Sajan

Fantomas the Elegant Menace's page

34 posts. Alias of JohnnyBlack.


Full Name

Fantomas the Elegant Menace

Race

HP 82/82 | AC22 T14 FF 19 CMD 20 | F+11 R+12 W+14 | Init +9 | Perc +21 Low Light | Speed 30' Fly 40' | Special: Immune to Sleep, +2 vs Enchanting |

Classes/Levels

Status: Veil Pool (Human)

Gender

Male Elf (Disguised as Human) CN Conjurer 5 / Veiled Illusionist 8 |

Size

Medium

Age

150

Special Abilities

Disguised as Human, Overland Flight

Alignment

Chaotic Neutral

Deity

Pharasma

Location

Korvosa

Languages

Common, Elven, Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan, Shoanti, Varisian, Infernal

Occupation

Gentleman Thief

Strength 10
Dexterity 16
Constitution 13
Intelligence 28
Wisdom 13
Charisma 12

About Fantomas the Elegant Menace

Fantomas, the Elegant Menace
Male Conjurer (Teleportation) 5 / Veiled Illusionist 8
CN Medium Humanoid (Elf) {Disguised as Human Check 1d20+33, DC 15+Veil Pool Remaining}
Init +9 {+3 Dex +2 Trait +4 Feat}, Senses Low-Light Vision; Perception +21

Spent Resources
Shift 30' (12/d): 0 Used
Dimensional Steps {5' Increments} (390'/d): Used 0
Veil Pool (17/d): Used 2 {Normally used 2 at the start of the day, Viel Pool and Human Goddess Veil}

Used Gear

Magical Effects
Disguised as Human (8 hours) - Disguise Average 43 (DC 15 + Remaining Veil Pool - and also mundane) {1d20 +15 Skill +2 Kit -2 Race +10 Veil Pool +8 Goddess' Veil; Avg 25 w/o Magic}
Magic Vestment (13 hours) {Armor Use} - +3 Enhancement Armor
Magic Vestment (13 hours) {Shield Use} - +3 Enhancement Shield
Greater Magic Weapon (13 hours) {Dagger} - +3 Enhancement Dagger
Overland Flight (13 hours) - 40' Fly Speed, +6 Fly

Defense
AC 22, Touch 14, Flat-Footed 19 (+1 Armor +3 Enhancement {Spell} +1 Shield +3 Enhancement {Spell} +3 DEX +1 Deflection Ring)
HP 82 (13d6=64 +13 CON +5 Favored Class)
Fort +11 {4 Class +1 CON +5 Resistance Cloak +1 Trait}
Ref +12 {4 Class +3 DEX +5 Resistance Cloak}
Will +14 {8 Class +1 WIS +5 Resistance Cloak}
Conditionals
Immune to magic sleep effects {Race}
+2 vs. Enchantment spells and effects {Race}

Offense
Speed 30 ft. {Race} Fly 40 ft. {Spell} Dimensional Steps
Melee +3 Adamantine Dagger {+3 Enhancement Spell} +9/+4 (1d4+3/19-20)
Ranged +3 Adamantine Dagger (Thrown) {+3 Enhancement Spell} +12/+7 (1d4+3/19-20)
Melee Adamantine Dagger {Normal} +7/+2 (1d4/19-20)
Ranged Adamantine Dagger (Thrown) {Normal} +10/+5 (1d4/19-20)
Ranged Tanglefoot Bag +9/+4
Ranged Thunderstone +9/+4

Statistics
Str 10 0 {10 Rolled}
Dex 16 +3 {13 Rolled +1 Level +2 Elf}
Con 13 +1 {15 Rolled -2 Elf}
Int 28 +9 {18 Rolled +2 Level +2 Elf +6 Headband}
Wis 13 +1 {13 Rolled}
Cha 12 +1 {12 Rolled}
BAB +6 {Class} CMB +6 {+6 BAB +0 STR} CMD 20 {10 +6 BAB +0 STR +4 DEX}
Languages {Race} Common, Elven {Int} Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan, Shoanti, Varisian {Linguistics} Infernal

Alternate Racial Traits
Arcane Focus: +2 racial bonus on concentration checks made to cast arcane spells defensively, replaces weapon familiarity

