<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/fullold.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM" milestone-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.milestone();" name="Yamis Hammerslag" safe-key="agdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM"><Description age="17" height="7&apos;-2&quot;" weight="280lbs"><Notes /><Appearance /><Traits /><Companions /></Description><!-- Build element: always present
    Required attributes: alignment, experience, level, name, powersource, role, size, tier, vision, deity, gender
        The name attribute is the build name if one was selected in the Character Builder, or the class name otherwise.
        Attribute may be blank.
    Control attributes:
        ExperiencePoints: assign to at least one HTML element that should dynamically display current XP.
        experience-prompt-script: javascript to execute to prompt the user for XP to add.
    Children:
        Race element: always present
            Required attributes: name, url, description
            Children:
                Feature elements: one per race feature
                    Required attributes: name, description
        Background element: sometimes present
            Required attributes: name, url, description
            Children: as Race element
        Class element: always present
            Required attributes: name, url, description
            Children: as Race element
        ParagonPath element: present if of sufficient level
            Required attributes: name, url, description
            Children: as Race element
        EpicDestiny element: present if of sufficient level
            Required attributes: name, url, description
            Children: as Race element --><Build ExperienceNeeded="119000" alignment="Lawful Good" deity="Pelor" experience="99000" experience-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;Experience Points&apos;, {requireInt:1, text:&apos;How many XP should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" gender="male" level="18" name="Cleric" powersource="Divine" role="Leader" size="Medium" tier="Paragon" vision="Normal"><Race description="Goliaths are mountain-dwelling nomads who see life as a grand competition." name="Goliath" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=37"><Feature description="+1 racial bonus to Will" name="Mountain&apos;s Tenacity" /><Feature description="Roll twice and use either result when making Athletics check to jump or climb" name="Powerful Athlete" /><Feature description="Have the stone&apos;s endurance power" name="Stone&apos;s Endurance" /><Feature description="" name="Athletics Bonus" /><Feature description="" name="Nature Bonus" /></Race><Theme description="" name="Elemental Priest" url="http://www.wizards.com/dndinsider/compendium/theme.aspx?id=654" /><Background description="I am but a humble instrument of my god. But I&apos;m an instrument with several sharp edges, to be sure." name="Crusading Zealot" url="http://www.wizards.com/dndinsider/compendium/background.aspx?id=61"><Feature description="" name="Crusading Zealot Benefit" /></Background><Class description="You are the servant of a divine power, using prayers to devastate foes and bolster allies." name="Cleric" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=2"><Feature description="" name="Channel Divinity" /><Feature description="" name="Healer&apos;s Lore" /><Feature description="" name="Healing Word" /><Feature description="" name="Ritual Casting" /></Class><ParagonPath description="" name="Combat Veteran" url="http://www.wizards.com/dndinsider/compendium/paragonpath.aspx?id=45"><Feature description="" name="Combat Veteran&apos;s Action" /><Feature description="" name="Tough as Nails" /><Feature description="" name="Battle Healer" /></ParagonPath></Build><!-- Resistances element: Always present
    Optional Attributes: Fire, Cold, etc. (all allowed resistances)
 --><Resistances /><!-- Health element: always present
    Control attributes:
        short-rest-script: javascript to execute when the user wants to take a short rest.
        extended-rest-script: javascript to execute when the user wants to take an extended rest.
        tempHP-display-class: assign to at least one HTML element that should dynamically display temp HP.
        tempHP-prompt-script: javascript to execute to prompt the user for a new temp HP value.
        tempHP-bar-class: assign to all HTML elements that should have width set in proportion to current tempHP/max HP.
        death-saves-display-class: assign to at least one HTML element that should dynamically display current HP.
        death-saves-add-script: javascript to execute to add a death save.
        death-saves-subtract-script: javascript to execute to subtract a death save.
        power-points-display-class: assign to at least one HTML element that should dynamically display current power points.
        power-points-add-script: javascript to execute to add a power point.
        power-points-subtract-script: javascript to execute to subtract a power point.
        conditions-display-class: assign to at least on HTML element that should dynamically contain a div per condition.
        conditions-prompt-script: javascript to execute to prompt the user to enter a new condition.
        CUR_ConditionsDelete: will be dynamically assigned to each condition div in conditions-display-class elements.
            Not necessary to assign to any elements, but should probably be styled with css in your XSL.
    Child elements:
        MaxHitPoints: always present
            Required attributes: value
            Control attributes:
                CUR_HitPoints: assign to at least one HTML element that should dynamically display current HP.
                CUR_HitPointsBar: assign to all HTML elements that should have width set in proportion to current/max HP.
                CUR_HitPointsDying: assign to all HTML elements that should only be displayed if the character is dying.
                damage-prompt-script: javascript to execute to prompt the user for hit points of damage taken.
                heal-prompt-script: javascript to execute to prompt the user for hit points healed.
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
        BloodiedValue: always present
            Required attributes: value
            Children: as MaxHitPoints
        MaxSurges: always present
            Required attributes: value
            Control attributes:
                CUR_Surges: assign to at least one HTML element that should dynamically display current surges.
                CUR_SurgesBar: assign to all HTML elements that should have width set in proportion to current/max surges.
                add-script: javascript to execute to add a surge.
                subtract-script: javascript to execute to subtract a surge.
            Children: as MaxHitPoints
        SurgeValue: always present
            Required attributes: value
            Control attributes:
                toHitPoints-script: javascript to execute when the surge value should be added to hit points.
            Children: as MaxHitPoints --><Health conditions-display-class="CUR_Conditions" conditions-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" death-saves-display-class="CUR_DeathSaves" death-saves-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_HitPoints&apos;, {requireInt:1, min:1, text:&apos;How many HP should be added?&apos;, calculateChange: function(oldVal, newVal) { return Math.max(0,oldVal) + newVal; } });" value="125"><Factor abbreviation="Con" modifier="+18" name="Constitution" /><Factor abbreviation="Cleric 1" modifier="+12" name="Level 1 Cleric" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+10" name="Toughness" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor abbreviation="Cleric 18" modifier="+85" multiplied="5" multiplier="17" name="Level 18 Cleric" /></MaxHitPoints><BloodiedValue value="62"><Factor abbreviation="1/2 HP" modifier="+62" multiplied="125" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="12"><Factor modifier="+7" name="Cleric" /><Factor modifier="+1" name="Tough as Nails" /><Factor abbreviation="Con mod" modifier="+4" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.surgeValueToHitPoints(31);" value="31"><Factor abbreviation="1/4 HP" modifier="+31" multiplied="125" multiplier=".25" name="Quarter Hit Points" /></SurgeValue><PowerPoints value="0" /></Health><!-- Movement element: always present
    Children:
        Speed element: always present
            Required attributes: value
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
        Initiative element: always present
            Required attributes: 
                value: number to display
                dice-class: use in conjunction with "Roller" to make an initiative roller element.
