I wanna roll d12s!


Advice


For some odd reason, I really like them there dodecahedrons. I've got quite a collection. What would be the best method to roll as many of these as I can a round?

This prolly means: No small characters. Probably a full-babber. Two-handed weapon.

Weapons that let you roll d12s: Greataxe, Lucerne Hammer, Flying Blade, Musket

Weapons that are even more d12'd!: Double-barreled Musket, Double Hackbut

Any ideas? A keen Greataxe with multiple attacks is prolly the simplest method. Some crazy gunslingerness may be more effective at later levels.


Barbarian is a must, if you plan on rolling HP.

Shadow Lodge

You could play a titan mauler or take 2 dips in titan mauler and then play a Ranger with TWF and take extra rage and just wield 2 of them simultaniously.

Grand Lodge

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Two Handed Fighter. Greataxe. Vital Strike.

Dark Archive

Feats:
Cleave
Cleaving Finish
Critical Focus
Great Cleave
Improved Critical (Though Keen would work as well, and you wouldn't use a feat slot)
Weapon Focus

Traits:
Anatomist

So, basically anything that would get you to hit more often. And yes, Barbarian/Dragon Disciple/Stalwart Defender for D12 hitdice.

Scarab Sages

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If it is all about the type of dice, they make 12 sided dice numbered only 1-4 and they are in roman numerials to boot. We use them a lot for magic missles..burning hands ...etc. Pick up some of those and you have a ton more possibilities.


emontague wrote:

If it is all about the type of dice, they make 12 sided dice numbered only 1-4 and they are in roman numerials to boot. We use them a lot for magic missles..burning hands ...etc. Pick up some of those and you have a ton more possibilities.

Oooo! I like!

Get ones numbered as D6's and D4's and play a wizard.


I had to wait until 12 noon to post this. I just had to.

These are some excellent ideas!

Barbarian seems like it's a must. I don't roll for HP, but having 12 to start is a grand idea.

Two weapon fighting with greataxes is a HILARIOUS idea! There's also the wild rager archetype. 2 levels of that and you get a spare attack each round and still throw 1.5 times your strength onto the damage roll... but that's not the point, the point is d12's.

Vital Strike: Obviously!

Cleave: Of course!

Titan Mauler: Probably the way to go, at least for 2 levels. They go fighter or ranger for bonus feats and take as many vital strikes as possible... That way you can move in and vital strike and roll d12s, then when it comes time to full attack you can have a much larger opportunity to roll d12's. Or just go full Titan Mauler. Is it PFS legal?

I suppose human would be the way to go for this, although a dwarf with two greataxes is pretty wicked.

Damn: 12:02. Can't wait ten minutes, gotta go to work.

Edit: Those d4's as d12s is a very interesting idea. I have plenty of ordinary d12s at the moment. I may ditch my caltrops if I can find me some of dose.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber

You can just use them for your D6 rolls.


Pick up spirited charge for an extra d12 every once and awhile.


Pharmalade wrote:

For some odd reason, I really like them there dodecahedrons. I've got quite a collection. What would be the best method to roll as many of these as I can a round?

This prolly means: No small characters. Probably a full-babber. Two-handed weapon.

Weapons that let you roll d12s: Greataxe, Lucerne Hammer, Flying Blade, Musket

Weapons that are even more d12'd!: Double-barreled Musket, Double Hackbut

Any ideas? A keen Greataxe with multiple attacks is prolly the simplest method. Some crazy gunslingerness may be more effective at later levels.

I put together a non d20 combat system to play with some friends. So far so good, there is no use of the d20, and the highest defence or attack die is a d12. It is an opposed system (you roll each attack or defence roll).

So a lot of d12s fly around!

RPG Superstar Season 9 Top 16

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If you don't mind houseruling: Ask your DM to swap out every 2d6 for 1d12, as it's a minor downgrade. Play a class that rolls a bunch of d6s such as a blaster or a ninja.

Shadow Lodge

Titan Mauler is PFS legal, though I don't think it stacks with Wild Rager, which is OK since Wild Rager is a bit of a trap in that you are likely to kill allies with this. Going Titan Mauler 2/Ranger x would be my recommendation for this taking TWF style and you can take things like Extra Rage and Toughness as your first feats and then going ranger you can TWF without funneling things into dex. Take as much of the TWF feats as you can. And pick up Vital Strike etc. chain. If you go Human you have more feats, but if you go dwarf and are proficient with all martial weapons, you can use the Dwarven Longaxe which is basically a greataxe as a reach weapon.


The longaxe is good stuff.


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A dwarf TWFing with two Longaxes! Ye gods! That'd be hilarious!

