Yet another parasite post.


Homebrew and House Rules


I'm working on building a playable race who, like the goa'uld of stargate have to find a humanoid host in order to adventure.

However, I'm also a bit of a rules lawyer, in the fact that I want to be able to use the Advanced Race Guide to show the point costs for said race as well as having rules for taking hosts.

That being said, there's very few entries in the ARG that can help.
How much should being a parasite cost?
What kind of attack would be taking a host?
How would you create/roll the host's stats so that the parasite doesn't become so uber compared to the rest of the party?

Any ideas?


I would imagine just about every race of person on Golarion would find such a being...icky at best, and a dangerous, alien infestation at worst. Even with top-notch diplomacy, you're liable to face some serious prejudice and potential hostility.

But it's interesting. Does the parasite have the advantage of immortality? Does the host receive any advantages? Is it an amenable relationship, or an adversarial one?

Check out the spell Magic Jar, as well as the Aboleth and Mind Flayers. Consider how magic would affect a parasitized host. Who would the caster target?


Well, the goa'uld are supposed to be powerful, so balancing them against PC characters is probably out of the question, but if you wanted to build them, you should definitely include something like:

  • Advanced Constitution (4 RP): Members of this race receive a +2 racial bonus to Constitution.

  • Fast Healing (6 RP): Members of this race regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end.

  • Healthy (2 RP): Members of this race gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.

  • Immortal Spark (7 RP): Members of this race gain a +2 bonus on Knowledge (history) checks and saving throws against death effects. In addition, they can use lesser age resistance once per day as a spell-like ability.

Now, I'd reckon that these ought to be in addition to the host's racial traits, as per a template. I'd also add something like the following as a racial weakness:

  • Symbiotic Dependency: Creatures serving as goa'uld hosts are dependent upon their parasitic partner. If ever the parasite is removed, they lose all of the benefits of the "goa'uld host" template. Hereafter, they suffer a -4 penalty on Fortitude saves against disease and poison, including magical diseases, due to their weakened immune system. In addition, they lose the ability to heal naturally, meaning that they cannot recover hit points from resting.

You could further write up some rules for immature goa'uld (effectively allowing jaffa player character, since the parasite would be too weak to assert it's will over the host). In this case, the fast healing should probably be be made less potent (1 hit point per hour might do).

Mature goa'uld would be able to take control of their hosts, though (a Will saving throw each day, perhaps, with a cumulative -2 penalty per previous success). They would also be able to use their own mental ability scores (probably quite high).

So, for a PC, the template would be more of a curse than anything, as they would be playing the host, not the parasite. Best case scenario, they have their parasite replaced as it reaches maturity, else they run the risk of being dominated.


Acquiring the Goa'uld Host template: Inserting a goa'uld parasite into a living creature deals 2d4 points of Constitution damage and 1 point of Constitution bleed to the recipient, and at the beginning of its next turn the recipient is reduced to -1 hit points and begins dying. Inserting the parasite requires a successful DC 20 Heal check made as a full-round action, and causes the the parasite to worm its way into the recipient's stomach, halting the Constitution bleed.

Lifted the rules from the description of the "Demon Heart" implant listed at the back of Pathfinder Adventure Path #74: Sword of Valor. Keep in mind that the template's fast healing would quickly bring the host back from the brink of death.


I didn't want to approach it as a host template, as what I really want, is the ability to play as the parasite itself. When your host dies and you make your fort save, you can exit the host and try to find another.

You take your class abilities, skills, and memories with you, while having limited access to the hosts memories (But not abilities or skills)

And yes, they could be the most dangerous enemy, but couple them with a very slow reproduction, and basically being helpless without a host, and I think the RP opportunities would be very cool.


Owly wrote:

I would imagine just about every race of person on Golarion would find such a being...icky at best, and a dangerous, alien infestation at worst. Even with top-notch diplomacy, you're liable to face some serious prejudice and potential hostility.

But it's interesting. Does the parasite have the advantage of immortality? Does the host receive any advantages? Is it an amenable relationship, or an adversarial one?

Check out the spell Magic Jar, as well as the Aboleth and Mind Flayers. Consider how magic would affect a parasitized host. Who would the caster target?

An interesting thought. Maybe being a parasite inside a host would give you a bonus on your saves, since you basically have to affect both the host and the parasite.

To answer your question about the relationship, I would assume that the host is completely submerged and the parasite is in charge. Otherwise, you'd end up basically playing two characters who share a body.


In the Star Trek universe, there is a whole race of symbiotic creatures that consists of two species: one that is born to be hosts to the other.

