What would this chaotic evil warlock do?

Thanks for the replies. Is it just me, or is the 3.5 warlock kind of underpowered? My campaign tends to center on one larger encounter per session, and a 6th level warlock doing 3d6 as a ranged touch attack each round seems to pale in comparison to a 6th level sorcerer doing 6d6 with 4 fireballs that require no "to hit" roll, and then followed up by 6 scorching rays (12 rays in total) that each do 4d6, then 7 magic missile castings... I doubt my one larger encounter will go more than 17 rounds, either.

I think he is - especially if you allow frequent enough rests. he shines if you give him a lot of time - at some point, the Sorcerer will be out of spells.

The biggest weakness with a Warlock I have experienced was that he just never can "spike" his damage - there are no limited resources to spend in emergency cases. His consistent damage is good, and any "normal" encounters he will do fine (and he can go a lot more then wizards or sorcerers). But if you put an EL = PL +3 or more difficult encounter at him, his weakness shines through, because suddenly 4d6 damage eldritch blast just don't cut it against it anymore. (Assuming the enemy can bring his force to bear - if the enemy is land based and the Warlock can fly, and the terrain is large enough, he could just try chipping away his enemy, assuming no fast healing or regeneration involved.)
 

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With the 1 encounter a day mentality I'm finding my warlock rather weak. He's fine when facing lots of encounters with hordes but our GM doesn't like to do that, he preferes one big encounter against one or two big brusers a day. I use maximise spell like ability feat with PBS to kick out 25 damage for the first 3 shots and even that feels kinda weak at 8th level. Compared to the druid I might as well not be there. In another game with the same GM my 5th level bard with worse stats and less magic items just feels far more powerful and has a comparable damage output plus buffs the party.

If I was a vampire on an island with nothing but zombies what would I do? Starve. ;)

I wouldn't mist form unless I was sure to reach another island with shelter before sun up. I can't see zombies having good profession sailor checks so unless the ship could be crewed by just one person bringing it back up is a little pointless though I would send zombies down to recover the loot if I could control them and bury the loot where the pesky kids couldn't find it. Leaving it in the ocean is just asking for Triton trouble. Leave some zombie guards in the ship in case they return with waterbreathing spells. Maybe make a raft with some oars (zombies make good rowers) and a small hut to shelter in?
 

Being "crushed by pressure" is a bit of a myth. If you can allow your lungs to fill with water, there's no traumatic crushing, and zombies have no need for air in their lungs. Eventually, way down deep, your ugly-bag-of-mostly-water body does compress a bit, such that the distances across the synapses in your brain shrink, causing problems. Again, working brain not such a big deal for a zombie.

Now, being nibbled away by the fishes might be an issue...

Read World War Z. Much good stuff on what zombies can and cannot do. :)
Already have.

My point is, D&D has rules for taking damage at low enough depths. Zombies don't have all that many hit points...
 


0. Use the "zombis don't take pressure damage" rule (this is D&D dudes...)
1. Carve the name of the players on zombie's flesh.
2. Start sending zombies to nearby ports wander around by night breaking stuff, killing dogs, some cats, and stay there to be killed;
3. Send more name-carved zombies around;
4. Wait.

EDIT: The lock must have some way to get player's name. Be creative.
 

Are those rules in the DMG, and therefore the SRD?

Environment :: d20srd.org

Very deep water is not only generally pitch black, posing a navigational hazard, but worse, it deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Very cold water deals 1d6 points of nonlethal damage from hypothermia per minute of exposure.

Undead are immune to any effect that requires a Fortitude save, and nonlethal damage - from which I take it that depth causes Zombies (and undead in general) no damage.
 

Environment :: d20srd.org

Very deep water is not only generally pitch black, posing a navigational hazard, but worse, it deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Very cold water deals 1d6 points of nonlethal damage from hypothermia per minute of exposure.

Undead are immune to any effect that requires a Fortitude save, and nonlethal damage - from which I take it that depth causes Zombies (and undead in general) no damage.

Thanks - that was very helpful.
 

With the 1 encounter a day mentality I'm finding my warlock rather weak. He's fine when facing lots of encounters with hordes but our GM doesn't like to do that, he preferes one big encounter against one or two big brusers a day. I use maximise spell like ability feat with PBS to kick out 25 damage for the first 3 shots and even that feels kinda weak at 8th level. Compared to the druid I might as well not be there. In another game with the same GM my 5th level bard with worse stats and less magic items just feels far more powerful and has a comparable damage output plus buffs the party.

If I was a vampire on an island with nothing but zombies what would I do? Starve. ;)

I wouldn't mist form unless I was sure to reach another island with shelter before sun up. I can't see zombies having good profession sailor checks so unless the ship could be crewed by just one person bringing it back up is a little pointless though I would send zombies down to recover the loot if I could control them and bury the loot where the pesky kids couldn't find it. Leaving it in the ocean is just asking for Triton trouble. Leave some zombie guards in the ship in case they return with waterbreathing spells. Maybe make a raft with some oars (zombies make good rowers) and a small hut to shelter in?

Good point -the vampire would likely leave the island when he had the chance... to find food.
 

If he had some illusion magic and the waters are well traveled he may be able to bring food to him. Illusions of sirens and amazons, while cliched, could work to bring in weak minded sailors. When you want them to return these illusions could lead to stories being told in port taverns of strange goings on on the island.
 

If we learned anything from reading The Watchmen, it's that corpses float. Your vampire would have to strip off the flesh of his zombies to make them skeletons, then they could walk around under water.
 

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