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Movement><Speed value="6"><Factor modifier="+6" name="Goliath" /><Factor modifier="-1" name="Braidmail Armor" /><Condition name="+0 Heavy Armor Agility" /></Speed><Initiative dice-class="dice1d20plus12Initiative" value="12"><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+0" name="Initiative Misc" /><Factor abbreviation="Dex mod" modifier="+3" name="Dexterity modifier" /></Initiative></Movement><!-- Defenses element: always present
    Children:
        Condition elements: present if one or more conditions affect all defenses
            Required attributes: name
        Defense elements: four Defense elements are always present.
            Required attributes: value, abbreviation, name (name is "ArmorClass", "Fortitude", "Reflex" or "Will")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
                Condition elements: present if one or more conditions affect this defense
                    Required attributes: name --><Defenses><Defense abbreviation="AC" name="Armor Class" value="30"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+8" name="Braidmail Armor" /><Factor modifier="+3" name="Dwarven Armor +3" /><Condition name="+3 Dexterity modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="32"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+0" name="Fortitude Defense Class Bonus" /><Factor modifier="+2" name="Improved Defenses" /><Factor modifier="+4" name="Torc of Fortune +4" /><Factor abbreviation="Str mod" modifier="+7" name="Strength modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="28"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+0" name="Reflex Defense Class Bonus" /><Factor modifier="+2" name="Improved Defenses" /><Factor modifier="+4" name="Torc of Fortune +4" /><Factor abbreviation="Dex mod" modifier="+3" name="Dexterity modifier" /></Defense><Defense abbreviation="Will" name="Will" value="32"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+2" name="Will Defense Class Bonus" /><Factor modifier="+1" name="Mountain&apos;s Tenacity" /><Factor modifier="+2" name="Improved Defenses" /><Factor modifier="+4" name="Torc of Fortune +4" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Defense></Defenses><!-- PassiveSkills element: always present
    Children:
        PassiveSkill elements: two PassiveSkill elements are always present
            Required attributes: value, name (name is "Perception" or "Insight")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><PassiveSkills><PassiveSkill name="Perception" value="23"><Factor modifier="+13" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="28"><Factor modifier="+18" name="Insight" /><Factor modifier="+10" name="Constant" /></PassiveSkill></PassiveSkills><!-- Skills element: always present
    Children:
        Skill elements: one for each skill defined by the Character Builder
            Required attributes: 
                name: name of the skill
                value: numeric display value
                dice-class: Use in conjunction with "Roller" to create a skill roller element.
                url: Compendium URL for the skill
                trained: "true" or "false"
                armorpenaltyapplies: "true" or "false"
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Skills><Skill armorpenaltyapplies="true" dice-class="dice1d20plus13Acrobatics" name="Acrobatics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="13"><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+2" name="Acrobatics Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+3" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus14Arcana" name="Arcana" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="14"><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Arcana Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus19Athletics" name="Athletics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="19"><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+4" name="Athletics Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Str mod" modifier="+7" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus10Bluff" name="Bluff" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="10"><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+0" name="Bluff Misc" /><Factor abbreviation="Cha mod" modifier="+1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus10Diplomacy" name="Diplomacy" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="10"><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+0" name="Diplomacy Misc" /><Factor abbreviation="Cha mod" modifier="+1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus13Dungeoneering" name="Dungeoneering" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="13"><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+0" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus20Endurance" name="Endurance" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="20"><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+3" name="Endurance Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Con mod" modifier="+4" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus18Heal" name="Heal" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="18"><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus9History" name="History" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="9"><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+0" name="History Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus18Insight" name="Insight" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="18"><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus10Intimidate" name="Intimidate" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="10"><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+0" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="+1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus15Nature" name="Nature" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="15"><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+2" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus13Perception" name="Perception" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="13"><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+0" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus14Religion" name="Religion" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="14"><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus11Stealth" name="Stealth" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="11"><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+0" name="Stealth Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+3" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus10Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="10"><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+0" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="+1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus11Thievery" name="Thievery" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="11"><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+0" name="Thievery Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+3" name="Dexterity modifier" /></Skill></Skills><!-- AbilityScores element: always present
    Children:
        AbilityScore elements: six AbilityScore elements are always present.
            Required attributes: value, abbreviation, name ("Strength", etc...)
            Children:
                AbilityModifier element: always present
                    Required attributes: 
                        modifier: base modifier
                        rollmodifier: (includes 1/2 level)
                        dice-class: use in conjunction with "Roller" to build an ability check roller element.
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><AbilityScores><AbilityScore abbreviation="Str" name="Strength" value="24"><Factor modifier="+17" name="Starting" /><Factor modifier="+2" name="Goliath" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><Factor modifier="+1" name="Level 11" /><Factor modifier="+1" name="Level 14" /><Factor modifier="+1" name="Level 18" /><AbilityModifier dice-class="dice1d20plus16Strength" modifier="+7" rollmodifier="+16" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="18"><Factor modifier="+15" name="Starting" /><Factor modifier="+2" name="Goliath" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus13Constitution" modifier="+4" rollmodifier="+13" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="17"><Factor modifier="+16" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus12Dexterity" modifier="+3" rollmodifier="+12" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="10"><Factor modifier="+9" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus9Intelligence" modifier="+0" rollmodifier="+9" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="19"><Factor modifier="+16" name="Starting" /><Factor modifier="+1" name="Level 11" /><Factor modifier="+1" name="Level 14" /><Factor modifier="+1" name="Level 18" /><AbilityModifier dice-class="dice1d20plus13Wisdom" modifier="+4" rollmodifier="+13" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="12"><Factor modifier="+9" name="Starting" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus10Charisma" modifier="+1" rollmodifier="+10" /></AbilityScore></AbilityScores><!-- Powers element: always present
    Child elements:
        Power elements: one per power
            Required attributes: name, url, powerusage, actiontype
            Optional attributes: powertype, attacktype, target, level, flavor, source, keywords
            Control attributes: only present for Encounter and Daily powers.
                display-class: assign to all HTML elements that should have classname "Used" added 
                    when the power is used, and classname "Used" removed when the power is un-used.
                use-script: javascript to execute when the user marks a power used or unused.
