A homebrew middle-fantasy/science fiction d20 roleplaying game system based on Pathfinder
Prerequisites: CON 13
Solar Neophyte gains +2 HP per hit die.
Draining their own health, Solar Neophyte fires a ray, dealing Firebolt damage to all targets in a line, with a range of 50 ft as standard action. Solar Neophyte drains level x 2 hp per round maintaining this.
Solar Neophyte can fire multiple Firebolt, upto 1+CHA mod bolts as FRA.
Prerequisites: CHA 13
Solar Neophyte uses their life force to fuel a shield. As FRA, they lose their mobility, and converts 50% of the current health + their current aura as an aura field with radius of 15 ft. Any damage that targets allies within the field, the aura field takes instead.
Maintaing Ember Shield is FRA action. If the shield breaks, Solar Neophyte is staggered for 1d3 rounds.
Prerequisites: CHA 13
Warmth can now heal others within touch range.
Prerequisites: CON 15
Solar Neophyte gains ability to raise their arm temperature to deadly degree, making their arms molten as swift action. They take level x 2 damage per round this is active, but gains 1d6+CON mod fire/physical slam attack.
Prerequisites: Level 4, CHA 15
As swift action, Solar Neophyte can transform into either: dove, rook, raven or hawk shaped fire elemental of small size and fly to any position within 60 ft. When they reach the destination, they shift back to their original form as free action.
This ability can be used CHA mod times a day.