The "parasitic" species, if you can call them that, can (and often does) outlive the host species, taking many hosts over their lifetimes, generating complicated relationships with those around them as their gender can often change.

So... an example of a situation where the "parasite" is not unwanted, for what it's worth. I throw this out there because it's probably easier to generate a race like this using the ARG, than it would be to generate a true parasitic, invasive species, which is really more the job of the rules in the Bestiaries.


How powerful would you like to build them? They're obviously a monstrous race, but how many race points did you want to spend on 'em? They're obviously going to be a complicated race, in any case (and not to mention the morality involved; the default would probably be that the parasite completely dominates the host, but there would have to be a sub-set of rules for those that choose to have a more symbiotic relationship with their hosts, as per the tok'ra).


Goa'uld:
+2 Intelligence, +2 Wisdom, +2 Charisma: You are supremely cunning.

Size: In your natural form, you are a Tiny creature and gain a +2 size bonus to your AC, a +2 size bonus on attack rolls, a –2 penalty to your CMB and CMD, and a +8 size bonus on Stealth checks. While occupying a host body (see below), you use the host creature's size rather than your own.

Type: You are an Aberration with the aquatic subtype.

Base Speed: In your natural form, you have a base speed of 5 feet on land, as well as a swim speed of 30 feet (you can move in water without making Swim checks, and always treat Swim as a class skill). While occupying a host body (see below), you use the host creature's base speed rather than your own.

Fast Healing: You regain 1 hit point each round. Fast healing is just like natural healing, except that it does not restore hit points lost from starvation, thirst, or suffocation. Fast healing continues to function (even at negative hit points) until you die, at which point the effects of fast healing immediately end.

Healthy: You gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.

Host Body: You do not possess a body of your own. As such, you must establish a parasitic bond with a host creature. While occupying a host body, you use the host creature's physical ability scores (Strength, Dexterity, and Constitution), but retain your own mental ability scores (Intelligence, Wisdom, and Charisma). In addition, you lose the aquatic subtype and gain all of the extraordinary racial traits of your host (including weaknesses).

A host creature's mental ability scores are non-existent while it serves as a host, meaning that you can exercise complete control over its body. While doing so, you cannot be targeted separately from the creature, though you do become susceptible to whatever spells and effects can target a creature of your host's type.

You use your own Hit Dice, as determined by class levels, while occupying a host body.

To qualify to become a host, a creature must be of the humanoid or monstrous humanoid type. You cannot occupy a creature whose size is greater than Medium or whose racial hit dice exceed your character level.

To enter a host body, you must first succeed at a bite attack which deals damage to the target, at which point you may use your grab ability. On the following round, if you have successfully maintained the grapple, you may enter the creature's body and attempt to gain control of it. The creature you're attempting to gain control over receives a Will saving throw (DC = 15 + 1/2 your Hit Dice). If it succeeds the check, the creature may, at the start of its next turn, extract you from the wound as a full-round action, dealing 1d6 point of bleed damage to itself in the process (a DC 15 Heal check or the application of healing magic stops the bleeding).

If you establish control over the creature, you may still be forcefully extracted from its body at any time in the future during which you become pinned or are otherwise made helpless. In this case, extraction functions as detailed above.

You may choose to leave a creature's body as a standard action.

Natural Form: When not occupying a host body, you possess the following racial traits:

  • Bite: You possess a bite attack that deals 1d3 points of piercing damage.

  • Improved Grab: If you hit with a bite attack, you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple, and can do so against targets of up to two size categories larger than yourself.

  • Vulnerable to Harm: Your fast healing ceases to function. In addition, if you are dealt damage by any source, you are immediately reduced to -1 hit points and begin dying.

  • Water Dependent: Your body requires constant submersion in fresh or salt water. If you spend more than one day without fully submerging yourself in water, you risk internal organ failure, painful cracking of the skin, and death within 4d6 hours.

Languages: You begin play speaking Aklo and Common. If you have a high Intelligence score, you can choose from the following: Aboleth, Aquan, Draconic, and Elven. See the Linguistics skill page for more information about these languages.

NEW FEAT

Tok'ra
You have learned to share your host's body with the creature, allowing it more freedom. Together, the both of you experience a more symbiotic relationship.
Prerequisite: Goa'uld.
Benefit: You may release control of your host's body as a standard action, allowing it to reassert its own independent mind. While doing so, the creature may use it's own class abilities and skill modifiers, while continuing to receive all of the benefits of your racial traits (healthy and fast healing). In addition, it may use your hit points total, or its own, whichever is more beneficial to the creature. At any time, as a free action, you may take control again, however the creature's mind is not entirely suppressed while you do so—it remains aware and can communicate with you telepathically (meaning, it can share information with you that it knows, such as can be ascertained with the Knowledge skill).


