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Human Captain
Level 5 Skirmisher (Leader)
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[FONT="]XP 200
Medium natural humanoid[/FONT]
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Initiative[/FONT][FONT="] +8
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[FONT="]Senses[/FONT][FONT="] Perception +3[/FONT]
[FONT="]HP[/FONT][FONT="] 61; [/FONT]
[FONT="]Bloodied[/FONT][FONT="] 30
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[FONT="]AC[/FONT][FONT="] 18; [/FONT]
[FONT="]Fortitude[/FONT][FONT="] 17, [/FONT]
[FONT="]Reflex[/FONT][FONT="] 16, [/FONT]
[FONT="]Will[/FONT][FONT="] 18
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[FONT="]Speed[/FONT][FONT="] 6

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[FONT="]Longsword[/FONT][FONT="] (standard; at-will) * Weapon
+8 vs. AC; 1d8+2 damage

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[FONT="]Commanding Strike[/FONT][FONT="] (standard; at-will) * Weapon
+10 vs. AC; 1d8+4 damage and all allies within 20 gain +2 attack against target until start of Captain's next turn. [/FONT]
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[FONT="]Coordinate Movement[/FONT][FONT="] (standard; recharge

)
All allies within 20 may shift 2 and gain +2 Speed until end of Captain's next turn.

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[FONT="]Tactical Adjustment[/FONT][FONT="] (minor; at-will)
Ally within 20 may shift 1.[/FONT]
[FONT="]Opportunistic Flanker[/FONT][FONT="]
When the captain makes a flanking attack, the ally he is flanking with may make a basic attack on the same target.[/FONT]
[FONT="]Alignment[/FONT][FONT="] Unaligned
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[FONT="]Languages[/FONT][FONT="] Common[/FONT]
[FONT="]Skills[/FONT][FONT="] Diplomacy +11, History +8, Insight +8
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[FONT="]Str[/FONT][FONT="] 14 (+4) [/FONT]
[FONT="]Dex[/FONT][FONT="] 13 (+3) [/FONT]
[FONT="]Wis [/FONT][FONT="]12 (+3)
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[FONT="]Con[/FONT][FONT="] 13 (+3) [/FONT]
[FONT="]Int[/FONT][FONT="] 13 (+3) [/FONT]
[FONT="]Cha[/FONT][FONT="] 18 (+6)
Aside: Interesting comparing this to the hobgoblin commander who is the same level - nice perspective to look back on things over 7 months later

Its hp was off by 1, so I fixed that - I'd probably drop its init by 1 as well. And put some type of restriction on opportunistic flanker so that two captains don't get infinite attacks (probably 'basic attack as an immediate reaction')

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