Yeah, I've only fought an Ooze once (a black pudding, I think). I think that was the first time I found a major use for Freedom of Movement (instantly win grapple checks to escape). We also discovered that it had a weakness to sunlight, so we ended up destroying it with Scorching Ray (and some gauntlets of Scorching Ray, hidden in a locked chest in that very room).
edit: Sorry about the wall of text.
You were not meant to play a rogueThis is more a story about crappy rolls over anything else. I'm playing in a 3.5 campaign where we're seeking out pages to some ancient tome of whatever. It's not important to the story other than it being our plot hook. Last week, after beating the final encounter (which was 2 spiked devils and 6 bearded devils I think), we found the chest containing one of the aforementioned pages on the ceiling of cave. Upon opening, it releases
Wail of the Banshee and so half the party has to make Fortitude saves or die. I (a Monk / Cleric) make the save, as does the rogue, but the barbarian of all people managed to roll a 2, getting just under the necessary saving throw, causing him to die instantly. Reiterating: The half-orc barbarian managed to be the only person to fail a Fortitude save.
After a bit of discussion regarding Raise Dead and Resurrection (and how we didn't have any 5000, 10000, or 25000 gp diamonds on hand), we decided to bury him and have him roll up a new character. The GM actually had some plans and gave him a character that was going to be an NPC (which turned out to also be a rogue). We let him play this character because the first character he had ever played had been a rogue, so we figured he'd be able to do it. We also sort of ignored that our party makeup was now 2 Rogues, a Cleric, a Sorcerer, and a Druid, meaning that we didn't have any sort of real front line, and that the GM mainly throws us into dungeon crawls.
So this week, we get down to our next adventure and hey, sure enough, it's a dungeon crawl. But of course, with two rogues, it shouldn't be a problem, right? Well, the part that we didn't know is that the second rogue was rolled up to be a faceman, so he had max diplomacy instead of search, so trapfinding turned into a major problem for him. After the longest time ever to get through two hallways, the group's taking the longest time ever to do something, so I decide to step into the room and get hit by someone (and the GM was surprised by my 25 flatfooted AC, despite my heavy armor proficiency). Okay, whatever. Oh, he does sneak attack damage, too? Sure, that's cool. Make a grapple check? Alright, yep, I failed that. Tentacles latch onto my head? Oh, son of a bitch!
Yep, Mindflayer Rogue. Anyway, 4 or 5 combat rounds later, after discovering that the Mindflayer has like SR 34, we as the casters start running through spells that don't get spell resistance. The druid goes to the old druid fallback: Fire Seeds. Unfortunately, the Mindflayer was grappling with our faceman rogue (because the rogue decided to charge the Mindflayer for whatever reason), but the druid decided to throw out one 16d6 acorn grenade, dealing 52 damage to everyone within 10'. Our GM likes to use the Massive Damage check rules, so everyone had to make a fortitude save DC 15 or die instantly. Mindflayer makes his no problem, faceman needs to roll an 8. . . and rolls a 6. Well, there's one more down. We manage to take down the Mindflayer (whose Mind Blast turned out to be completely ineffectual against 3 casters), and then start debating over what to do with our faceman. After a small bit of discussion, the sorcerer teleports him to Waterdeep and gets him indebted to a cleric that can cast True Resurrection. That part is madness, but whatever, it's better than having the guy sit out for the rest of the night.
As we continue further through the dungeon, team rogue scouts ahead, though I guess one of them missed a search check or something because faceman gets hit by a set of walls that smash together, dealing something like 62 damage. Alright, make a massive damage check (Fort Save DC 15). . . 12. Fortunately, since he had just died in the last encounter, the GM just kinda retconned the check (though he still took the 62 damage).
We come to our final encounter of the night. The group split up so me and team rogue were taking on a Frost Giant, and the rest of the party were taking on a Troll Half-Dragon thing (which is somewhere on the Wizards website, apparently). When the GM can't decide who to hit, he just takes a d6 roll and assigns people numbers. I think the rogue got hit every round by the Frost Giant, though he never decided to ask for any healing even though there was a Cleric behind him. Team rogue and I eventually take down the Frost Giant and head to fight the Troll Hybrid madness, which at this point had been hit by a prismatic spray and was driven permanently insane. On the round in which faceman showed up and sneak attacked the troll, it hit him, dealing enough damage in one hit to knock him to -10. I think the next round it rolled that it had to flee at full speed from the caster, so it took off out of the dungeon and out of sight.
tl;dr pick up hereSo yeah. In 2 sessions, this player managed to get killed 4 times. I think that's the kind of PC turnover that CoC has wet dreams about. At the end of the session, we told him he should stick to Barbarians.