SU Gem Fusion on Pathfinder


Homebrew and House Rules


Repost from GitP, which isn't nearly as helpful.

Hey protagonsts!

I'm not a huge fan of Steven universe, but I'm really fascinated by the concept of character fusion. I was hoping we could develop a balanced way to convert it into a D20 system like Pathfinder.

I was thinking Gem Fusion could be either a feat or a prestige class feature. It would require a few ranks in Perform: Dance, perhaps a magical item or gem, and would be more successful if the two characters have similar/identical alignments. The fused character would be controlled by both players, and rolls would have to be made to stay fused or complete tasks that the fused members didn't agree on. (will save to take over, fortitude save to avoid breaking apart etc.)

I'm honestly not sure how fusion could work statwise. I was hoping the experts here could help me, as I'm not a GM myself...yet. What do you think? Is it possible? Would it be fun? Can it be balanced?

An example


Oread Kineticists heavy with teamwork feats, especially interweave composite blast.


captain yesterday wrote:
Oread Kineticists heavy with teamwork feats, especially interweave composite blast.

Oh, does the game already have something like fusion?

I was hoping for something that a character of any class could do.


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For stats, I'd say take the best number for each stat between all the fused characters, and then add a bonus equal to the number of characters in the fusion. They should also retain all the class features for both.

So a Wizard 14 with
Str 10
Dex 14
Con 14
Int 22
Wis 10
Cha 7

And a Fighter 14 with
Str 22
Dex 16
Con 16
Int 7
Wis 12
Cha 10

Will fuse into A Wizard/Fighter 14 with

Str 24
Dex 16
Con 16
Int 24
Wis 14
Cha 12

Since fusions are supposed to be "More than just the sum of their parts."
Also because you're giving up a whole player's worth of actions.


Two characters that really care about each other create a fusion with the best traits of both people. They act in harmony.

This could be done with the Gestalt system and a combination of attributes (something like what Tyinyk outlined).

Two people that don't actually care about each other but are willing to fuse for an increase in power is a little more tricky. Usually this ends up with one character in the "driver's seat" of a strange amalgam-monster.

This is a little harder to simulate in pathfinder. If I was going to do it I would probably convert the character levels of the character who isn't in control into levels of Eidolon (as if the drivers's seat character were a synthesist summoner)

I would also come up with some kind of system where the badly-fued characters have to mentally fight each other. Something like a Confusion effect wold work for this. Just re-write an appropriate table to roll on every round. Sometimes the character will behave as the driver-seat character wants. Sometimes they'll waste an action fighting for control. If they're really unlucky they take damage as their fusion rips them apart. When the Eidolon takes enough damage to reduce it to zero, or they roll the worst result on the chart, they come unfused.


I've attempted this idea before in the Steven Universe universe for a one-shot, the lore was terrible, but the fusion system I also felt could be an excellent addition to Pathfinder, if done right.

I made the two 'fusers' both roll Charisma checks, However, an idea that could work is that not only do you get your Charisma bonus, but a bonus based around how similar the players alignments are, if they are the same (both LG), they get +3, whereas if one player is Lawful Good and the other is Chaotic Evil, they'd get -3, you could probably increase these, but yeah.

Because in the show, the fusion itself is depicted as being a completely new person, whilst being a fusion of two, you could custom make some stats that just work, as the GM, this doesn't necessarily have to be a direct translation of the players weak and strong stats, but as what you think as the GM what that combination would make (complicated perhaps...) so you could say that while Garnet and Amethyst could both have high Charisma, Garnet would have a higher Wisdom whilst Amethyst would have a higher Dexterity.
This allows you to perhaps think about how to fuse that. When they create Sugilite, its a monster basically, knocking Wisdom out the window for pure Strength.

A simpler way to do this (as I'm beginning to think that last paragraph needs a TL;DR) is to make your players choose a stat of their choice that has a stronger presence in the fusion, and a stat that has a weaker/vulnerable presence in the fusion.
Pearl would have a high Intelligence and a low Charisma.
Garnet would have a high Charisma and a low Dexterity.
Their fusion, Sardonyx, would take advantage of Pearl's low Charisma, and would carry over the high intelligence.
To me, that creates someone who is sure of their abilities, and is a bit egotistical.

I apologize if this is long, just rattling of ideas that appear in my head. :P


These are some pretty cool ideas. :D What do you guys think in terms of pre-requisites? Should it require a magical item? A feat? What? And when characters fuse, do they increase a size category, or gain limbs for extra attacks?

I imagine fusion characters would have to have a character sheet worked out ahead of time, since it could get complicated, but it would probably be more fun if the DM worked out those sheets without telling the players so that it could come as a surprise...All we really need is a general idea of how stats and skills would change, and how levels/spells would carry over.

It certainly is a lot to consider, but it could be so cool...


