Damned demons are ruining this town!

Quote Originally Posted by The Black Eye
The Black Eye

Spoiler: abilities

elite array:

str 8
dex 10
con 12 (increase at 4 and 8 here)
int 14
wis 13
cha 15 (increase at subsequent levels here)

Spoiler: level breakdown

CE Killoren warlock 5/sor 1/mindbender 1/earth dreamer 5/eldrich theurge 8

Spoiler: backstory

Spoiler: Spring

Everything went to hell after they hanged old man Flanagan.

It’d been years since the sheriff in town had investigated a murder, much less one like this.

When Flanagan’d been taken away, the crowd gathered around him chanted “why?” in between hurling rocks and bottles at him.

All he could say was he didn’t know.

The frightening thing was the sheriff believed him.

He hadn’t said a word to anyone once they put him in the jailhouse. Just tossed and turned, muttering to the wall, as though there were something in it.

The sheriff marched him out to the gallows early the next morning. As was customary, Flanagan got to speak his last words.

“I was bewitched by the devil. If he comes for you, don’t listen. No matter what he says, just don’t listen.”

The sheriff gave a nod and the executioner dropped Flanagan. Clean break. No sense in him suffering. It wouldn’t bring his daughter back.

The crowd dispersed soon enough, the excitement abated. It chilled him, the way some people got so excited for a hanging. Wasn’t natural.

The sheriff wasn’t a pious man, but he had known Flanagan long enough to know the man was no killer. There had to be something more at work here.

He’d never wished to be wrong so strongly.

Spoiler: Summer

It wasn’t long before strange happenings started around town. Flanagan’s daughter soon wasn’t the only one missing, though the others hadn’t turned up dead yet.

It wasn’t a large place, so it wasn’t as though there were many places for the children to hide, and there wasn’t a road leading through the town, so a stranger riding through in the night and then out again just as quickly was, to say the least, unlikely.

The sheriff kept his suspicions to himself, not wanting to panic the people, but they came to the same conclusion on their own soon enough.

Wherever they were hiding, it had to be in town.

As ugly as it was to consider, the sheriff had to start knocking on doors, asking people if he could have a look around in their wells and barns and tool sheds. He got no complaints, but couldn’t ignore the slow corrosion of the relationship between himself and the townspeople. No one met his eye when he went to the baker for bread.

When he would say good morning, he’d get a nod in return, but soon, no one spoke to him unless it was on official business.

Business was what called him to Padraig’s home the next morning. He’d been run through with a pitchfork. There’d been an argument between him and his friends over their weekly card game. One of them had accused him of being the stealer of the town’s children. He hadn’t taken it well.

By the time the sheriff got there, it was too late. He talked to the people there and arrested Padraig’s brother. He didn’t put up a fight, only saying he didn’t know what’d come over him. The sheriff had an unpleasant feeling he did.

While he was putting the irons on Seamus’s hands, he saw something in the corner of his eye. It was round and black and lying perfectly still on the mantel. It rolled, not along the slope of the wood, but against it.

The sheriff turned his head back to his work and finished locking up the prisoner. He waited to hear the object drop, but it never did. He glanced back and it was gone. Someone had probably picked it up. Either way, he had more important things to take care of.

Spoiler: Autumn

Seamus didn’t say much once he was in his cell back at the jail.

No matter how many questions the sheriff asked him, he couldn’t tell him why he’d killed his brother. Unlike Flanagan, he had no devil to blame, just a rage that he’d said overtook him.

The sheriff kept an eye on him the whole time, already dreading the next time he would be called out for the next horror.

Something caught the light in the cell’s small window. It looked just like the thing he’d seen back at Padraig’s house.

He shouted at Seamus to catch it, and he did, holding the glassy ball in his fist. It squirmed in his grasp, legs as fine as strands of hair wriggling around his fingers.

“What in heaven’s name is that?” Seamus said, as if the sheriff would know.

