It's a shame it's too late to make class suggestions as this character's ripe for factotum (Du 14-20). More levels of wizard would really be a boon, too. She's already a wizard, so she's a conjuration specialist who took the alternative class feature abrupt jaunt (PH2 70), right? And since you don't care about her being especially effective, taking Mnk1 and beating up a sparring dummy of the master (AE 137) (30,000 gp; 40 lbs.) to get that 10 ft. of movement required for to use skirmish is kind of a thing. Anyway.
Obscure Feats
- The uncategorized feat Hardened Criminal (City of Stormreach 95) grants the creature immunity to attempts to Intimidate it and the ability to take 10 on 1 skill picked when the feat's picked. Note: This feat sprang to mind immediately when you mentioned your character's focus on the Escape Artist skill.
- The fighter, general, and Chult and wild dwarf regional feat Disentangler (Rac 162) grants the creature a +2 bonus to Escape Artist skill checks and a +2 bonus to opposed grapple checks.
- The general feat Daredevil Athlete (CS 76) as an immediate action 3/day grants the creature a +5 competence bonus to a single Balance, Climb, Escape Artist, Jump, Ride, Swim, or Tumble check. I assume the intent is the next one, though. As a competence bonus, it'll stack with the circumstance bonus from masterwork tools but not the competence bonus that often comes from magic items, which is sad.
The aberrant feat Mourning Mutate (Dragon #359 110) as one of its benefits grants the creature a +3 racial bonus to Escape Artist skill checks from being "unusually flexible." It's 1st-level only and can make the creature look scary, awesome, or scary awesome at the DM's discretion. As it counts as the feat Aberration Blood (LoM 178) (which could instead grant the creature +4 racial bonus to Escape Artist skill checks, but the creature then has "slimy skin"--ew), it grants access to...
- The aberrant feat Inhuman Vision (LoM 180) grants the creature darkvision 5 ft. per aberrant feat and a +1 bonus to Spot skill checks per aberrant feat.
- The aberrant feat Scavenging Gullet (LoM 181) grants the creature a +4 racial bonus versus ingested poisons and diseases. More importantly, it grants the creature the ability to "gain nourishment from eating any organic material, despite its freshness or source." For a sensate, this is gold.
- The fighter and general feat Master of Mockery (Dragon #333 88) grants the creature the ability to make a Perform (comedy) skill check as a standard action. The check's target makes a Will saving throw (DC = the Perform (comedy) skill check's result). If the target fails, it's enraged, gaining a +2 bonus to attack rolls versus the creature, taking a -2 penalty to Armor Class, and attaking the creature "whenever able." Talk to the DM about the effect's duration.
- The tactical feat Combat Panache (PH2 93-4) grants the creature use of 3 tactical maneuvers that are wildly subpar or difficult to use but a a lot of fun. Two maneuvers actually require the creature to be hit and take damage before they can be used, and the other requires the creature to hit and inflict damage before it can be used. Nonetheless, they're flashy and fun.
I believe this is the Lock Lurker from several AD&D 2e publications. It was first featured in Forgotten Realms creator Ed Greenwood's regular column, "The Dragon's Bestiary," in Dragon magazine #139 (Nov 1988, pp. 70-71). Next, Greenwood put it in the Forgotten Realms adventure Haunted Halls of Eveningstar (1992), and then the Forgotten Realms Campaign Setting (1993). It was also in Monstrous Compendium Annual Volume I (1994) and lastly in the Priest's Spell Compendium Volume III (2000).1 (Special thanks to @SevenSidedDie for additional research!)
The fullest descriptions, along with pictures, are found in Haunted Halls of Eveningstar, Forgotten Realms Campaign Setting and Monstrous Compendium Annual Volume I.
Reproduction of stats for AD&D 2e is likely copyright infringement, so I won't be posting anything too specific, but ...
It looks like a coin—a cold, hard, coppery or bronze disk (25% are silver or golden). It has two rows of tiny, retractable legs on its underside, surrounding a razor-sharp iris of teeth, and a lightning-fast stinger that can be up to a foot long, but this stinger is usually on the Ethereal Plane, invisible to observers on the Prime Material.
A human handling a lurker often thinks he has picked up a smooth, heavy coin until its sting advises him otherwise. ...
The stinger can attack creatures in the Ethereal Plane and materializes on the Prime Material Plane only when the lurker launches an attack ...
The stinger "is powerful enough to pierce any armor" and contains 40+ uses of venom that can stun, slow and potentially paralyze victims.
A google search should give you any other information you may want.
- The lock lurker is described in the Priest's Spell Compendium Volume III as part of the summon lock lurker spell (p. 617), exclusive to priests of Waukeen, which summons 1d3 lock lurkers for 8 hours that are "typically set to guard treasure, small areas such as the interior of chests, bags or pouches, or the person of the caster."
Best Answer
Actually, there is a creature in the core D&D 3.5 rules with the ability to possess creatures! The ghost, available to player characters with a level adjustment of +5, has an ability called "malevolence" which allows it to possess any creature.
Simply re-skin the ghost as a parasite instead of an undead. Here's how I'd stat up your parasite:
Note: You can gain the possession ability at only level adjustment +4 by taking ghost template levels. This is kind of a cheap trick since the ghost level progressions only give skill bonuses at 5th level.