Tyinyk wrote:

For stats, I'd say take the best number for each stat between all the fused characters, and then add a bonus equal to the number of characters in the fusion. They should also retain all the class features for both.

Equal to the number of characters? Hmm...

Or maybe you could take their modifiers and add them? Or average them out, then add something? (Fusion level? a bonus for alignments?)

I feel like if a character has a negative modifier to some stat, that should be taken into account. I'm mainly thinking of Sugilite, who definitely represented the worst of two characters as well as the best of them.

Like, maybe...take two stats, add them, and subtract ten, so you're essentially just adding their modifiers? That could be the base of what you do, plus a bonus for characters who have similar or identical alignments. Although fusions need to be stronger than the sum of their parts, no matter what, so more bonuses would probably be needed...plus maybe adding a size category to whatever their average size category is. Maybe add limbs, too...idk. These character sheets would DEFINITELY need to be worked out ahead of time, but it would probably be more fun if the DM worked them out without showing the players.

Anyways, let's say a str 16 character and a str 18 character make a str 22 character, plus this:

Identical alignment= +2 bonus
Within one step of each other alignment= +1 bonus
Different alignments= + 0
Opposite alignments*= -1

*(only applies to lawful/chaotic and evil/good)

Does that sound ok? Should more bonuses be added? Or some sort of "fusion level"?


I think the personality of a fusion shouldn't be something represented on the statblock, aside from maybe their alignments. Sugilite was a giant angry monster, but that doesn't mean she would have low charisma, for example. It just manifests itself differently than what you would normally expect. Sugilite may have been reckless, but for things like a Will save, she wouldn't budge.


Tyinyk wrote:
I think the personality of a fusion shouldn't be something represented on the statblock, aside from maybe their alignments. Sugilite was a giant angry monster, but that doesn't mean she would have low charisma, for example. It just manifests itself differently than what you would normally expect. Sugilite may have been reckless, but for things like a Will save, she wouldn't budge.

That's fair, but this is an RPG. :/ The numbers need to be there.

Maybe upon creation of a fused character, the players get a few skill ranks, or get to decide on a few saves to give bonuses to? Like a sort of co=operative point-buy?


That seems good, provided the players do it ahead of time. Doing it at the moment will really slow the game down.


So! How does a player go about fusing? A magical item? A feat? At what level can a character fuse with another?


I'd say have it be an intelligent magical item that senses when a fusion is required or not. That way the characters aren't all just fusing every combat, only for ones that warrant it.


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A believe that you could have a "High-Fusion", "Medium Fusion", and "Low Fusion" World.

I could talk about this for a long time, but I'll keep it short.

High Fusion allows for all players to fuse, but makes them only be able to fuse once every 24 hours.

Medium Fusion allows for players with a feat to fuse, akin to a teamwork feat. And once again, they can only fuse once every 24 hours.

Low Fusion allows for players to fuse with an appropriate magic item, allowing them to fuse once per day whilst using the weapon.


Brad Whittingham 241 wrote:

A believe that you could have a "High-Fusion", "Medium Fusion", and "Low Fusion" World.

I could talk about this for a long time, but I'll keep it short.

High Fusion allows for all players to fuse, but makes them only be able to fuse once every 24 hours.

Medium Fusion allows for players with a feat to fuse, akin to a teamwork feat. And once again, they can only fuse once every 24 hours.

Low Fusion allows for players to fuse with an appropriate magic item, allowing them to fuse once per day whilst using the weapon.

Interesting...I think I like the kdea of Medium fusion, and perhaps granting extra fusions per day depending on alignments or some fusion point buy (like an arcane pool).

I feel like a magical item would be closer to SU style, though. :p Or a gem with charges of a fusion spell. Full round action, requires a successful dance roll, and maybe a roll every turn to stay fused?


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LyraDeringer wrote:
I feel like a magical item would be closer to SU style, though. :p Or a gem with charges of a fusion spell. Full round action, requires a successful dance roll, and maybe a roll every turn to stay fused?

I actually feel that a feat is closer to a magical item, since the ability is intrisic to the characters in SU. Having the ability in a item creates new weaknesses : someone stealing the item, or a foe disarming the character. Moreover, it would allow some cheese like a character being able to fuse more than once per day by "borrowing" the weapon of another character.

If you make use of a feat, you could create multiple fusion feat, each feat giving specific bonuses to the fusion. This allow the character to clearly add his own touch to the fusions he is part of.

I agree to the successful dance roll to fuse, but not really to stay fused. Once a round check are often a bother, especially if its a fail-or-nothing check.
One idea could be that the initial dance roll give a certain amount of "fusion points"; each round, the fusion loose one point; some fusion powers costs fusion points; when the point count reaches 0, the fusion stops.
While fusionned, the fusion may do a dance roll as a full-round action to gain fusion points (and thus, keep the fusion longer).
If the members of the fusion disagree on what to do, they must immediatelly make a dance roll, or the fusion stops.