            Child Elements:
                Condition elements: one per condition that affects all weapons.
                    Required attributes: name
                Weapon elements: one per weapon that is legal for use with the power.
                    Required attributes: name, url, attackstat, defense
                    Child elements:
                        Condition elements: one per condition that affects all weapons.
                            Required attributes: name
                            Optional attributes: dice-class; if present, this condition should be presented as a "Roller".
                        AttackBonus element: always present
                            Required attributes: 
                                value: value to display
                                dice-class: use in conjunction with "Roller" to make an attack roller element.
                            Child elements:
                                Factor elements: one per factor contributing to the value
                                    Required attributes: name, modifier
                                    Optional attributes: abbreviation, multiplier, multiplied
                                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
                        Damage element: always present
                            Required attributes: 
                                value: value to display
                                dice-class: use in conjunction with "Roller" to make a damage roller element.
                            Optional attributes: type (e.g. lightning)
                            Child elements:
                                Factor elements: one per factor contributing to the value
                                    Required attributes: name, modifier
                                    Optional attributes: abbreviation, multiplier, multiplied
                                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Powers><Power actiontype="Standard Action" attacktype="Melee weapon" flavor="You resort to the simple attack you learned when you first picked up a melee weapon." isMore="" keywords="Weapon" name="Melee Basic Attack" packagename="" packageurl="" powerusage="At-Will" source="Basic Attack" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><Condition name="+2 to attack rolls against an enemy that has you marked - Bracers of Enforced Regret" /><Condition name="+2 to damage rolls against an enemy that has you marked - Bracers of Enforced Regret" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Strength modifier damage.</Description></PowerCardItem><PowerCardItem><Name> Level 21</Name><Description>2[W] + Strength modifier damage.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2138&amp;ftype=1" name="Holy Healer&apos;s Mace +4" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5&amp;ftype=3"><AttackBonus dice-class="dice1d20plus24Attack" value="24"><Factor modifier="+7" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Mace)" /></AttackBonus><Damage dice-class="dice1d8plus11Damage" value="1d8+11"><Factor modifier="+7" name="Strength modifier" /><Factor modifier="+4" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+7" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus7Damage" value="1d4+7"><Factor modifier="+7" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged weapon" flavor="You resort to the simple attack you learned when you first picked up a ranged weapon." isMore="" keywords="Weapon" name="Ranged Basic Attack" packagename="" packageurl="" powerusage="At-Will" source="Basic Attack" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><Condition name="+2 to attack rolls against an enemy that has you marked - Bracers of Enforced Regret" /><Condition name="+2 to damage rolls against an enemy that has you marked - Bracers of Enforced Regret" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Dexterity modifier damage.</Description></PowerCardItem><PowerCardItem><Name> Level 21</Name><Description>2[W] + Dexterity modifier damage.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=732&amp;ftype=1" name="Magic Ork Bellybow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=72&amp;ftype=3"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+3" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d10plus6Damage" value="1d10+6"><Factor modifier="+3" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+3" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus3Damage" value="1d4+3"><Factor modifier="+3" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" flavor="You smite your foe with your weapon and brand it with a ghostly, glowing symbol of your deity&apos;s anger. By naming one of your allies when the symbol appears, you add divine power to that ally&apos;s attacks against the branded foe." isMore="" keywords="Divine, Weapon" level="1" name="Righteous Brand" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Cleric Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=839"><Condition name="+2 to attack rolls against an enemy that has you marked - Bracers of Enforced Regret" /><Condition name="+2 to damage rolls against an enemy that has you marked - Bracers of Enforced Regret" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Strength modifier damage, and one ally within 5 squares of you gains a +3 power bonus to melee attack rolls against the target until the end of your next turn.
	Level 21: 2[W] + Strength modifier damage.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2138&amp;ftype=1" name="Holy Healer&apos;s Mace +4" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5&amp;ftype=3"><AttackBonus dice-class="dice1d20plus24Attack" value="24"><Factor modifier="+7" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Mace)" /></AttackBonus><Damage dice-class="dice1d8plus11Damage" value="1d8+11"><Factor modifier="+7" name="Strength modifier" /><Factor modifier="+4" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+7" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus7Damage" value="1d4+7"><Factor modifier="+7" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged 5" flavor="You bathe your enemy in sacred light, searing it in radiance. You call out to one of your comrades, invigorating him or her with the sight of holy power." isMore="" keywords="Divine, Implement, Radiant" level="1" name="Sacred Flame" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Cleric Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=889"><Condition name="+2 to attack rolls against an enemy that has you marked - Bracers of Enforced Regret" /><Condition name="+2 to damage rolls against an enemy that has you marked - Bracers of Enforced Regret" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Wisdom vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to make a saving throw or to gain temporary hit points equal to your Charisma modifier + one-half your level.
