High Aspirant (Prestige Class)
The City of 7 Seraphs

High aspirants pursue immortality and oneness with the multiverse by one of several paths taught by the House of Prominence.

Alignment: Any.

Hit Die: d8.

Requirements: To qualify to become a high aspirant, a character must fulfill all the following criteria.

  • Skills: Knowledge (nature or planes) 5 ranks.
  • Special: Must be a member Rank 2 (Aspirant) of the House of Prominence. Must spend 2d12 weeks time within one of the Loci of Eternity. This class uses elements of the Pathfinder Roleplaying Game: Mythic Adventures rules and GMs should consider this class carefully before allowing it. Some mythic campaigns may find this class inappropriate to characters with mythic paths of their own.

Class Skills: The high aspirant's class skills (and the key ability for each skill) are Acrobatics (Dex), Diplomacy (Cha), Knowledge (nobility) (Int), Knowledge (planes) (Int), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks at Each Level: 4 + Int modifier.

Class Features

Table: The High Aspirant
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +1 aspiration, hard to kill, honed self, surge
2nd +1 +1 +1 +1 aligned class, mythic feat
3rd +2 +1 +1 +2 aligned class
4th +3 +1 +1 +2 aligned class, amazing initiative
5th +3 +2 +2 +3 aligned class, recuperation
6th +4 +2 +2 +3 aligned class, mythic feat
7th +5 +2 +2 +4 aligned class
8th +6 +3 +3 +4 aligned class, immortality
9th +6 +3 +3 +5 aligned class
10th +7 +3 +3 +5 aligned class, mythic feat, mythic saves

Weapon and Armor Proficiencies

The high aspirant doesn't gain proficiency with any weapons or armor.

Hard to Kill

The high aspirant gains the hard to kill feature. If the high aspirant is a mythic character, she instead gains the ability to spend one use of mythic power once per round without using an action to heal 1 hit point per mythic tier while dying.

Hone Self (Ex)

At 1st level and every odd level thereafter, the high aspirant gains a +1 inherent bonus to an ability score of her choice. The increase stacks, but can't be applied to a score with an inherent bonus greater than half her high aspirant level.

Aspiration (Su)

The high aspirant can draw upon a pool of intense determination to achieve great deeds. This pool has a number of uses available each day equal to 3 + the high aspirant's level. A high aspirant can't use aspiration for more than one purpose each round aside from the surge ability. If she has mythic power, instead add her high aspirant level to the number of daily uses of mythic power she has.

Surge (Su)

The high aspirant can call upon the budding power within her to exceed her own limits. As an immediate action after she rolls a d20 but before she learns the outcome of the roll, she can choose to roll a d6 and add it to the total. This can change the outcome. At 7th level, the die increases to a d8. If the high aspirant already has the surge ability, instead increase the die size by one step, to a maximum of d12.

Aligned Class

High aspirants come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the high aspirant must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every high aspirant level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the high aspirant prestige class.

Mythic Feat

At 2nd level, 6th level, and 10th level, the high aspirant gains a mythic feat. For the purposes of this feat, she treats her mythic tier as half her high aspirant level. If she has mythic tiers, add them for this purpose. She can spend aspiration as if it were mythic power for this feat.

Amazing Initiative (Ex)

At 4th level, the high aspirant gains a bonus on initiative checks equal to one-quarter her class level. As a part of rolling initiative, she can expend one use of mythic power to add her surge die to the initiative check result. If the high aspirant has mythic tiers, add half her tier to the bonus.

Recuperation (Su)

At 5th level, the high aspirant is restored to full hit points by 8 hours of rest (so long as she is alive). In addition, by expending half her remaining uses of aspiration (minimum one), she can rest for 1 hour and regain a number of hit points equal to half her full hit points and regain all limited-use class features as if she had rested for 8 hours. This rest doesn't restore any uses of aspiration or mythic power. If the high aspirant already has the recuperation ability, she instead ages at half the normal rate.

Immortality (Ex)

At 8th level, the high aspirant ceases to age and cannot be magically aged. If the high aspirant is a mythic character or has immortality from another source, she instead gains the stalwart ability (whenever she succeeds at a Fortitude or Will saving throw for a partial effect, she instead experiences no effect).

Mythic Saving Throws (Ex)

At 10th level, the high aspirant suffers no effect at all when successful at a saving throw against a spell or ability so long as it wasn't from a mythic source. If the high aspirant already has mythic saving throws, she instead gains the improved stalwart ability (whenever she fails a Fortitude or Will saving throw for a partial effect, she experiences the partial effect anyway).

City of 7 Seraphs by Lost Spheres Publishing
Aegis Aethernaut Echo
Eclipse Nexus Radiant
Shadow Weaver Sphereshaper Theurge
Ceptu Judow Mirrorkin Rhyzala Shadow Fey Veryx
Luminous Organizations
Ashlords Children of Dreams Everlasting Dawn Foreseers House of Prominence Steamstriders
Neutral Organizations
Cocoon Pact Descendants of Thunder
Umbral Organizations
Blackswords Booksealers Church of Coin Frozen Graves Hands of Burden Scarlet Sovereignty
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