“Hold onto it. It’s all we’ve got,” the sheriff said.

He moved forward to unlock the cell and get a closer look at the thing. Seamus backed up to let him in. It wasn’t his first time in the cell.

The sheriff had scarcely touched key to lock when something else appeared in the cell.

It drifted out of the wall as though it were thin air and hovered behind Seamus. Before the sheriff could speak a word of warning, it grabbed his head in its hands, green as moss, and broke his neck like a rotten twig.

Seamus slumped to the floor and the thing in his hand crawled up the creature’s leg, scampering up its body to its face, popping itself wetly into a ragged hole there.

It was an eye.

The thing before him turned its antlered head and floated through the wall out the cell.

The sheriff threw the door open and chased after it, but his hand closed on empty air. He looked out the window. It couldn’t have gotten far. But he saw nothing.

Without even the eye to show for it, he couldn’t tell the town these crimes were the work of the fair folk. They were just things from children’s stories.

He put his head in his hands and tried to remember how they ended.

Spoiler: Winter

No one in town slept anymore.

Or it seemed like it. Every house’s fire burned through the night. People went everywhere in twos and threes.

No one even called the sheriff on official business anymore. Not since they’d heard Seamus hanged himself in his cell. They all knew him well enough to know he’d never do such a thing. The sheriff couldn’t argue with them.

The sheriff saw the eye everywhere now. It was mocking him. When he’d be ready to close his fingers around it, it would vanish, or when he would squelch it beneath his boot, it would turn to smoke.

He hoped it hurt.

The seasons were beginning to turn, and the sheriff had to begin weatherproofing the jail, putting boards on the windows to block out the storms. He did so alone, since he knew the time when he could’ve asked his neighbors for help had long since passed.

In between the howling of the wind, he heard something that sounded like crying.

It wasn’t the first time the thing had toyed with his mind. He’d often heard things that weren’t there, seen things move on their own. Eventually he’d grown to ignore it. This was different. It had weight behind it. He pried up the board he’d just nailed down and saw Seamus’s daughter within the jail.

He called out to her to stay put and rushed inside.

She wasn’t alone. The other missing children, some too young to stand on their own, were huddled together in the freezing cell.

He stepped inside and saw the thing in the corner. Its jaws were open wide, the last child sliding out of its mouth like a gaping serpent. As soon as the girl’s feet touched the floor, the sheriff drew his gun and fired. The bullet was of iron and cut through whatever blasphemous magic the thing had around it.

The bullet entered through its empty eye hole and snapped back its head. It spilled no blood.

It staggered backwards and slid into the wall for the last time. The sheriff grasped for its wrist, trying to haul the thing out to prove to the town what was behind it all, but was too late. He hammered his fist on the stone and spat out a curse, not caring whose company he was in.

The children fled at he noise of the gunshot. Seamus’s little one took up an iron cup and pan and banged them together as she ran out into the night.

“Help! The sheriff’s got me! He’s trying to kill me!” she yelled.

The sheriff saw doors open through the town at the racket. It wouldn’t be long before someone let her in.

He’d had to lie to the town about Seamus. There was no sense instilling fear when there was nothing to be done about it. This was no different. No one had been by in months. They could believe he’d been imprisoning he children here. He found his hand reaching for his gun but stopped himself before he could raise it and take aim at the child.

He wouldn’t give in to the devil’s whispers. He knew what had to be done.

They found him there in the cell, a hole in his head. No one asked any questions and hoped this would be the end of it.

It was.