	Level 21: 2d6 + Wisdom modifier radiant damage.</Description></PowerCardItem><Weapon attackstat="Wisdom" defense="Reflex" name="Cup and Talisman of Al&apos;Akbar" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=7971&amp;ftype=1"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d6plus7Damage" type="Radiant" value="1d6+7"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Reflex" name="Sun Disk of Pelor +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2536&amp;ftype=1"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d6plus6Damage" type="Radiant" value="1d6+6"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /></AttackBonus><Damage dice-class="dice1d6plus4Damage" type="Radiant" value="1d6+4"><Factor modifier="+4" name="Wisdom modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged 5" flavor="You direct an ally to attack as an enemy lowers its guard." isMore="" keywords="Martial" level="1" name="Direct the Strike" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Warlord Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10888"><PowerCardItem><Name>Target</Name><Description>One ally</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The target makes a basic attack as a free action against an enemy of your choice that you can see and is within 10 squares of you.</Description></PowerCardItem></Power><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=331" /><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=119" /><Power actiontype="Immediate Reaction" isMore="true" name="Readied action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Free Action" isMore="true" name="Delay" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=327" /><Power actiontype="Free Action" isMore="true" name="End a grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Drop prone" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=141" /><Power actiontype="Standard Action" isMore="true" name="Aid Another" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=322" /><Power actiontype="Standard Action" isMore="true" name="Bull Rush" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=323" /><Power actiontype="Standard Action" isMore="true" name="Charge" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=324" /><Power actiontype="Standard Action" isMore="true" name="Coup de grace" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=325" /><Power actiontype="Standard Action" isMore="true" name="Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Sustain a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Standard Action" isMore="true" name="Ready an action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Standard Action" isMore="true" name="Total defense" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=338" /><Power actiontype="Move Action" isMore="true" name="Walk 6 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=339" /><Power actiontype="Move Action" isMore="true" name="Run 8 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=333" /><Power actiontype="Move Action" isMore="true" name="Shift 1 square" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=335" /><Power actiontype="Move Action" isMore="true" name="Crawl 3 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=326" /><Power actiontype="Move Action" isMore="true" name="Squeeze 3 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=336" /><Power actiontype="Move Action" isMore="true" name="Stand up" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=337" /><Power actiontype="Move Action" isMore="true" name="Escape a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=328" /><Power actiontype="Standard Action" isMore="true" name="Any Move Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=116" /><Power actiontype="Standard Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Move Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Minor Action" attacktype="Ranged 5" display-class="USAGE_SpiritofAthas" flavor="A spirit appears, defending you and your allies with its body." isMore="" keywords="Conjuration, Implement, Primal" name="Spirit of Athas" packagename="" packageurl="" powertype="Feature" powerusage="Encounter" source="Elemental Priest Feature" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=11804" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;USAGE_SpiritofAthas&apos;, {isBoolean:1});"><Condition name="+2 to attack rolls against an enemy that has you marked - Bracers of Enforced Regret" /><PowerCardItem><Name>Effect</Name><Description>You conjure a spirit of Athas. You and your allies gain a +1 power bonus to all defenses while adjacent to it. As a standard action, you can dismiss the spirit and make the following melee 1 attack from the spirit's square.</Description></PowerCardItem><PowerCardItem><Name> Target</Name><Description>One enemy</Description></PowerCardItem><PowerCardItem><Name> Attack</Name><Description>Primary ability vs. Reflex</Description></PowerCardItem><PowerCardItem><Name> Hit</Name><Description>1d10 + ability modifier damage, and the target takes a -2 penalty to attack rolls and all defenses until the end of your next turn.
Level 11: 3[W] + ability modifier damage.
Level 21: 4[W] + ability modifier damage.</Description></PowerCardItem><Weapon attackstat="Strength" defense="Reflex" name="Cup and Talisman of Al&apos;Akbar" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=7971&amp;ftype=1"><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+7" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice7Damage" value="7"><Factor modifier="+7" name="Strength modifier" /></Damage></Weapon><Weapon attackstat="Strength" defense="Reflex" name="Sun Disk of Pelor +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2536&amp;ftype=1"><AttackBonus dice-class="dice1d20plus18Attack" value="18"><Factor modifier="+7" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+2" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice7Damage" value="7"><Factor modifier="+7" name="Strength modifier" /></Damage></Weapon><Weapon attackstat="Strength" defense="Reflex" name="Unarmed" weaponurl=""><Condition name="+2 to damage rolls against an enemy that has you marked - Bracers of Enforced Regret" /><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+7" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /></AttackBonus><Damage dice-class="dice3d4plus7Damage" value="3d4+7"><Factor modifier="+7" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_StonesEndurance" flavor="Your foes&apos; attacks bounce off your stony hide." isMore="" name="Stone&apos;s Endurance" packagename="Goliath" packageurl="http://www.wizards.com/dndinsider/compendium/race.aspx?id=37" powerusage="Encounter" source="Goliath Racial Power" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=6188" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;USAGE_StonesEndurance&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You gain resist 5 to all damage until the end of your next turn.
Level 11: Resist 10 to all damage.
Level 21: Resist 15 to all damage.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Close burst 3" display-class="USAGE_FavoroftheGods" flavor="When luck runs against you, you beseech the gods for aid to turn chance in your favor." isMore="" keywords="Channel Divinity, Divine" name="Favor of the Gods" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Cleric Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=14292" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;USAGE_FavoroftheGods&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One creature in the burst</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The next time the target misses with an attack roll before the end of your next turn, it can reroll that attack roll. It must use the new result, even if it is lower.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>You can use only one channel divinity power per encounter.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_PunishtheProfane" flavor="You channel divine energy into your weapon, causing it to release a burst of radiance when you strike an undead foe." isMore="" keywords="Channel Divinity, Divine, Radiant, Weapon" name="Punish the Profane" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Cleric Attack" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=14293" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;USAGE_PunishtheProfane&apos;, {isBoolean:1});"><Condition name="+2 to attack rolls against an enemy that has you marked - Bracers of Enforced Regret" /><Condition name="+2 to damage rolls against an enemy that has you marked - Bracers of Enforced Regret" /><PowerCardItem><Name>Primary Target</Name><Description>One undead creature</Description></PowerCardItem><PowerCardItem><Name>Primary Attack</Name><Description>Strength vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Strength modifier radiant damage, and the target is immobilized until the end of your next turn.
	 Level 11: 3[W] damage.