Traits
Resilient +1 Trait to Fortitude
Warrior of Old +2 Trait to Initiative

Feats
Scribe Scroll {Class} Can Craft Scrolls
Improved Initiative {Level 1} +4 Feat to Initiative
Improved Familiar {Level 3} Psychopomp Nosoi
Persistent Spell {Class Level 5} Creatures who saved against a spell must save again, +2 Levels
Spell Focus (Illusion) {Level 5} +1 to the Difficulty Class for all saving throws against spells from the Illusion school
Spell Focus (Conjuration) {Level 7} +1 to the Difficulty Class for all saving throws against spells from the Conjuration school
Augment Summoning {Level 9} +4 enhancement bonus to Strength and Constitution to summoned creatures
Summon Neutral Monster {Level 11} Gain access to the list of neutral creatures or apply the counterpoised template instead of celestial or fiendish
Spell Penetration {Level 13} +2 bonus on CL checks to overcome spell resistance

Skills104
Ranks 169 {13 x (2 Class +9 INT +2 Background)}
Acrobatics +6 {3 Ranks +3 DEX}
Appraise +18 {6 Ranks +9 INT +3 Class} BACKGROUND
Bluff +15 {8 Ranks +1 CHA +3 Prestige +3 Competence Circlet}
Craft (Untrained) +9 {Untrained +9 INT}
Craft (Alchemy) +13 {1 Rank +9 INT +3 Class} BACKGROUND
Climb 0 {Untrained +0 STR}
Diplomacy +17 {13 Ranks Headband +1 CHA +3 Circlet}
Disable Device +20 {13 Ranks Headband +3 DEX +4 Competence Vest}
Disguise +15 {8 Ranks +1 CHA +3 Prestige +3 Competence Circlet}
- Disguise Kit +17 {+2 Disguise Kit}
- Disguise Self +25 {+10 Spell}
- Goddess’s Veils +33 {+10 Spell +8 Veiled Illusionist}
Escape Artist +9 {Untrained +3 DEX +6 Competence Vest}
Fly +9 {3 Ranks +3 DEX +3 Class}
- Overland Flight +15 {+6 Spell}
Handle Animal +5 {1 Rank +1 CHA +3 Competence Circlet} BACKGROUND
Heal +2 {1 Rank +1 WIS}
Intimidate +10 {6 Ranks +1 CHA +3 Competence Circlet}
Knowledge (Arcana) +18 {6 Ranks +9 INT +3 Class}
Knowledge (Dungeoneering) +18 {6 Ranks +9 INT +3 Class}
Knowledge (Engineering) +13 {1 Rank +9 INT +3 Class} BACKGROUND
Knowledge (Geography) +13 {1 Rank +9 INT +3 Class} BACKGROUND
Knowledge (History) +13 {1 Rank +9 INT +3 Class} BACKGROUND
Knowledge (Local) +18 {6 Ranks +9 INT +3 Class}
Knowledge (Nature) +18 {6 Ranks +9 INT +3 Class}
Knowledge (Nobility) +13 {1 Rank +9 INT +3 Class} BACKGROUND
Knowledge (Planes) +18 {6 Ranks +9 INT +3 Class}
Knowledge (Religion) +18 {6 Ranks +9 INT +3 Class}
Linguistics {Infernal} +13 {1 Rank +9 INT +3 Class} BACKGROUND
Perception +21 {13 Ranks +1 WIS +2 Race +5 Eyes}
Perform (Untrained) +4 {Untrained +1 CHA +3 Competence Circlet}
Profession (Gambler) +10 {6 Ranks +1 WIS +3 Class} BACKGROUND
Ride {Untrained +3 DEX}
Sense Motive +10 {9 Ranks +1 WIS}
Sleight of Hand +10 {7 Ranks +3 DEX} BACKGROUND
Spelllcraft +20 {8 Ranks +9 INT +3 Class}
- Identify magic item +22 {+2 Race}
- Scribe Scroll +22 {+2 Nosoi Improved Familiar}
Stealth +15 {9 Ranks +3 DEX +3 Prestige}
Survival +1 {Untrained +1 WIS}
Swim 0 {Untrained +0 STR}
Use Magic Device +17 {13 Ranks Headband +1 CHA +3 Competence Circlet}

Wizard Class
Level 5
Arcane Bond Familiar
Conjuration School
Summoner’s Charm (Su) Increase the duration by a number of rounds equal to 1/2 your wizard level of conjuration (summoning) spell. This increase is not doubled by Extend Spell.
Dimensional Steps (Sp) Teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
Teleportation Subschool
Shift (Su) Teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Opposition Schools Evocation, Necromancy
Caster Level 13
Concentration +24 {13 Level +9 INT +2 Alternate Racial}
Overcome Spell Resistance +17 {13 Level +2 Racial +2 Feat} Can reroll a caster level check made to bypass spell resistance {Veil Pool}

