My friend and I decided that he will play a tapeworm wizard in my campaign so here is what we made up:
Str: / - a tapeworm cannot move.
Dex: /
Con: +0
Int: +0
Wis: +0
Cha: -4
Size: fine(the body itself is long, but the tapeworm can survive without it except for the head)
AC: 7(+8 size +4 from the host's stomach -5 dex)+Host's ac - shield mod.(my campaign has aimed shots)
A tapeworm gets +4 to fortitude saves.
A tapeworm only gets 1+con modifier to hp each level.
Cause headache, diarrhea, nausea or abdominal pain(to the host) con mod/day fort negates, DC: 10+con modifier
Mage hand 2/day caster level: wis modifier
Telepathy: It is a skill that works with wis. The tapeworm can communicate with anyone within x feet that has a language, where x is the dc of the skill. The tapeworm can always take 10.
The tapeworm can use the host's senses and does not roll it's own listen and spot checks.
Any effect that requires a fort save and affects the host affects the tapeworm as well. A cure disease cast on the host causes the tapeworm to make a fort save or be destroyed.
The tapeworm can not use equipment, but some equipment worn by the host might affect the tapeworm as well.
Effects on the host:
The host receives a -2 penalty to con.
The tapeworm can reproduce just like a real tapeworm, but when a new subject is born, the tapeworm can use that body from then on(if it chooses to do so, the old body is destroyed) If the tapeworm is killed, it is resurrected if it successfully reproduces. If the host is killed, the tapeworm can survive for another 1d4+con mod hours.
Whenever the host is struck normally, there is a 1% chance of hitting the tapeworm as well.
Favored class: Psion
So do you think this is balanced for a level adjustment 0 race :mrgreen:
If you think anything about the race is overpowered, please tell me how would you change it.
Feat: The tapeworm can cast spells as if it was affected by silent spell, still spell and eschew materials with only one level higher spell slots.
Not commenting on the tapeworm idea specifically here, but will point out that Lords of Madness describes a (parasitic) race called the Tsochar who like to infest humanoid hosts (especially magic-users).
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!