	 Level 21: 4[W] damage.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Make the secondary attack.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>You can use only one channel divinity power per encounter.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2138&amp;ftype=1" name="Holy Healer&apos;s Mace +4" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5&amp;ftype=3"><AttackBonus dice-class="dice1d20plus24Attack" value="24"><Factor modifier="+7" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Mace)" /></AttackBonus><Damage dice-class="dice3d8plus4Damage" value="3d8+4"><Factor modifier="+4" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+7" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /></AttackBonus><Damage dice-class="dice3d4plus0Damage" value="3d4+0" /></Weapon></Power><Power actiontype="No Action" attacktype="Close burst 3" display-class="USAGE_PunishtheProfaneSecondaryAttack" isMore="" keywords="Channel Divinity, Divine, Radiant, Weapon" name="Punish the Profane Secondary Attack" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=14294" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;USAGE_PunishtheProfaneSecondaryAttack&apos;, {isBoolean:1});"><Condition name="+2 to attack rolls against an enemy that has you marked - Bracers of Enforced Regret" /><PowerCardItem><Name>Secondary Target</Name><Description>Each undead enemy in the burst other than the primary target</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>Charisma modifier radiant damage. In addition, you push the secondary target a number of squares up to 3 + your Charisma modifier</Description></PowerCardItem><Weapon attackstat="Strength" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2138&amp;ftype=1" name="Holy Healer&apos;s Mace +4" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5&amp;ftype=3"><AttackBonus dice-class="dice1d20plus24Attack" value="24"><Factor modifier="+7" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Mace)" /></AttackBonus><Damage dice-class="dice1Damage" value="1"><Factor modifier="+1" name="Charisma modifier" /></Damage></Weapon><Weapon attackstat="Strength" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=732&amp;ftype=1" name="Magic Ork Bellybow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=72&amp;ftype=3"><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+7" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1Damage" value="1"><Factor modifier="+1" name="Charisma modifier" /></Damage></Weapon><Weapon attackstat="Strength" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+7" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /></AttackBonus><Damage dice-class="dice1Damage" value="1"><Factor modifier="+1" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_GraniteShield" flavor="You invoke the power of earth to attack your enemy and call forth a shield of granite to protect your allies from harm." isMore="" keywords="Divine, Weapon" level="3" name="Granite Shield" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Cleric Attack 3" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=13711" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;USAGE_GraniteShield&apos;, {isBoolean:1});"><Condition name="+2 to attack rolls against an enemy that has you marked - Bracers of Enforced Regret" /><Condition name="+2 to damage rolls against an enemy that has you marked - Bracers of Enforced Regret" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Wisdom vs. Fortitude</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W]+ Wisdom modifier damage and push the target 3 squares.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You gain an aura 2 that lasts until the end of your next turn. You and your allies gain resist 5 to all damage while in the aura.</Description></PowerCardItem><Weapon attackstat="Wisdom" defense="Fortitude" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2138&amp;ftype=1" name="Holy Healer&apos;s Mace +4" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5&amp;ftype=3"><AttackBonus dice-class="dice1d20plus21Attack" value="21"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Mace)" /></AttackBonus><Damage dice-class="dice1d8plusplus4Damage" value="1d8++4"><Factor modifier="+4" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Fortitude" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plusplus0Damage" value="1d4++0" /></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_SkirmishPloy" flavor="You score a glancing blow, which you turn into an opportunity to thrust your enemy out of position and into the path of a nearby ally." isMore="" keywords="Martial, Weapon" level="11" name="Skirmish Ploy" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Combat Veteran Attack 11" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1665" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;USAGE_SkirmishPloy&apos;, {isBoolean:1});"><Condition name="+2 to attack rolls against an enemy that has you marked - Bracers of Enforced Regret" /><Condition name="+2 to damage rolls against an enemy that has you marked - Bracers of Enforced Regret" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Strength modifier damage, and the target is dazed until the end of your next turn. In addition, you slide the target up to 2 squares, and an ally within 2 squares of you can shift 1 square closer to the target as a free action.</Description></PowerCardItem><Weapon attackstat="Strength" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2138&amp;ftype=1" name="Holy Healer&apos;s Mace +4" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5&amp;ftype=3"><AttackBonus dice-class="dice1d20plus24Attack" value="24"><Factor modifier="+7" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Mace)" /></AttackBonus><Damage dice-class="dice1d8plus11Damage" value="1d8+11"><Factor modifier="+7" name="Strength modifier" /><Factor modifier="+4" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+7" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus7Damage" value="1d4+7"><Factor modifier="+7" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Immediate Interrupt" attacktype="Ranged 10" display-class="USAGE_MissMeOnce" flavor="You dodge an enemy&apos;s attack, then look at him as though he were already dead." isMore="" keywords="Martial" level="12" name="Miss Me Once" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Combat Veteran Utility 12" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1664" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;USAGE_MissMeOnce&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>An enemy within 10 squares of you that you can see misses you with an attack.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The enemy grants combat advantage until the start of its next turn.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_InspiringStrike" flavor="You pray to your god as you attack, asking for a healing boon for yourself or an ally. Your prayer is rewarded when you strike your enemy." isMore="" keywords="Divine, Healing, Weapon" level="13" name="Inspiring Strike" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Cleric Attack 13" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=570" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;USAGE_InspiringStrike&apos;, {isBoolean:1});"><Condition name="+2 to attack rolls against an enemy that has you marked - Bracers of Enforced Regret" /><Condition name="+2 to damage rolls against an enemy that has you marked - Bracers of Enforced Regret" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Strength modifier damage, and you or an ally within 5 squares of you regains hit points equal to 15 + your Charisma modifier.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2138&amp;ftype=1" name="Holy Healer&apos;s Mace +4" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5&amp;ftype=3"><AttackBonus dice-class="dice1d20plus24Attack" value="24"><Factor modifier="+7" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Mace)" /></AttackBonus><Damage dice-class="dice2d8plus11Damage" value="2d8+11"><Factor modifier="+7" name="Strength modifier" /><Factor modifier="+4" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+7" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus7Damage" value="2d4+7"><Factor modifier="+7" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged 5" display-class="USAGE_SevertheSource" flavor="A gleaming rune of anathema appears on your enemy, cutting it off from divine blessings." isMore="" keywords="Divine" level="17" name="Sever the Source" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Cleric Attack 17" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=7111" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;USAGE_SevertheSource&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Until the end of your next turn, the target gains vulnerability to all damage equal to 10 + your Wisdom modifier and cannot regain hit points.