesson, you gain the Manifest Will hex cantrip and your familiar learns one common 1st-rank spell of your choice from your spell list.


Seneschal Witch Dedication Feat 2

  • Rare
  • archetype
  • class
  • dedication

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

  • archetype
  • auditory
  • illusion

Gathering up threads of your old connection, you can temporarily disguise yourself as your missing patron. You gain Illusory Disguise as an innate spell of your patron's tradition, automatically heightened to the rank of your witch cantrips, but you can use it only to disguise yourself as the humanoid representation of your patron. Detection spells of lower rank than this illusory disguise give your patron's information rather than your own.


Source: Pathfinder War of Immortals

Seneschal Spell Feat 4

  • archetype
  • spellshape

Frequency once per hour


You can channel even complex spells through your connection to your charge. If your next action is to Cast a Spell and your charge is within 30 feet, you can have the spell originate from your charge instead. That creature can use their reaction to roughly complete the spell's incantation, which gives the spell the subtle trait for you (but not for them) as the manifestation appears solely around your charge.

Source: Pathfinder War of Immortals

Multifaceted Will Feat 6

  • archetype

Without the firm hand of a patron, your power begins to reflect deeper complexities, sometimes latching onto entirely unexpected sources of magical potency. When you cast or Sustain Manifest Will, you can choose any tradition's manifestation. While the spell is active, you and allies in its area gain a +1 status bonus to saves against spells with that tradition trait.


Source: Pathfinder War of Immortals

Spiritual Secret Feat 6

  • archetype
  • spellshape

Frequency once per hour


You gain deeper insights into your patron's abandoned power, allowing you to draw on that power more directly. If your next action is to cast a witch cantrip or witch spell that deals damage, it deals spirit damage instead of its normal type. It also loses any traits related to its damage, such as the fire or mental trait, and gains the sanctified and spirit traits instead.

Source: Pathfinder War of Immortals

Watcher On The Wall Feat 8

  • archetype

You claim a patron's symbol that you can etch onto any surface. Etch a symbol onto an adjacent surface; you can see and hear what you could from the symbol's location as long as you are on the same plane. This effect lasts until you place another symbol or the surface is destroyed.


Source: Pathfinder War of Immortals

Patron's Whisper Feat 10

  • archetype
  • auditory

You gain the ability to speak to your charge over great distances. You gain Message as an innate cantrip of your former patron's tradition. You can send a message to a creature regardless of range if they have ever been your charge. If you Lie as part of the message, the target receives a –2 circumstance penalty to their Perception DC and to Sense Motive checks to reveal the lie.


Source: Pathfinder War of Immortals

Unstable Patronage Feat 14

  • archetype
  • spellshape

You can act as a magical patron for your charges. When you finish your daily preparations, choose a spell your familiar knows and one of your charges. Once before your next daily preparations, that creature can Cast the Spell as an innate spell; this spell can be of no higher a rank than the highest rank of spells you can cast –2.


Source: Pathfinder War of Immortals

Patron Reborn Feat 20

  • archetype

You have fully realized the ability to serve as a patron.

Your newfound abilities enhance your senses, rolling back the veil of a realm hidden to most mortals where great beings vie for unimaginable influence over vast worlds. You gain darkvision, constant Truesight, and the ability to see into all other transitive planes that overlap the one you are in.

You can be a patron for other witches. Choose a single type of patron you represent, such as The Resentment or Starless Shadow. An allied witch you can observe who has that patron counts as and gains the benefits of your Witch's Charge feat, even if you did not select them as your charge during your daily preparations.

You learn the Wish ritual and can impart that knowledge to your charges. Once per month, when one of your charges performs the wish ritual, you can roll the skill check in their place.


Source: Pathfinder War of Immortals

Seneschal Witch Focus Spells

Manifest Will Focus 1

You unleash energy from the broken connection to your patron. You are Concealed from creatures beyond the edge of the emanation but can't use that concealment to Hide. Any creature that begins its turn in the emanation is affected based on your patron's tradition.

Aura: Manifest Will

  • Arcane Raw energy and magical formulae circulate around you. A creature that begins its turn in the emanation gains weakness 1 to spell damage for 1 round.
  • Divine Divine power crashes in a cycle of life and death. A living or undead creature that begins its turn in the emanation gains 2 temporary Hit Points for 1 round. This effect has the spirit trait.
  • Occult Esoteric symbology etches the air. An allied creature that begins its turn in the emanation has Lesser Cover while inside the emanation, and for 1 round after it leaves.
  • Primal Plants and fungus symbolic of your patron constantly grow and wither in the emanation. A creature that begins its turn in the emanation has a –10-foot status penalty to all its Speeds for 1 round or until it Escapes. This effect has the fungus, plant, and wood traits.

Spell Effect: Manifest Will


Heightened (+1) An arcane manifestation increases its weakness by 1 and a divine manifestation increases its temporary Hit Points by 2.


Seneschal (Class Archetype) Feats