The Singing Isle
Captain Jack Dancer
Senses Perception +7
HP 90; Bloodied 45 ; see also true fanatic
AC 22, Fort 18, Reflex 17, Will 18
Saving Throws +2
Action Points 1
Halberd (standard, at-will) * Weapon
Reach 2; +11 vs AC; 1d8 + 8 damage, and the target is marked until the end of Captain Jack Dancer’s next turn.
Staggering Slash (standard; requires a halberd, at-will) * Weapon
Reach 2; +11 vs AC; 2d8 + 4 damage, and the target slides 2 squares. On a critical hit, the target is also knocked prone. targets a creature marked by Captain Jack Dancer.
Inspire Zeal (minor, encounter)
+9 vs or (whichever is lower); . An ally within 5 squares gains 10 temporary hit points.
True Fanatic ( when Captain Jack Dancer drops to 0 hit points; requires a halberd, )
Close blast 2; +9 vs AC; 2d8 + 4 damage, and the target is pushed 1 square. Targets enemies
Baiting Ploy (minor; at-will)
Captain Jack Dancer moves 1 square, and grants combat advantage until the start of his next turn. If an enemy attacks Captain Jack Dancer due to this movement, Captain Jack Dancer (with reach) or one of his allies adjacent to that enemy makes a melee basic attack with combat advantage against that enemy as a free action.
Claw Maneuver (minor; recharges when first bloodied)
Each ally within 5 squares shifts 2 squares. During its next turn, an ally that shifts because of this power deals +2 damage with its next attack, or +4 if that attack is made with combat advantage
Skills History +9; Intimidate +10
Str 17 +5, Dex 10 +2, Wis 11 +2
Con 13 +3, Int 14 +4, Cha 16 +5
Equipment: potion of healing, halberd , plate armor +2.
Captain of the Red Wench
Level 3 Elite