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_DeathfromTwoSides" flavor="You and your ally move into a tactically sound position and attack your foe with a coordinated assault." isMore="" keywords="Martial" level="13" name="Death from Two Sides" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Warlord Attack 13" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10954" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;USAGE_DeathfromTwoSides&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You and one ally make a melee basic attack against the target. If both attacks hit, your ally's attack is a critical hit.</Description></PowerCardItem></Power><Power actiontype="Standard Action" display-class="USAGE_SecondWind" isMore="" name="Second Wind" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=334" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.namesToVariables[&apos;CUR_Surges&apos;].get() &gt; 0; }, noUseMessage: &apos;Second Wind requires a healing surge, and you have none.&apos; });" /><Power actiontype="Free Action" display-class="USAGE_ActionPoint" isMore="" name="Action Point" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=177" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" attacktype="Close burst 5" display-class="USAGE_ArmorofFaith" flavor="You clothe your ally in shining golden armor created from the essence of the Astral Sea." isMore="" keywords="Divine" level="2" name="Armor of Faith" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Cleric Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3467" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;USAGE_ArmorofFaith&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One ally in the burst</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The target gains a +4 power bonus to a defense of your choice until the end of the encounter.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_InspireFervor" flavor="Your attack allows your allies to move into more advantageous positions." isMore="" keywords="Divine, Radiant, Weapon" level="5" name="Inspire Fervor" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Cleric Attack 5" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12610" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;USAGE_InspireFervor&apos;, {isBoolean:1});"><Condition name="+2 to attack rolls against an enemy that has you marked - Bracers of Enforced Regret" /><Condition name="+2 to damage rolls against an enemy that has you marked - Bracers of Enforced Regret" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Wisdom vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Wisdom modifier radiant damage.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Each ally within 2 squares of you can shift up to 2 squares as a free action. Any ally who ends this shift adjacent to the target can make a melee basic attack against it as a free action.</Description></PowerCardItem><Weapon attackstat="Wisdom" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2138&amp;ftype=1" name="Holy Healer&apos;s Mace +4" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5&amp;ftype=3"><AttackBonus dice-class="dice1d20plus21Attack" value="21"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Mace)" /></AttackBonus><Damage dice-class="dice2d8plus8Damage" type="Radiant" value="2d8+8"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+4" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus4Damage" type="Radiant" value="2d4+4"><Factor modifier="+4" name="Wisdom modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Close burst 5 (10 at 11th level, 15 at 21st level)" display-class="USAGE_InspiringWord" flavor="You call out to a wounded ally and offer inspiring words of courage and determination that invigorates your comrade." isMore="" keywords="Healing, Martial" name="Inspiring Word" packagename="" packageurl="" powertype="Feature" powerusage="Daily" source="Warlord Feature" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1590" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;USAGE_InspiringWord&apos;, {isBoolean:1});"><Condition name="+2 to attack rolls against an enemy that has you marked - Bracers of Enforced Regret" /><PowerCardItem><Name>Target</Name><Description>You or one ally in the burst</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The target can spend a healing surge and regain 1d6 additional hit points.
	Level 6: 2d6 additional hit points.
	Level 11: 3d6 additional hit points.
	Level 16: 4d6 additional hit points.
	Level 21: 5d6 additional hit points.
	Level 26: 6d6 additional hit points.</Description></PowerCardItem><Weapon attackstat="" defense="unknown" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Immediate Interrupt" attacktype="Personal" display-class="USAGE_EndurePain" flavor="You grin and bear it, shrugging off the pain of a new wound." isMore="" level="2" name="Endure Pain" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Endurance Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=9314" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;USAGE_EndurePain&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You are hit by an attack</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Until the end of your next turn, you gain resistance to all damage equal to 5 + your Constitution modifier.</Description></PowerCardItem><PowerCardItem><Name>Prerequisite</Name><Description>You must be trained in Endurance.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Area wall 5 within 10 squares" display-class="USAGE_BladeBarrier" flavor="A barrier of whirling blades appears, slashing at those who come too close or try to pass through." isMore="" keywords="Conjuration, Divine, Implement" level="9" name="Blade Barrier" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Cleric Attack 9" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=60" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;USAGE_BladeBarrier&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You conjure a wall of spinning astral blades that lasts until the end of your next turn. The wall can be up to 2 squares high. The wall's squares are difficult terrain. Any creature that enters the wall or starts its turn there takes 3d6 + Wisdom modifier damage, plus ongoing 5 damage (save ends). A creature can take this damage only once per turn.</Description></PowerCardItem><PowerCardItem><Name>Sustain Minor</Name><Description>The wall persists until the end of your next turn.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Close burst 5" display-class="USAGE_BattleSurge" flavor="You turn the tide of battle by healing allies near you and filling them with courage." isMore="" keywords="Divine, Healing" level="10" name="Battle Surge" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Cleric Utility 10" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12618" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;USAGE_BattleSurge&apos;, {isBoolean:1});"><Condition name="+2 to attack rolls against an enemy that has you marked - Bracers of Enforced Regret" /><PowerCardItem><Name>Target</Name><Description>You and each ally in the burst</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Each target regains hit points as if he or she had spent a healing surge. In addition, each target gains a +2 power bonus to attack rolls until the end of your next turn.</Description></PowerCardItem><Weapon attackstat="" defense="unknown" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_HolySpark" flavor="You infuse your weapon with holy energy and strike your enemy, engulfing the foe in glowing arcs of crackling lightning that lance out at any of its allies that approach it." isMore="" keywords="Divine, Lightning, Weapon" level="15" name="Holy Spark" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Cleric Attack 15" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=932" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;USAGE_HolySpark&apos;, {isBoolean:1});"><Condition name="+2 to attack rolls against an enemy that has you marked - Bracers of Enforced Regret" /><Condition name="+2 to damage rolls against an enemy that has you marked - Bracers of Enforced Regret" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Strength modifier lightning damage, and ongoing 10 lightning damage (save ends). Until the ongoing damage ends, any ally of the target that starts its turn within 3 squares of the target takes 2d10 lightning damage.