Table of Contents

Natia Miscere: Solar Neophyte

A homebrew middle-fantasy/science fiction d20 roleplaying game system based on Pathfinder


Base Stats

Hitpoint per level: 1d10+CON-mod

Aura per TWO levels: 1d4+CHA mod

Skills per level: 4 + INT-mod

Class Skills: Bluff, Diplomacy, Intimidate, Perception, Knowledge (Religion), Sense Motive, Spellcraft, Stealth, Survival, Technology

New Skills maybe added along character progression.

Strong Saves: Fort, Will

BAB Progression: 3/4


Class Features

Crimson Pact (Su):

At level 1, Solar Neophytes gain a crimson inscription that is branded on their back. The inscription grows larger and deepr, spreads to other parts of body as Neophyte levels up. Their abilities can be revoked by the Living Sun any time she wishes.

Firebolt (Su):

At level 1, Solar Neophytes gain ability to fire bolts of flame at enemies as standard action. The Neophyte makes a ranged touch attack, with range of 30 ft. The ability deals 1d4+0.5 CON mod fire/magical damage, and can be used CON mod times a day.

Warmth (Su):

At level 1, Solar Neophytes gains ability of healing by the grace of the fire, which they receive from the Living Sun through the instrument which is the Crimson Pact. As standard action, they can heal themselves for CON mod, CHA mod times a day.

Adaptations (Su):

Starting from level 2 and every level after, Solar Neophyte can pick Adaptations. Adaptations are special abilities which allows the Neophyte to specialize.

Adaptation list can be found here.