Veiled Illusionist Prestige Class
Level 8
Veil Pool (Sp) Reserve of magical energy. Number of points equal to her class level + her Intelligence modifier daily
As a swift action can spend 1 point to alter her appearance as per the spell disguise self. This is a glamer with duration class level hours DC to disbelieve 15 + the number of points remaining in pool.
Also can alter her perceived audible (sound) and tactile (touch) properties, and can imitate any voice with which he is familiar
Goddess’s Veils Can expend 1 point from her veil pool to disguise herself as a member of a veil’s race as though using disguise self, even if doing so would exceed the limitations of disguise self, gaining an additional bonus on her Disguise check equal to her class level and an additional power. Assuming a different veil while still under the effects of her disguise self spell-like ability is a free action, and does not expend any additional points from her veil pool.
Human: Each time he gains a level select an illusion spell from the sorcerer/wizard spell list of a level she can cast and add it to his spellbook
Halfling: Can spend 1 point from his veil pool as a free action while casting an illusion spell to disguise her spellcasting. Creatures attempting to identify the spell as it’s being cast must succeed at a Will save (DC 15 + the number of points remaining in the illusionist’s veil pool) or misidentify the spell as a spell of the illusionist’s choice. The illusory spell must be the same level as the true spell, and must be one the illusionist can cast.
Elf: Can spend 1 point from her veil pool as an immediate action to reroll a caster level check made to bypass spell resistance
Gnome: Can spend 1 point from her veil pool to concentrate on a glamer or figment as a swift action, rather than a standard action
Cyclops: Can spend 1 point from her veil pool as a free action to gain the benefits of the spell true seeing until the beginning of her next turn

Prepared Spells
* Arcane School Spell
0 Level 4/day {4 Class} DC 19
Prestidigitation (DC 19)
Read magic
Ghost Sound (DC 20)
Detect Magic
1st Level 7+1/day {4 Class +3 INT +1 Arcane School} DC 20
Charm Person
Grease
Mage Armor
Mage Armor
Obscuring Mist
Silent Image
Silent Image
* Grease
2nd Level 6+1/day {4 Class +2 INT +1 Arcane School} DC 21
Invisibility
Invisibility
Mirror Image
Mirror Image
Resist Energy
Web
* Glitterdust
3th Level 6+1/day {4 Class +2 INT +1 Arcane School} DC 22
Haste
Haste
Haste
Invisibility Sphere
Greater Magic Weapon
Stinking Cloud
* Sleet Storm
4th Level 6+1/day {4 Class +2 INT +1 Arcane School} DC 23
Arcane Eye
Black Tentacles
Black Tentacles
Confusion
Greater Invisibility
* Summon Monster IV
5th Level 5+1/day {3 Class +2 INT +1 Arcane School} DC 24
False Vision
Overland Flight
Summon Monster V
Telepathic Bond
Wall of Stone
* Summon Monster V
6th Level 3+1/day {2 Class +1 INT +1 Arcane School} DC 25
Greater Dispel Magic
Getaway NOT PREPARED
Mass Suggestion NOT PREPARED
Programmed Image
Summon Monster VI
* Summon Monster VI
7th Level 2+1/day {1 Class +1 INT +1 Arcane School} DC 26
Greater Arcane Sight
Mage’s Magnificent Mansion
* Summon Monster VII