Spoiler: build table

Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
1st Warlock 1 +0 +0 +0 +2 diplo 2 (1), intimidate 4, k:nature 4, sm 4, spellcraft 2 education Eldritch blast 1d6, invocation (least)
2nd Warlock 2 +1 +0 +0 +3 spellcraft 3 (5), UMD 1 Detect magic
3rd Warlock 3 +2 +1 +1 +3 diplo 2 (3), spellcraft 1 (6), UMD 1 (2) darkstalker Damage reduction 1/cold iron, eldritch blast 2d6
4th Warlock 4 +3 +1 +1 +4 k:nature 1 (5), UMD 3 (5) Deceive item
5th Warlock 5 +3 +1 +1 +4 diplo 2 (4), UMD 2 (7) Eldritch blast 3d6
6th Sorcerer 1 +3 +1 +1 +6 bluff 4 earth sense Metamagic specialist
7th Mindbender 1 +3 +3 +1 +8 spellcraft 4 (10) Telepathy
8th Earth Dreamer 1 +3 +5 +1 +10 k:arcana 2, k:planes 2 Earth friend
9th Earth Dreamer 2 +4 +6 +1 +11 k:arcana 2 (4), k:planes 2 (4) mindsight Earth dream
10th Earth Dreamer 3 +4 +6 +2 +11 k:arcana 2 (6), k:planes 2 (6) Lesser tremorsense
11th Earth Dreamer 4 +5 +7 +2 +12 k:arcana 2 (8), k:planes 2 (8) Earth sight, eldritch blast 4d6
12th Earth Dreamer 5 +5 +7 +2 +12 hide 4 martial study (shadow jaunt) Earth glide
13th Eldritch Theurge 1 +5 +7 +2 +14 UMD 4 (11) DR 1/cold iron
14th Eldritch Theurge 2 +6/+1 +7 +2 +15 UMD 4 (15) Fiendish resilience 1, eldritch blast 5d6
15th Eldritch Theurge 3 +7/+2 +8 +3 +15 hide 1 (5), UMD 3 (18) invisible spell Spellblast
16th Eldritch Theurge 4 +8/+3 +8 +3 +16 hide 3 (8), UMD 1 (19) DR 2/cold iron
17th Eldritch Theurge 5 +9/+4 +8 +3 +16 hide 3 (11), UMD 1 (20) Eldritch spellweave, eldritch blast 6d6
18th Eldritch Theurge 6 +9/+4 +9 +6 +17 hide 3 (14), UMD 1 (21) deceptive spell
19th Eldritch Theurge 7 +10/+5 +9 +4 +17 hide 3 (17), UMD 1 (22) DR 3/cold iron
20th Eldritch Theurge 8 +11/+6/+1 +9 +4 +18 hide 3 (20), UMD 1 (23)

Spoiler: spell chart

Spells per Day

Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st - - - - - - - - - -
2nd - - - - - - - - - -
3rd - - - - - - - - - -
4th - - - - - - - - - -
5th - - - - - - - - - -
6th 5 3 - - - - - - - -
7th 5 3 - - - - - - - -
8th 6 4 - - - - - - - -
9th 6 5 - - - - - - - -
10th 6 6 3 - - - - - - -
11th 6 6 3 - - - - - - -
12th 6 6 3 - - - - - - -
13th 6 6 4 - - - - - - -
14th 6 6 5 3 - - - - - -
15th 6 6 6 4 - - - - - -
16th 6 6 6 5 3 - - - - -
17th 6 6 6 6 4 - - - - -
18th 6 6 6 6 5 3 - - - -
19th 6 6 6 6 5 3 - - - -
20th 6 6 6 6 6 5 3 - - -

