Puppeteer

Species Traits
Combined Challenge Rating: The Challenge Rating of a puppeteer with a host is equal to the host's Challenge Rating +1.
Glide (Sp): A puppeteer can glide through the air at a speed of 20 feet for up to 16 minutes at a time, with poor maneuverability. The puppeteer cannot manifest psionic powers while gliding.
Psionics (Sp): 3/day-brain lock, lesser domination. These abilities are as the psionic powers of an 8th-level manifester.
Thrall (Sp): If a puppeteer successfully uses lesser domination on its host seven times, the final effect is permanent, bonding the host to the puppeteer. The thralled host will carry out the orders of the puppeteer, including self-destructive orders. Actions against the host's original nature allow the host a Will save (DC 22) to resist, with a -10 penalty on the roll. A successful save negates that particular action (or future occurrences of that action), but the host remains the puppeteer's thrall.
Shared Host (Ex): When multiple puppeteers prey on a single host, the blood drain can be too great for the host to bear. The extensive blood drain deals 1 point of temporary Constitution damage per day, and a host reduced to 0 Constitution in this fashion dies. The minimum number of puppeteers needed to cause temporary Constitution damage depends on the host's size: Diminutive 2, Tiny 4, Small 12, Medium-size 20, Large 30, Gargantuan 50, Colossal 90.
Blindsight (Ex): A puppeteer can ascertain creatures by nonvisual means within 60 feet. The puppeteer confers blindsight upon its host.
Host Protection (Ex): An attached puppeteer uses its host's base saving throw bo-nuses if they're better than its own. Effects that target vermin can't affect a puppeteer riding a hu-manoid host.
Immunities: Puppeteers are immune to mind-influencing ef-fects. This ability is conferred upon the puppeteer's host as well.
Resistance to Massive Damage (Ex): Puppeteers gain a +5 species bonus on Fortitude saves to negate the effects of massive damage. This ability is conferred upon the puppeteer's host as well.
Shared Skills: The puppeteer retains its skills when it takes a host. The host gains a +4 bonus on Listen and Spot checks.
Puppeteer: CR 1; Fine vermin; HD 1/16 d8-1; hp 1; Mas 9; Init +4; Spd 5 ft., fly 20 ft. (poor); De-fense 22, touch 22, flat-footed 18 (+8 size, +4 Dex); BAB +0; Grap -13; Atk +3 melee (1, bite); Full Atk +3 melee (1, bite); FS 6 in. by 6 in.; Reach 0 ft.; SQ glide, psionics, thrall, shared host, blindsight 60 ft., host protection, immune to mind-influencing effects, re-sistance to massive damage; AL evil; SV Fort +1, Ref +4, Will +3; AP 0; Rep +0; Str 1, Dex 19, Con 9, Int - (or as host), Wis 16, Cha 14.
Skills: Hide +20, Listen +7, Spot +7.
Feats: None.
Advancement: None.
Puppeteer Host (Human Charismatic Ordinary 5): CR 5; Medium-size humanoid; HD 5d6; hp 19; Mas 10; Init +0; Spd 30 ft.; Defense 13, touch 13, flat-footed 12 (+1 Dex, +2 class); BAB +2; Grap +1; Atk +1 melee (1d3 electricity plus paralysis, stun gun); Full Atk +1 melee (1d3 electricity plus paralysis, stun gun), or +3 ranged (2d6, Beretta 92F); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ blindsight 60 ft., immune to mind-influencing ef-fects, re-sis-tance to massive dam-age; AL puppeteer; SV Fort +3*, Ref +4*, Will +0*; AP 0; Rep +3; Str 8, Dex 12, Con 10, Int 11, Wis 9, Cha 14.
*While attached to its host, the puppeteer's saving throw bonuses are as follows: Fort +2, Ref +7, Will +4.
Occupation: White collar (bonus class Skills: Computer Use and Knowledge [business]).
Skills: Bluff +10, Computer Use +4, Diplomacy +12, Disguise +6, Gather Information +12, Intimidate +10, Knowledge (business) +8, Knowledge (current events) +8, Listen +3**, Read/_Write English (or other language), Speak English (or other language), Spot +3**.
**Skill bonus conferred by puppeteer.
Feats: Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Trust-worthy.
Possessions: Business clothes, cell phone, PDA, briefcase, stun gun, Beretta 92F (9mm autoloader)+, 15 rounds of 9mm ammunition+, firearms license+, wallet with ID and credit cards, BMW M3 sports coupe with car alarm, car alarm keychain.
+These items are stored in the BMW's glove compartment.