The Souls Intertwined talent allows swapping the minds of two creatures within 60 feet if they both fail a Charisma saving throw. While swapped, each uses the other's mental abilities and senses self in the new body. If one dies, its soul can move on or force its way back into its original body with a contested Charisma check. The 6th-Order Metamorphosis talent turns the user's skin to metal, granting resistance to damage, negating critical hits, and allowing three unarmed strikes per turn dealing 2d10+modifier bludgeoning each that can restore 10 hit points at the start of each turn.
The Souls Intertwined talent allows swapping the minds of two creatures within 60 feet if they both fail a Charisma saving throw. While swapped, each uses the other's mental abilities and senses self in the new body. If one dies, its soul can move on or force its way back into its original body with a contested Charisma check. The 6th-Order Metamorphosis talent turns the user's skin to metal, granting resistance to damage, negating critical hits, and allowing three unarmed strikes per turn dealing 2d10+modifier bludgeoning each that can restore 10 hit points at the start of each turn.
The Souls Intertwined talent allows swapping the minds of two creatures within 60 feet if they both fail a Charisma saving throw. While swapped, each uses the other's mental abilities and senses self in the new body. If one dies, its soul can move on or force its way back into its original body with a contested Charisma check. The 6th-Order Metamorphosis talent turns the user's skin to metal, granting resistance to damage, negating critical hits, and allowing three unarmed strikes per turn dealing 2d10+modifier bludgeoning each that can restore 10 hit points at the start of each turn.
Manifestation Time: 1 action Manifestation Time: 1 action Range: 60 feet Range: Self Duration: Concentration, up to 1 hour Duration: Concentration, up to 10 minutes You attempt to swap the minds of two creatures you can Your skin turns into a hard, shiny metal, granting you see within range, each of which must make a Charisma the following benefits for the duration: saving throw. If only one creature fails the saving throw, • You have resistance to bludgeoning, piercing, and that creature takes 6d10 psychic damage. slashing damage. If both saving throws fail, the creatures’ minds • Any critical hit against you becomes a normal hit. are swapped for the duration, so that each creature’s • You can take the Attack action to make up to three memories, knowledge, instincts, and sense of self unarmed strikes. Each strike is a psionic melee weapon are contained in a new body. While their minds are attack that uses your manifestation ability for attack swapped, each creature uses the other’s Intelligence, rolls instead of Strength or Dexterity. On a hit, the Wisdom, and Charisma scores, which could impact target takes bludgeoning damage equal to 2d10 + your other statistics such as a creature’s spell save or power manifestation ability modifier instead of the normal save DCs. For the purpose of supernatural effects that bludgeoning damage for an unarmed strike. identify, locate, or make contact with a creature, the • At the start of your turn, if you have at least 1 hit point, body that holds a creature’s mind is considered to be that you regain 10 hit points. creature while this power is in effect. If one of the affected creatures dies while the other still lives, the dying creature can make a choice as their soul leaves their host body: • The soul can move on to the afterlife, leaving the mind of the other creature targeted by this power permanently in a new body. Only a wish spell or similar magic can allow a creature permanently sealed inside another’s body to return to their original form. • The soul can attempt to force their way back into their original body. Both creatures make a contested Charisma check, rerolling ties. If the dying soul wins the contest, they reclaim their old body and force the other creature’s soul into the afterlife.