The penalties would be steep. -6 for each hand? Ouch. Add in power attack... or don't.

The cleaving idea is pretty good and works well from low levels.

I think Wild Rager for 2 levels with a really low Charisma score to offset the will save when I drop a bloke. It allows me to full attack with an extra axe and only costs a -2 to attack rolls (and -4 to AC). Then take fighter levels. Vital strike feats, Improved Crit, Weapon Focus, all good stuff.


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If you want a break from Pathfinder try Cartoon Action Hour. A goofy cartoon based game that uses d12 for everything, I believe.

Dark Archive

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Lucern hammers are awesome. Lueren Hammer with Greater Vital Strike dealing 3d12, then every time they move up, you roll a d12. And since you're a barbarian, it's d12 hp! GAR!


Paint over 7-12 with another go of 1-6. Use them for sixers. Play a wizard or a rogue.


One of the awesome things about the number 12 is that it's easily divisible by 2, 3, 4, and 6. Any time you have to roll a d2, d3, d4 or d6, just roll d12s instead, and divide accordingly, round up. If you can get some dodecahedral dice that only have 1-4 or 1-6 on them, that could make it even easier. It's a shame d12s seem to be the least rolled dice of the group, but they can easily serve to replace d4s or d6s, if you want to give them more play time. Nobody likes rolling tetrahedrons :P


Titan mauler. Dualwield greataxes.


Sohei.

Because a level 6 sohei can flurry with a Lucerne Hammer for up to 7 d12s rolling in a round. He can also take mounted skirmisher without prerequisites and full attack after movement.

Shadow Lodge

Since you use Greataxes anyway, Why not take Weapon Focus Greataxe, which basically reduces the penalty when TWFing with Greataxes to -5, Take levels of Fighter and weapon specialization along with feats to help offset the TWF chain. Also, I might argue that rolling a d12 and dividing by 3 is harder to rig than rolling a d4. Play a Titan Mauler 2/Magus, possibly Kensai, rest and focus on corrosive touch instead of shocking grasp. Intensified Corrosive Touch for up to 15d4 that you roll as d12s, combined with using a greataxe in one hand.

Shadow Lodge

Atarlost wrote:

Sohei.

Because a level 6 sohei can flurry with a Lucerne Hammer for up to 7 d12s rolling in a round. He can also take mounted skirmisher without prerequisites and full attack after movement.

You will want to take a level of cavalier to get a mount first, as sohei doesn't give you a mount.


ArmouredMonk13 wrote:
Atarlost wrote:

Sohei.

Because a level 6 sohei can flurry with a Lucerne Hammer for up to 7 d12s rolling in a round. He can also take mounted skirmisher without prerequisites and full attack after movement.

You will want to take a level of cavalier to get a mount first, as sohei doesn't give you a mount.

Cavalier doesn't give you a mount that doesn't suck unless you take 4 levels. Not worth it. A sohei can flurry with a lucerne hammer on foot or from the back of a perfectly mundane horse or the party druid or a griffon the wizard keeps under the effect of a charm monster spell. Since sohei has no mount as a class feature monastic mount can clearly apply to anything you're riding.

Shadow Lodge

Fair enough Atarlost. Fair enough.


Here's a few d12 builds

High Noon:

Human Gunslinger (Musket Master)
Str: 14
Dex: 19 (bump at 4th)
Con: 13 (bump at 8th)
Int: 08
Wis: 14
Cha: 07

Weapons w/ d12: Musket, Greataxe

1. Gunsmithing, Rapid Reload (Musket), Quick Draw, Point Blank Shot
3. Rapid Shot
4. Precise Shot
5. Deadly Aim
7. Power Attack
8. Improved Critical (Musket)
...

Whether in close or far away, you can shot 'em up with your musket or drop it and pull out your greataxe. Either way, you're hitting with d12's. Critting with a Musket has you roll FFFFOUR d12's!

Weapon Specialist:

Dwarf Fighter (Weapon Master)
Str: 18 (All bumps)
Dex: 12
Con: 16
Int: 07
Wis: 14
Cha: 06

Weapon: Dwarven Longaxe

Feats:
1. Weapon Focus, Power Attack
2. Cleave
3. Steel Soul
4. Cleaving Finish
5. Great Cleave
6. Vital Strike
7. Improved Cleaving Finish
8. Greater Weapon Focus
9. Lunge
10. Furious Focus
11. Improved Vital Strike

As many bonuses to hit and extra hits as you can combine. Vital strike for standard actions without neighboring enemies to cleave, and cleaving otherwise. All other feats based upon increasing to-hit bonuses.

I'll have do do more research for a Sohei build.

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