Gear
Adamantine Dagger
Masterwork Silver Dagger
Alchemical Glue (2)
Alchemical Glue Accelerant (2)
Alchemist's Kindness (2)
Antiplague (Vial) (2)
Antitoxin (2)
Blinkback Belt
Bookplate of Recall
Chalk (10)
Chalkboard
Circlet of Persuasion
Cloak of Resistance +5
Deodorizing Agent (5)
Disguise Kit (10 Charges)
Dust of Tracelessness (2)
Everburning Torch
Eyes of The Eagle
Gloves of Reconnaissance
Gold Piece (48)
Grooming Kit
Handy Haversack
Haramaki
Headband of Vast Intelligence +6
Iron Rope
Jewelry
Lesser Extend Metamagic Rod (3 Charges)
Lesser Silent Metamagic Rod (3 Charges)
Mithral Buckler
Noble's Outfit
Platinum Piece (37)
Potion of Cure Light Wounds (5)
Potion of Cure Serious Wounds (5)
Potion of Lesser Restoration (2)
Belt Pouch
Ring of Protection +1
Ring of Sustenance
Robe of Infinite Twine
Sandals of Quick Reaction
Scroll of Align Weapon (2)
Scroll of Animate Rope (Arcane)
Scroll of Arcane Eye
Scroll of Arcane Lock
Scroll of Arcane Mark
Scroll of Arcane Sight
Scroll of Blindness/Deafness (Arcane)
Scroll of Clairaudience/Clairvoyance
Scroll of Color Spray
Scroll of Comprehend Languages (Arcane) (2)
Scroll of Darkness (Arcane)
Scroll of Darkvision (2)
Scroll of Daze Monster
Scroll of Death Ward
Scroll of Deep Slumber
Scroll of Detect Chaos
Scroll of Detect Evil
Scroll of Detect Good
Scroll of Detect Law
Scroll of Detect Poison (Arcane)
Scroll of Detect Secret Doors (2)
Scroll of Detect Thoughts
Scroll of Detect Undead (Arcane)
Scroll of Displacement
Scroll of Enlarge Person
Scroll of Enthrall
Scroll of Erase
Scroll of Find Traps (2)
Scroll of Fly
Scroll of Gaseous Form
Scroll of Ghoul Touch
Scroll of Gust of Wind (Arcane)
Scroll of Halt Undead
Scroll of Hide From Undead
Scroll of Hold Portal
Scroll of Hypnotic Pattern
Scroll of Identify
Scroll of Invisibility Purge
Scroll of Invisibility Sphere
Scroll of Jump
Scroll of Knock
Scroll of Levitate
Scroll of Magic Aura
Scroll of Magic Mouth (Arcane)
Scroll of Make Whole (Arcane)
Scroll of Misdirection
Scroll of Nondetection
Scroll of Obscure Object (Arcane)
Scroll of Obscuring Mist (Arcane) (2)
Scroll of Protection From Arrows
Scroll of Protection From Chaos (Arcane) (2)
Scroll of Protection From Evil (Arcane) (2)
Scroll of Protection From Law (Arcane) (2)
Scroll of Pyrotechnics
Scroll of Ray of Enfeeblement
Scroll of Remove Curse (Arcane)
Scroll of Restoration (2)
Scroll of Resurection (2)
Scroll of Scare
Scroll of See Invisibility
Scroll of Sepia Snake Sigil
Scroll of Shatter (Arcane)
Scroll of Shrink Item
Scroll of Sleep
Scroll of Speak With Dead
Scroll of Spectral Hand
Scroll of Spell Immunity
Scroll of Spider Climb
Scroll of Suggestion
Scroll of Summon Monster I (Arcane)
Scroll of Summon Monster II (Arcane)
Scroll of Summon Monster III (Arcane)
Scroll of Summon Swarm
Scroll of Tongues (Arcane) (2)
Scroll of True Strike
Scroll of Ventriloquism
Scroll of Wall of Fire
Scroll of Wall of Ice
Scroll of Water Breathing (Arcane)
Scroll of Web
Signet Ring (2)
Silver Piece (9)
Smokestick (2)
Snapleaf (2)
Spell Component Pouch
Spellbook
Stillgut (2)
Sunrod (2)
Swarmbane Clasp
Tanglefoot Bag (5)
Thunderstone (2)
Tindertwig (10)
Traveler's Any-Tool
Universal Solvent (2)
Vambraces of Defense
Vest of Escape
Wand of Infernal Healing (50 Charges)
Wand of Lesser Restoration (50 Charges)
1,000 GP Emerald
3 100 GP Red Garnet

