Fusion
Level: Egoist 4
Duration: Up to 1 minute per level.
Action: Swift action
Range: touch
Two are one together.
You and another willing, corporeal, living creature of the same or smaller size fuse into one being. You lose your body but retain your mind and abilities. As the manifester, you control the actions of the fused being. However, you can give up this control to the other creature each turn before doing any other action for one complete turn. In that case you receive a swift or immediate action you may use in addition to the other creatures actions. Once you give up control, you cannot regain it unless the other creature relinquishes it.
The fused being has your current hit points plus the other creature’s current hit points. The fused being knows all the active abilities of the one current in charge and passive abilities of the creature providing the body. But the egoists archetype abilities, current active buffs, are still active. Bonuses which are the same or those which would not stack normally do not stack. The mental attributes of the one in charge are used, as are the will saves. Physical dependent abilities including fortitude, reflex saves and attack bonuses are used from the other creature.
You decide what equipment is absorbed into the fused being and what equipment remains available for use. These fused items are restored once the power ends.
When the power ends, the fused being separates. The other creature appears in an area adjacent to you that you determine. If separation occurs in a cramped space, the other creature is expelled through the Astral Plane, finally coming to rest materially in the nearest empty space and taking 1d6 points of damage for each 10 feet of solid material passed through.
Damage taken by the fused being is split evenly between you and the other creature when the power ends. You do not leave the fusion with more hit points than you entered it with, unless you were damaged prior to the fusion and the fused being was subsequently healed. In a like manner, the fused being’s remaining power points are split between you and the other creature (you can leave with more points than you entered with, as long as you don’t exceed the maximum power points for your level and ability score). Ability damage and negative levels are also split between you and the other creature. (If an odd number of negative levels or ability score reductions must be split, you decide whether you or the other creature receives the additional loss.)
If a fused being is killed, it separates into its constituent creatures, both of which are also dead. You cannot use fission on a fused being.
Focus: None
Material Component: None