A method like this still requires a roll from time to time to keep the fusion, but doesn't need to be done every round. Moreover, it allow the players to either try to keep the fusion as long as possible by not using their stronger powers, or "nova" the fusion by using all of their fusion points powering strong powers.


What if there's new special ioun stones that let you fuse? Like they have a couple of charges of some low level shape shifting powers, but if you and someone else (even more than two as well) expend all charges of the item, you can both fuse? Maybe these stones would have to be embedded to fuse? They regenerate all charges after a long rest. Err. After a sleep. Like 8 hours. You know.

To fuse, on one of their turns, they use a Standard Action to activate the fusion, and everyone else can do so as an immediate Free Action. This ends the initiating characters turn, and the fusion's initiative is the next character's initiative.

Uhh, fused character adds both stats together when you're looking at an ability score, then subtract 10 for every contributor beyond the first. Assuming both have stats of at least 10. If only one fuser has a stat of at least 10, you just take the higher of them. Then add a bonus of +1 for every fuser that contributed meaningfully to the stat. An 11, though it may cause the modifier to increase, does not count as contributing for the sake of gaining the bonus. 2 characters with 15 STR would become a 22 because 15+15-10=20 and then since both added STR, add 2. A fusion with a character with 14 CHA and 6 CHA would just take the 14 and add 1 for the contribution of the 1, getting 15 CHA. I think that more than makes up for the lack of action economy.

3 characters, 20 STR, 14 STR, and 8 STR would ignore the 8, and have 26 STR. 20+14-10+2. If it were 20, 14, and 12, it would be 29. 20+14+12-10-10 gets 26, then +1 for all 3.

You do not recalculate hit points, but just add them together.

If the players argue too much about what their action would be, or if there's a character conflict between the fusers, they can be forcibly unfused from eachother, losing a turn, being ejected from eachother, rerolling initiative, and being staggered on their next turns. They would both have to roll Will Saves, using their regular Will Saves, and if one of them fails, they unfuse. And they always each have to make their own separate Will Saves when required to do so, though using their combined Will Save. Depending on the effect, if one of them fails, it may cause them to forcibly be unfused. They can willing unfuse as a Swift Action next to eachother. They would just use their regular initiatives from there.

Gear would be chosen from the gear of all participants. Refer to the previously mentioned "Fusion" 3rd party power to fill in any gaps.


Here are some ideas for some feats!

Fusion Beginner (Fusion)

Your body is now capable of fusion. This allows both your body and mind to become one with another.

Benefit: You can fuse with another creature with an intelligence score of 12 or higher. This other creature must have this feat to qualify for fusing.

Fusion Intermediate (Fusion)

Your body is now used to the idea of fusion, and have fusions that are more stable.

Prerequisites" Fusion Beginner, Cha or Int 14
Benefit: You can fuse with another creature with an Intelligence score of 10 or higher. You may also fuse with an additional creature.

Fusion Master (Fusion)

Your body is so used to fusion that it regards its fusions as a different person within their conscious.

Prerequisites" Fusion Intermediate, Cha or Int 16
Benefit: You can fuse with another creature with an Intelligence score of 8 or higher. You may also fuse with a maximum of two other creatures.

Stable Fusion (Fusion)

Your mind and body are used to the disorientating feeling associated with fusion, and are more stable in general.

Prerequisites" Fusion Beginner, Wis 14
Benefit: You gain a +4 bonus to any saves associated with defusing, and are not dazed on their first turn in fusion.

Dominant Fusion (Fusion)

Your mind is a force to be reckoned with, and is more dominant in the fusion.

Prerequisites" Fusion Intermediate, Cha 18
Benefit: When you would fuse, all creatures in the fusion may make a Charisma check, if you succeed, you gain +6 in your preferred stat and gain +4 on checks to keep a fusion together.

Oppressive Fusion (Fusion)

Your mind is so well-tempered with fusion that it can not only fuse, but also be the dominant personality in a fusion, the other creature being only a whisper.

Prerequisites" Fusion Master, Dominant Fusion
Benefit: You may force a fusion to happen if you succeed an opposed Charisma check at a -5 penalty. If you fuse, you must make an opposed Charisma check each turn. If the creature succeeds by 5, it is the dominant personality and can end the fusion as a full-round action.

These are just some templates/ideas for some simple Fusion Feats, let me know what you think!


Brad Whittingham 241 wrote:

Here are some ideas for some feats!

These are some fascinating ideas...but t think needing all these feats might be more trouble than its worth.

I figured a fused character could level up like any other character, and become stronger that way. As for dominating a fusion, maybe there could be extra feats to help, but anyone could try during any fusion with a will-vs-will roll.

I'm also not sure about the minimum requirement of CHA or INT. I just don't think it's necessary as a requirement, and it limits some classes...unless this requirement could be supplemented with items or something...
I'm glad this is generating so much interest!

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