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Why Not? A Variant Captain Fighter
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<blockquote data-quote="Garthanos" data-source="post: 7946415" data-attributes="member: 82504"><p>Just writing down a few things not much nailed down</p><p><strong>Charge Option</strong> (modifies Dash Action to melee attack as bonus action if you have extra attacks)</p><p><strong>Enable At-wills</strong> (basically spending an extra attack to get a maneuver benefit)</p><p><strong>Heroic Surges</strong>(hd spending in battle to make bigger battles less swingy)</p><p><strong>Risky Maneuvering</strong> (trigger Opportunity Attack to gain Extra Attack)</p><p><strong>Extreme Exertion</strong> (spend Hit points to gain an Extra Attack - maybe including Temp Hit Points)</p><p><strong>Training Regimen </strong>(spend 1/2 hour and Action Surge to gain more maneuvers and CS die = 1 + extra attack for the day)</p><p><strong>Allow maneuvers (effectively higher level)</strong> to use more than one Attack and more than one CS die.</p><p><strong>Berserk Attack</strong> Spend 2 attacks to harm all adjacent creatures (discourage focus fire attack on fighter.)</p><p><strong>Running Attack</strong> Spend 3 attacks (and obligatory CS die) to harm/affect all creatures adjacent during your turn to allow larger area affects not just current location centered ones.</p><p><strong>Scan For Openings</strong> ( trade attack for CS maneuver effect with mental stat bonus)</p><p><strong>Fix Weaker Fighting Styles</strong></p><p><strong>Add Leader Fighting Styles</strong> (like <strong>Opening Strike</strong> and <strong>Leading Strike</strong>)</p><p><strong>Fix Weaker Maneuvers </strong></p><p><strong>Add Maneuvers</strong> including <strong>Defender Oriented</strong> Ones like Harrying Shout (Threatens near enemies marking them) <strong>Leader Oriented Ones</strong></p><p><strong>Battle Ready </strong>to help Str + other mental stat fighters have decent initiative and <strong>War Cry </strong>to share initiative.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 7946415, member: 82504"] Just writing down a few things not much nailed down [B]Charge Option[/B] (modifies Dash Action to melee attack as bonus action if you have extra attacks) [B]Enable At-wills[/B] (basically spending an extra attack to get a maneuver benefit) [B]Heroic Surges[/B](hd spending in battle to make bigger battles less swingy) [B]Risky Maneuvering[/B] (trigger Opportunity Attack to gain Extra Attack) [B]Extreme Exertion[/B] (spend Hit points to gain an Extra Attack - maybe including Temp Hit Points) [B]Training Regimen [/B](spend 1/2 hour and Action Surge to gain more maneuvers and CS die = 1 + extra attack for the day) [B]Allow maneuvers (effectively higher level)[/B] to use more than one Attack and more than one CS die. [B]Berserk Attack[/B] Spend 2 attacks to harm all adjacent creatures (discourage focus fire attack on fighter.) [B]Running Attack[/B] Spend 3 attacks (and obligatory CS die) to harm/affect all creatures adjacent during your turn to allow larger area affects not just current location centered ones. [B]Scan For Openings[/B] ( trade attack for CS maneuver effect with mental stat bonus) [B]Fix Weaker Fighting Styles Add Leader Fighting Styles[/B] (like [B]Opening Strike[/B] and [B]Leading Strike[/B]) [B]Fix Weaker Maneuvers Add Maneuvers[/B] including [B]Defender Oriented[/B] Ones like Harrying Shout (Threatens near enemies marking them) [B]Leader Oriented Ones Battle Ready [/B]to help Str + other mental stat fighters have decent initiative and [B]War Cry [/B]to share initiative. [/QUOTE]
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