Description
Age 150 Years; Height 6' 4"; Weight 145 lbs.
All the poor inhabitants of Korvosa knows that on the 31 of Arodus, Saint Alika's birthday, there is also a present for them. For
Fantomas, the elegant menace, gentleman thief, scourge of the rich and benefactor of the poor send them, the most humble of
them all, food, candy, and lots and lots of wine. For everyone, including the poor, deserve a day of celebration, and what day would
be better than Saint Alika's?
But who is Fantomas?
A wizard, always elegantly dressed and with a white mask covering all of his head, excluding the eyes and the ears. Always ready
to rob from the rich and powerful, not only their riches (which he does) but also beauty. Fantomas values art and culture even
more than gold. And when he robs gold, he is always ready to give (part) of it to the poor, and to the needy.
He is not above joining forces with others, for a fee or for a good cause, to take difficult jobs. And his magic has made more than
one of those jobs to succeed when, without his powerful intellect and powerful magic, it would have failed.
1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
- He is a "gentleman thief". Educated, courteous, elegant. Chaotic Neutral, able to kill (but he prefers not to for practicality). Loyal
to his companions, as loyalty is very hard to get.
- But he is clear that he robs from the rich (which have riches to rob), and that if somebody needs help, and he can, he will do it.
Especially the poor (and beautiful ladies, of course).
- The is a follower of Pharasma. He does send food and alcohol to the poor, the people Saint Alika more loved, on her birthday, to
commemorate her.
- He is proud and you would think he is vain. Elegant clothes 24x7. He never takes off his mask. Unless he is disguised, as he is a
master of disguise.
- His biggest asset is his intellect. He plans his "jobs" and makes sure he is able to pull them off with less risk, cost, and the biggest
gain. He would prefer to fail a robbery than to damage an art piece or hurt an innocent (he is not evil).
2) Two goals that you'd like the character to accomplish in-game.
- Get the gold.
Character: Fantomas, the elegant menace
Player: JohnnyBlack
PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker.
Created using PCGen v6.08.00 RC7 on Mar 4, 2020 at 1:05:36 AM
Level:13 (CR:12)
Page 10
- Get the girl.
:D
More seriously...
- To get beautiful art and a lot of gold.
- To help the downtrodden and the unjustly hurt. More than for vanity than for "goodness".
3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player
aren't aware of, in hopes of shocking surprises within the storytelling.
- From the other PCs, and everyone, his real identity. He was a noble scion. He was a student at the Academae once. But now no
one knows who he really is. Because he doesn't know either. He researched a spell to hide his identity, and it backfired, somewhat.
He made everybody forget him... including himself. He somehow remembers what he did of his life, his education, his adventures,
and studies, but he lost all personally identifiable information. He knows he once had a family, but he can't remember them. The
same with his studies, he knows he had tutors, and teachers, and fellow students, but he can't remember them. And vice-versa. He
successfully erased his previous identity, even from himself. But he then became Fantomas, the elegant menace, "full-time" and
moved on. And he is happy, in his own way.
- He doesn't really know he studied in the Academae. And maybe somebody there can recognize him, or maybe there is physical
evidence of him studying there. What will happen if he suddenly realizes who he was previously? How will his spell react?
- Another one... the fifth of his relationships.
4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no
more than two for a set of five.
- He has a group of 4 helpers. Female, very beautiful and loyal to him. He calls them only by the four elements names, Fire, Wind,
Water, and Earth. Each of them of a different race (human, elf, halfling, and half-orc).
- Inspector Gustave Palin, from the Korvosan Guard. He has spent years trying to get Fantomas, but being unable to. But he has
taken his capture the job of his life.
- "The Shoanti". A group of street urchins living on the streets of Korvosa, that loosely work with/for Fantomas as spies, lookouts
and menial helpers.
- Madame Gheorgina. An old varisian woman, leader of "The Shoanti".
- ????. Fantomas sometimes thinks he remembers her. Who is her? His mother? His sister? His best friend? His wife? He only
knows that she was part of his previous life, that he loved her dearly, and that he can't remember her. Why isn't she around
anymore? Did she die? Where is she? Why hasn't she look out for him? She should have been very important, as she is the only
thing (if ever so vaguely) he remembers from his old life.
5) Three key memories that define your character as the person they are at the time of submission.
- Waking up after his spell success, without remembering who he was, but deciding that is a good thing and to move forward with
his life.
- The smile of a group of poor Korvosan citizens after delivering food and wine to them at Saint Alika's, and them inviting him to
join them to celebrate. They were poor, and the street was filthy. But he felt welcomed and accepted. He spent a very good while
with them.
- The one that got away. He could have robbed the picture, but he would have to damage in the process of escaping. He is not
used to failing, and that job was a failure. But the picture is still there, in that noble's mansion, intact and beautiful in all it's glory.
Undamaged. He will go for it some other day, with a better plan.
Rules-wise, he is a human Neutral Chaotic conjurer wizard, the ones usually called "controllers". Buffs, debuffs, area control,
summoning, and utility spells more than blasting. Morally wise he is Han Solo. He will shoot first if he needs to. But he is not above
(or is it below?) helping others.