Spells Known

Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st - - - - - - - - - -
2nd - - - - - - - - - -
3rd - - - - - - - - - -
4th - - - - - - - - - -
5th - - - - - - - - - -
6th 4 2 - - - - - - - -
7th - - - - - - - - - -
8th 5 2 - - - - - - - -
9th 5 3 - - - - - - - -
10th 6 3 1 - - - - - - -
11th 6 3 1 - - - - - - -
12th 6 3 1 - - - - - - -
13th 6 4 2 - - - - - - -
14th 7 4 2 1 - - - - - -
15th 7 5 3 2 - - - - - -
16th 8 5 3 2 1 - - - - -
17th 8 5 4 3 2 - - - - -
18th 9 5 4 3 2 1 - - - -
19th 9 5 5 4 3 2 - - - -
20th 9 5 5 4 3 2 1 - - -
0 (9) mage hand, no light, light, open/close, prestidigitation, silent portal, mending, touch of fatigue, ghost sound
1(5) charm person, protection from evil, hoard gullet, ebon eyes, grease
2 (5) glitterdust, web, ray of stupidity, ray of dizziness, wings of cover
3 (4) blacklight, great thunderclap, unluck, shadow conjuration
4 (3) polymorph, enervation, wings of flurry
5 (2) overland flight, magic jar
6 (1) anti magic field

Spoiler: invocations

1: baleful utterance eb 1
2: +entropic warding
4: +serpent’s tongue
7: (warlock 6) eb 4 +walk unseen (lessers unlocked)
11: (warlock 7)
12: (warlock 8) +lesser crawling eye (retrain serpent’s tongue to dark one’s own luck)
13: (warlock 9)
14: (warlock 10) +lesser fell flight
15: (warlock 11) +greater devil’s whispers
16: (warlock 12)
17: (warlock 13) +greater noxious blast
18: (warlock 14)
19 (warlock 15) +greater chilling tentacles, (retrain fell flight to flee the scene)
20 (warlock 16) +dark retributive invisibility (retrain walk unseen to curse of despair)

Spoiler: playtips

Spoiler: lvl5

you function as a fairly standard warlock here with a few notable twists.

darkstalker is online to make you harder to pin down. entropic warding helps protect you from ranged attacks and makes you impossible to track.

baleful utterance does pretty much everything you could ever imagine shatter at will would do. serpent’s tongue helps you sniff out enemies with scent, making you adept at stealth and counter stealth alike. these specialties will only deepen as time goes on.

killoren contributes a great deal. its fey type renders you immune to the x person line, it imparts low light vision and immunity to sleep, and lets you take on one of three aspects. ancient gives you another +2 vs enchantment (on top of your racial +2)

destroyer gives you a 1/hour smite attack (up to cha mod times/day) which lets you bonk an aberration, construct, humanoid, ooze, outsider, or undead

hunter, the one you’ll probably use the most often, gives a +2 to hide, listen, ms, and spot alongside a +2 to init, which is always useful

skulk around, eldritch blast people, and have fun using wands with warlock’s iconic deceive item ability, allowing you to take 10 on UMD. supplement your class features with utility wands as normal, though you function just fine without them.

Spoiler: lvl 10

sorcerer comes online now, and all your tricks really start taking shape.

ghost sound and mage hand help supplement your theme, creating phantom sounds and moving things around when you’re elsewhere, same with the rest of your cantrips.

charm person helps bend others to your will and gets you into mindbender. use hoard gullet to swallow up and carry around helpless victims or materials and since it’s in your tummy dimension and not actually your body, it won’t be seen as you spirit it away.

metamagic specialist lays groundwork for later, allowing you to cast metamagiced spells without messing with the casting time.

you’re now in mindbender, granting you telepathy. you can now speak without making a sound. this is also the level where you unlock walk unseen, so you disappear and are never seen or heard from again.

the duration is 24 hours, so just recast it now and again and you will be fine.

of course, when you have telepathy, you must have mindsight. you can pinpoint anything with an intelligence score in range of your telepathy. you even know what square they’re in, and their type and int score

this is the irresistible force. mindsight is extremely difficult to counter. the only way around it is to block LoE, through things like… earth glide?

well you get that too in a level or two. just wait.

you are halfway there, already in earth dreamer. it gamely advances sorcerer for the first three levels, and then warlock for the last two to help prepare you for eldritch theurge.

earth friend helps you play nicely with (earth) creatures.

earth dream helps you with recon via using divination as an SLA as long as your target is within 50 miles of a mountain, which won’t be a problem.

lesser tremorsense works as tremorsense within 10 feet, which goes very well with all your other special senses.

your role is somewhat similar, but you’re much stealthier now. skulk around, divine, and blast. things are about to get nuts.