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage.</Description></PowerCardItem><Weapon attackstat="Strength" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2138&amp;ftype=1" name="Holy Healer&apos;s Mace +4" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5&amp;ftype=3"><AttackBonus dice-class="dice1d20plus24Attack" value="24"><Factor modifier="+7" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+4" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Mace)" /></AttackBonus><Damage dice-class="dice2d8plus11Damage" type="Lightning" value="2d8+11"><Factor modifier="+7" name="Strength modifier" /><Factor modifier="+4" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+7" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus7Damage" type="Lightning" value="2d4+7"><Factor modifier="+7" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee touch" display-class="USAGE_CureCriticalWounds" flavor="Intoning the name of your god, you heal your friend&apos;s injuries with a soothing touch." isMore="" keywords="Divine, Healing" level="16" name="Cure Critical Wounds" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Cleric Utility 16" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=666" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;USAGE_CureCriticalWounds&apos;, {isBoolean:1});"><Condition name="+2 to attack rolls against an enemy that has you marked - Bracers of Enforced Regret" /><PowerCardItem><Name>Target</Name><Description>You or one creature</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The target regains hit points as if it had spent three healing surges.</Description></PowerCardItem><Weapon attackstat="" defense="unknown" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Standard Action" attacktype="Close burst 10" display-class="USAGE_CalltoAction" flavor="A shouted command calls your allies to act, helping them to find new reserves or driving them to strike your enemies down." isMore="" keywords="Healing, Martial" level="15" name="Call to Action" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Warlord Attack 15" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=11729" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;USAGE_CalltoAction&apos;, {isBoolean:1});"><Condition name="+2 to attack rolls against an enemy that has you marked - Bracers of Enforced Regret" /><PowerCardItem><Name>Target</Name><Description>One, two, or three targets that can hear you in the burst</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Each target can choose to spend a healing surge, make a basic attack, or make a charge attack as a free action. Each ally that makes an attack as a result of this effect must choose a different target and deals 1d10 extra damage on a hit.</Description></PowerCardItem><Weapon attackstat="" defense="unknown" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Minor Action" attacktype="Close burst 5 (10 at 11th level, 15 at 21st level)" display-class="USAGE_HealingWord" flavor="You utter a soothing word that mends wounds of the body and spirit." isMore="" keywords="Healing" name="Healing Word" packagename="Cleric" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=2" powertype="Utility" powerusage="Encounter (Special)" source="Cleric Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1455" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;USAGE_HealingWord&apos;, {isBoolean:1});"><Condition name="+2 to attack rolls against an enemy that has you marked - Bracers of Enforced Regret" /><PowerCardItem><Name>Target</Name><Description>You or one ally in the burst</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The target can spend a healing surge and regain 1d6 additional hit points.
	Level 6: 2d6 additional hit points.
	Level 11: 3d6 additional hit points.
	Level 16: 4d6 additional hit points.
	Level 21: 5d6 additional hit points.
	Level 26: 6d6 additional hit points.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.</Description></PowerCardItem><Weapon attackstat="" defense="unknown" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor abbreviation="1/2 Level" modifier="+9" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power></Powers><!-- Feats element: always present
    Children:
        Feat elements: one for each Feat the character has.
            Required attributes: name, url, description --><Feats><Feat description="" name="Ritual Caster" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=159" /><Feat description="" name="Markings of the Victor" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1015" /><Feat description="" name="Goliath Greatweapon Prowess" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1004" /><Feat description="" name="Toughness" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=171" /><Feat description="Warlord: skill training, inspiring word 1/day" name="Student of Battle" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=338" /><Feat description="" name="Resilient Focus" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3147" /><Feat description="" name="Battle Healer" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1495" /><Feat description="" name="Heavy Armor Agility" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3140" /><Feat description="" name="Weapon Expertise (Mace)" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1032" /><Feat description="" name="Shielding Word" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1752" /><Feat description="" name="Fight On" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2501" /><Feat description="" name="Improved Defenses" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3143" /></Feats><!-- Loot element: always present
    Required attributes: 
        carried-ad, carried-pp, carried-gp, carried-sp, carried-cp: number of each type of coin carried.
        stored-ad, stored-pp, stored-gp, stored-sp, stored-cp: number of each type of coin stored.
        carried-ad-display-class, carried-pp-display-class, carried-gp-display-class, carried-sp-display-class, carried-cp-display-class:
            assign to at least one HTML element each to dynamically display number of each coin type carried.
        stored-ad-display-class, stored-pp-display-class, stored-gp-display-class, stored-sp-display-class, stored-cp-display-class:
            assign to at least one HTML element each to dynamically display number of each coin type stored.
    Control attributes:
        daily-use-display-class: assign to at least one HTML element that should dynamically display remaining daily magic item uses.
        daily-use-add-script: javascript to execute when the user triggers a daily item power.
        daily-use-subtract-script: javascript to execute when the user regains a daily item power.
        carried-ad-add-script, carried-pp-add-script, carried-gp-add-script, carried-sp-add-script, carried-cp-add-script:
            javascript to execute to ask the user how many coins of a given type to add to those carried.
        carried-ad-subtract-script, carried-pp-subtract-script, carried-gp-subtract-script, carried-sp-subtract-script, carried-cp-subtract-script:
            javascript to execute to ask the user how many coins of a given type to subtract from those carried.
        stored-ad-add-script, stored-pp-add-script, stored-gp-add-script, stored-sp-add-script, stored-cp-add-script:
            javascript to execute to ask the user how many coins of a given type to add to those stored.
        stored-ad-subtract-script, stored-pp-subtract-script, stored-gp-subtract-script, stored-sp-subtract-script, stored-cp-subtract-script:
            javascript to execute to ask the user how many coins of a given type to subtract from those stored.
    Child elements:
        Item elements: one for each item.
            Required attributes: count, equippedcount, name, type, url
                Do not have expectations about values in the type attribute (e.g. Weapon, Armor) or you will miss something.
            Child elements:
                Enhancement element: only present if the parent element has an enhancement.