Familiar
Byron [https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/psychopomp/psychopomp-nosoi/]Nosoi[/url] Psychopomp {Improved Familiar Feat}
Decoy Familiar Archetype
Improved Evasion (Ex) When subjected to an attack that normally allows Reflex ST for half damage, takes no damage if successful and half damage even if fails
Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell), familiar type don't matter
Empathic Link (Su) 1 mile distance, only general emotions can be shared
Deliver Touch Spells (Su) Can deliver touch spells. If the master casts another spell the touch spell dissipates
Speak with Master (Ex) Can communicate verbally as if they were using a common language. Other creatures do not understand the communication
Scry on Familiar (Sp) The master may scry on his familiar once per day
Class Skills Treats Bluff as a class skill {Decoy}
Deceitful as a bonus feat {Decoy}
Mockingbird (Ex) Can speak any of its master’s languages and can mimic its master’s voice and intonation perfectly {Decoy}
Master’s Guise (Sp) Can transform into a perfect likeness of its master, as the Alter Self spell up to 1 minute per CL; must remain in its natural form for an equal amount of time before transforming again {Decoy}
Feats:
Alertness {Nosoi}
Weapon Finesse {Nosoi}
Deceitful +2 bonus on Bluff and Disguise, if 10+ ranks bonus increases to +4 {Decoy}

Byron
Neuter Nosoi Outsider 3 Archetypes Decoy
TN Tiny Outsider (Extraplanar, Psychopomp)
Init +3 Senses Darkvision 60', Low-Light Vision; Perception +21
AC 22 Touch 15 Flat-Footed 19 (+3 Dex, +7 natural, +2 size)
HP 41 (Half of Fantomas')
Fort +5, Ref +7, Will +9
Defensive Abilities Improved Evasion
DR 5/Adamantine
Immunities Death Effects, Disease, Poison
Resistances Cold 10 Electricity 10,
Speed 20' Fly 50' (Good)
Melee Bite +11 (1d3-1)
Space 2.5' by 2.5' (Tiny) Reach 0'
Special Attacks Deliver Touch Spells, Haunting Melody, Spirit Touch
Innate Spell-Like Abilities
Hide from Undead (DC 14, 1/d)
Invisibility (Self Only) (DC 10, at will)
Sound Burst (DC 15, 1/d)
Speak with Dead (DC 10, 3/d)
STR 8, DEX 16, CON 12, INT 12, WIS 12, CHA 16
Base Atk +6; CMB +7; CMD 16
Feats Alertness, Deceitful, Weapon Finesse
Skills Acrobatics +6, Acrobatics (When Jumping) +2, Appraise +7, Bluff +17, Craft (Alchemy) +5, Diplomacy +16, Disable Device +16, Disguise +14, Escape Artist +6, Fly +18, Handle Animal +4, Heal +3, Intimidate +12, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +7, Knowledge (Engineering) +2, Knowledge (Geography) +2, Knowledge (History) +6, Knowledge (Local) +7, Knowledge (Nature) +7, Knowledge (Nobility) +3, Knowledge (Planes) +10, Knowledge (Religion) +7, Linguistics(Infernal) +2, Perception +21, Perform (Sing) +6, Profession (Gambler) +7, Sense Motive +18, Sleight of Hand +10, Spellcraft +12, Stealth +21, Survival +4, Use Magic Device +16
Languages Abyssal, Celestial, Common, Infernal, Empathic Link

Links
https://www.d20pfsrd.com/classes/core-classes/wizard/
https://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/veiled-il lusionist/
https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer -and-wizard
https://www.d20pfsrd.com/classes/core-classes/wizard/familiar
https://www.d20pfsrd.com/classes/core-classes/wizard/familiar/familiar-arch etypes/decoy-familiar-archetype
https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/psychopomp/psy chopomp-nosoi/
https://rpgbot.net/pathfinder/characters/classes/wizard/
https://rpgbot.net/pathfinder/characters/prestigeclasses/veiled_illusionist /
https://rpgbot.net/pathfinder/characters/familiars.html#nosoi-psychopomp
https://docs.google.com/document/d/1xjPIOH8F8a0l74BdDF7Q23nCfZYX68Xr6Jmmtzn Mw4
https://2.bp.blogspot.com/-PXZvqJdC6tw/VK4E9G9-euI/AAAAAAABAow/kCpqpj0K4a0/ s1600/FantomasV%C3%ADctorCruz.jpg