Spoiler: lvl15

You’re finished with earth dreamer now, and have earth sight, letting you see through dirt, stone, rocks, etc up to 30 feet in exchange for a measly standard every 3+con rounds. earth glide lets you phase through earth like water. it leaves no trace, leaves no tunnel, and can’t be detected.

Once you’re in a wall, earth sight lets you see through the other side to keep an eye on things.

your tremorsense is better in every way than serpent’s tongue, so go ahead and sub that out with dark one’s own luck, allowing you to get cha to any save for 24 hours. swap it out to shuffle which save it applies to and you’ll be all good

If for some reason you need to keep tabs on things further away than that, or retreat more than 30 feet into a wall, never fear, crawling eye has you covered.

your eye can pop out and do stuff for you when you’re in a wall or just elsewhere.

take to the skies with fell flight. combine this with walk unseen and earth glide and you’re little more than a rumor.

shadow jaunt offers up some tactical teleportation, which is always helpful. it also grants hide as a class skill from now on, helping you become even harder to find.

now that you’ve got earth glide, you are both immovable object and irresistible force. you can detect anyone and are essentially impossible to find unless you want to be.

devil’s whispers is up and running now. it lets you make suggestions (in tandem with telepathy, making no sound at all) as often as you like. the target makes another save at -5 to remember that it wasn’t their idea.

if someone makes their initial save, just keep spamming it while you linger in their bedroom, popping into the wall should it be necessary. you can have up to your cha mod people affected by it at once, which is more than enough. there’s also no latency period on it, so you can pick on the same person constantly should the need arise.

you’re in eldritch theurge now, and it progresses your invocations and spells alike, including giving UMD back to you, which is quite nice.

spellblast is online as well. it’s a very cool eldritch essence hat lets you put an arcane spell that affects an area on your eldritch blast. if you hit, then the area’s centered on any corner of the target’s space, even if the spell can normally only be centered on you.

yes this means exactly what you think it does.

for right now, there’s plenty of neat stuff you can put on it, like grease, glitterdist, web, and great thunderclap.

shadow conjuration add a great deal of versatility to your repertoire. the sky’s really the limit

invisible spell makes your spells harder to pin down. metamagic specialist pulls its weight

haunt your hunting grounds, not as a monster, but as a ghost.

Spoiler: lvl20

you’re wrapping up eldritch theurge. eldritch spellweave is up and running now.

it lets you put one of your eldritch essences (not spellblast unfortunately) on your spells as long as it affects a target or requires a melee or ranged touch attack. the level has to be as high as the level of the eldritch essence, meaning only your 6s.

fortunately, you can use metamagic to nudge magic jar up there. and add a rider to the effect.

you have your 6th level spell unlocked now, so can now spellblast enemies with AMF.

chilling tentacles is up, providing a great deal of BFC and good damage/status. retributive invisibility supersedes walk unseen, being greater invis, so swap that out to curse of despair (you can tap people on the shoulder without breaking invisibility now, so do it as often as you can)

swap out fell flight to flee the scene since you can fly via overland flight now, and its teleportation can be a real lifesaver.

deceptive spell lets you make your spells look like they’re coming from elsewhere, making you even harder to pin down. use metamagic specialist to cast them as normal and stay hidden.

the rest of your spells are up and running, so have fun wih polymorph, enervation, wings of flurry, and the rest.

Spoiler: sources

core: sorcerer
complete arcane: warlock, mindbender
complete mage: eldritch theurge
phb2: metamagic specialist
races of stone: earth dreamer, earth sense
lords of madness: darkstalker, mindsight
cityscape: deceptive spell, invisible spell
eberron campaign setting: education
tome of battle: martial study