I think there needs to be a way to expel them if need be. Something like a remove disease spell check. and/or possibly a heal check (surgery)


Oh, definitely. Editted my previous post to include a method for forceful extraction.


Host Body:
The first sentence in the description of the "Host Body" racial trait should be removed; a goa'uld has a body, it's just not adapted for non-aquatic environments. Further, the second sentence, can be re-written as, "You may establish a parasitic bond with a host creature."


Detect Magic wrote:
How powerful would you like to build them? They're obviously a monstrous race, but how many race points did you want to spend on 'em? They're obviously going to be a complicated race, in any case (and not to mention the morality involved; the default would probably be that the parasite completely dominates the host, but there would have to be a sub-set of rules for those that choose to have a more symbiotic relationship with their hosts, as per the tok'ra).

Honestly I'd like to get them down to a playable race. Granted, they might be a CR or two higher than average, but not something to put them out of reach.

Also, I need to figure the rules for building the host... roll their stats when they are possessed?


Detect Magic wrote:
** spoiler omitted **...

Oh my! Well done sir, well done!

Now.. how to make the hosts?

Silver Crusade

Legora wrote:
Detect Magic wrote:
** spoiler omitted **...

Oh my! Well done sir, well done!

Now.. how to make the hosts?

Well there is one way but I'm not really sure how it would work mechanically. If you're familiar with Babylon 5 at all there was an episode about a symbiotic race that was trying to find host bodies so that they could preserve their knowledge. The host had to be willing and compatible so the race recruited the station's homeless and downtrodden so that both would benefit.

The symbiosis was completely beneficial as I recall but it also slightly altered the person's personality with the knowledge and being of the symbiote. The two became one effectively.

I don't remember the name of the episode off hand but it featured Marcus and Doctor Franklin extensively. I think it was season 3, could be wrong though.

If it's on YouTube that one could give you ideas.


Legora wrote:
Oh my! Well done sir, well done!

Thank you much.

Legora wrote:
Now.. how to make the hosts?

Already included in the description of the "Host Body" racial trait:

"To qualify to become a host, a creature must be of the humanoid or monstrous humanoid type. You cannot occupy a creature whose size is greater than Medium or whose racial hit dice exceed your character level."

Thus, using the rules presented, you could play a goa'uld that inhabits a human host (no racial hit dice) or even something more exotic, like a lizardfolk, though you'd have to be at least 2nd level to pull that one off. Just use the physical ability scores possessed by the host creature, as well as their extraordinary racial traits; racial traits relating to culture or upbringing would be lost, however.

For example, if a goa'uld managed to gain control of an elf's body, it would gain elven immunities, keen senses, and low-light vision, but not elven magic or weapon familiarity. It would also count as an elf for any effect related to race, in addition to its normal creature type (aberration). Further, it would use whatever physical ability scores the elf possessed, so assuming an average elf, we'd have something like: Str 13, Dex 13, Con 10 (generated using the standard array). If that particular elf had levels in a player class, such as fighter, it might look something like this, on the other hand: Str 15, Dex 15, Con 12 (generated using the elite array).


Wholey carp! this could get overpowered quick.

the way i see it i say this without reading anything else on here except first post,

you got an aberration race on your hands.

once they attach, using cmb, thats it, racial tendencies are out the window, no more orc ferocity or halfling luck.

THE ONLY THING to survive would be innate abilities, any thing that can't be erased.

I would say you'd have to treat the host body like an intelligent item with an EGO score and every thing.

Leveling with a new host body should be an unlocking of synergy.

other than that I'm too tired to brainstorm more. good luck


Lo&beholder wrote:

Wholey carp! this could get overpowered quick.

the way i see it i say this without reading anything else on here except first post,

you got an aberration race on your hands.

once they attach, using cmb, thats it, racial tendencies are out the window, no more orc ferocity or halfling luck.

THE ONLY THING to survive would be innate abilities, any thing that can't be erased.

I would say you'd have to treat the host body like an intelligent item with an EGO score and every thing.

Leveling with a new host body should be an unlocking of synergy.

other than that I'm too tired to brainstorm more. good luck

I like that idea! Give the host an Ego score so that the Goa'uld can sometimes lose control! Sure isn't canon according to Stargate, but for game concepts I like it!

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