This is both the saddest and most awesome summary I've read about any adventuring party ever.erik wrote:It was certainly absurd.
My owl's name was "Bear", and I would refer to him as "my owl, Bear" with a very brief pause on that comma.
Oh, Bear was a damage machine! 1d2-2 damage can really wear down those unclassed goblins (4hp) and kobolds (2hp) we kept fighting in the Sunless Citadel adventure.
In addition to our primary foes for the first few levels being dire rats, goblins and kobolds, there were other contributing factors for the owl being a major contributor to combats.
We had a 1/2 XP rule which meant it took twice as long to level up. DM preferred low level stuff which is easier to control... campaign explicitly will not exceed level 10. So we were doing goblin and kobold fights for far longer than normal in most DnD campaigns I've played or heard of.
We had an insufferable rule that all new characters must start at level 1 (after several years I finally managed to get it changed to "start at lowest party character level"). So my halfling illusionist had a few levels on other characters and that helped buff up the familiar comparatively.
My illusionist had a Con of 17 and rolled well for HP. I wound up having enough HP that even 1/2 my HP on the familiar was higher than some characters. With my BAB and the owl's okay combat bonus, he had the highest attack bonus in the party for a while too.
My illusionist would have done the frontline attacking/tanking himself, but for a while he had acquired some sort of curse to his vision that among other things gave him a penalty to attack, which he really didn't need since he was also wielding the +1 morningstar (our only magic weapon) that he wasn't proficient with since nobody else in the party either wanted it or could not lift it. My wizard mostly moved around to help the rogue flank and made sure not to actually swing the weapon since then I'd be on the bad end of the fumble stick.
The party changed composition frequently with players coming and going, but this was the most constant group in addition to my deep halfling illusionist.
Our leader. A shield bashing human paladin who had a small shield on one arm for defense, a large shield on the other arm for bashing, and carried around a tower shield on his back which he would sometimes take out when we needed the cover (3e game). Usual tactic was to shield bash opponents into walls to knock them down.
A twf-dagger stabbing halfling rogue/ranger/fighter. She was originally going to be pure rogue, but we had *another* rogue halfling (a psychotic patterned after Belkar from OotS) already and she decided to try filling the shoes of the fighter and barbarian who had left our group. And then our other rogue halfling died, unsurprisingly considering his reckless behavior.
Low-low str gnome cleric who did not want to be encumbered, as he wore light armor, had the Dash and Run feats in order to run away faster. My wizard has to carry around his crossbow and bolts for him since he cannot carry it himself without getting pushed into medium encumberance.
A wimpy human wizard (played by the former psycho rogue halfling player) who did not roll well for hit points and his spell selection was almost exactly the same as mine... and he was lower level. It was really hard not to show him up in combat as he was basically an inferior version of my character as far as mechanics go.
*face palm*
Sadly our leader the shield bashing paladin died on a night when Bear didn't roll well on spot/listen checks and some plant construct thing coup de grace'd him in his sleep (he had grown disappointed with his character and didn't mind it really... otherwise a really crappy way to die). At that point in time the remainder of the party was halflings and gnomes and nobody could carry his heavy body anywhere. Our next adventure was recovering his body and then after a state funeral and parade, taking it to Rappan Athuk to bury him there (it is the Dungeon of Graves afterall). In retrospect, we were really stupid to go to Rappan Athuk with that party. God bless obscuring mist, invisibility and a strong desire to run away.
It was a really fun campaign, we're just hopelessly ineffective in combat.
Actually we are still playing it, we have just been on a hiatus since my wife had been on bed-rest for the past couple months.
And of course, the critical fumbles. Oh. On the wimpy goblins and kobolds and what not, whenever they rolled a 1 and then "confirmed" their fumble (i.e. they rolled attack again and if they missed it was a critical fumble... kind of a reverse crit), almost always killed the guy who fumbled, and sometimes killed their buddy too. My owl would just fly past them all, draw AoOs, and watch them stab each other trying to get it. I'd say our DM was softballing us except I don't think he realized how helpless our party really was. We certainly did not fare well when we rolled critical fumbles either (perhaps a contributing factor as to why my non-direct damage caster kept surviving whereas the melee guys had a tragic turnover rate).
WIN!