                    Require attributes: name, url --><Loot carried-ad="0" carried-ad-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_carriedad&apos;, {min:1, requireInt:1, text:&apos;How many Astral Diamonds should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" carried-ad-display-class="CUR_carriedad" carried-ad-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_carriedad&apos;, {min:1, requireInt:1, text:&apos;How many ad should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" carried-cp="8" carried-cp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_carriedcp&apos;, {min:1, requireInt:1, text:&apos;How many Copper Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" carried-cp-display-class="CUR_carriedcp" carried-cp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_carriedcp&apos;, {min:1, requireInt:1, text:&apos;How many cp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" carried-gp="118" carried-gp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_carriedgp&apos;, {min:1, requireInt:1, text:&apos;How many Gold Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" carried-gp-display-class="CUR_carriedgp" carried-gp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_carriedgp&apos;, {min:1, requireInt:1, text:&apos;How many gp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" carried-pp="0" carried-pp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_carriedpp&apos;, {min:1, requireInt:1, text:&apos;How many Platinum Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" carried-pp-display-class="CUR_carriedpp" carried-pp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_carriedpp&apos;, {min:1, requireInt:1, text:&apos;How many pp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" carried-sp="204" carried-sp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_carriedsp&apos;, {min:1, requireInt:1, text:&apos;How many Silver Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" carried-sp-display-class="CUR_carriedsp" carried-sp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_carriedsp&apos;, {min:1, requireInt:1, text:&apos;How many sp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" daily-use-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_storedad&apos;, {min:1, requireInt:1, text:&apos;How many Astral Diamonds should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad-display-class="CUR_storedad" stored-ad-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_storedad&apos;, {min:1, requireInt:1, text:&apos;How many ad should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" stored-cp="0" stored-cp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_storedcp&apos;, {min:1, requireInt:1, text:&apos;How many Copper Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-cp-display-class="CUR_storedcp" stored-cp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_storedcp&apos;, {min:1, requireInt:1, text:&apos;How many cp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" stored-gp="0" stored-gp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_storedgp&apos;, {min:1, requireInt:1, text:&apos;How many Gold Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-gp-display-class="CUR_storedgp" stored-gp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_storedgp&apos;, {min:1, requireInt:1, text:&apos;How many gp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" stored-pp="0" stored-pp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_storedpp&apos;, {min:1, requireInt:1, text:&apos;How many Platinum Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-pp-display-class="CUR_storedpp" stored-pp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_storedpp&apos;, {min:1, requireInt:1, text:&apos;How many pp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" stored-sp="0" stored-sp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_storedsp&apos;, {min:1, requireInt:1, text:&apos;How many Silver Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-sp-display-class="CUR_storedsp" stored-sp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_storedsp&apos;, {min:1, requireInt:1, text:&apos;How many sp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" weightCarried="107"><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_Mace&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Mace" equippedcount="1" name="Mace" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_Mace&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Mace?&apos;, displayClass:&apos;CUR_Item_Mace&apos;, text:&apos;How many Mace should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=5&amp;ftype=3&amp;page=item"><Enhancement name="Holy Healer&apos;s Weapon +4" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2138&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_TorcofFortune4&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_TorcofFortune4" equippedcount="1" name="Torc of Fortune +4" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_TorcofFortune4&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last TorcofFortune4?&apos;, displayClass:&apos;CUR_Item_TorcofFortune4&apos;, text:&apos;How many TorcofFortune4 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=4316&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_GlovesoftheHealerparagontier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_GlovesoftheHealerparagontier" equippedcount="1" name="Gloves of the Healer (paragon tier)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_GlovesoftheHealerparagontier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last GlovesoftheHealerparagontier?&apos;, displayClass:&apos;CUR_Item_GlovesoftheHealerparagontier&apos;, text:&apos;How many GlovesoftheHealerparagontier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3393&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_BraidmailArmor&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BraidmailArmor" equippedcount="1" name="Braidmail Armor" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_BraidmailArmor&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BraidmailArmor?&apos;, displayClass:&apos;CUR_Item_BraidmailArmor&apos;, text:&apos;How many BraidmailArmor should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=35&amp;ftype=2&amp;page=item"><Enhancement name="Dwarven Armor +3" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=571&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_RashandReckless&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_RashandReckless" equippedcount="1" name="Rash and Reckless" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_RashandReckless&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last RashandReckless?&apos;, displayClass:&apos;CUR_Item_RashandReckless&apos;, text:&apos;How many RashandReckless should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7975&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_BracersofEnforcedRegret&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BracersofEnforcedRegret" equippedcount="1" name="Bracers of Enforced Regret" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_BracersofEnforcedRegret&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BracersofEnforcedRegret?&apos;, displayClass:&apos;CUR_Item_BracersofEnforcedRegret&apos;, text:&apos;How many BracersofEnforcedRegret should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=6977&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_SacredMask&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_SacredMask" equippedcount="1" name="Sacred Mask" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_SacredMask&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last SacredMask?&apos;, displayClass:&apos;CUR_Item_SacredMask&apos;, text:&apos;How many SacredMask should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=6855&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_CupandTalismanofAlAkbar&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_CupandTalismanofAlAkbar" equippedcount="1" name="Cup and Talisman of Al&apos;Akbar" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_CupandTalismanofAlAkbar&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last CupandTalismanofAlAkbar?&apos;, displayClass:&apos;CUR_Item_CupandTalismanofAlAkbar&apos;, text:&apos;How many CupandTalismanofAlAkbar should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7971&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_PrimordialRing&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_PrimordialRing" equippedcount="1" name="Primordial Ring" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_PrimordialRing&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PrimordialRing?&apos;, displayClass:&apos;CUR_Item_PrimordialRing&apos;, text:&apos;How many PrimordialRing should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=4391&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_DemonskinTattooheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_DemonskinTattooheroictier" equippedcount="1" name="Demonskin Tattoo (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_DemonskinTattooheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last DemonskinTattooheroictier?&apos;, displayClass:&apos;CUR_Item_DemonskinTattooheroictier&apos;, text:&apos;How many DemonskinTattooheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=4581&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_IronskinBeltheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_IronskinBeltheroictier" equippedcount="1" name="Ironskin Belt (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_IronskinBeltheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last IronskinBeltheroictier?&apos;, displayClass:&apos;CUR_Item_IronskinBeltheroictier&apos;, text:&apos;How many IronskinBeltheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1116&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_Greatbow&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Greatbow" equippedcount="0" name="Greatbow" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_Greatbow&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Greatbow?&apos;, displayClass:&apos;CUR_Item_Greatbow&apos;, text:&apos;How many Greatbow should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=72&amp;ftype=3&amp;page=item"><Enhancement name="Magic Weapon +3" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=732&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_LeomundsSecretChest&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_LeomundsSecretChest" equippedcount="0" name="Leomund&apos;s Secret Chest" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_LeomundsSecretChest&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last LeomundsSecretChest?&apos;, displayClass:&apos;CUR_Item_LeomundsSecretChest&apos;, text:&apos;How many LeomundsSecretChest should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=48" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_DetectObject&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_DetectObject" equippedcount="0" name="Detect Object" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_DetectObject&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last DetectObject?&apos;, displayClass:&apos;CUR_Item_DetectObject&apos;, text:&apos;How many DetectObject should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=43" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_TravelersFeast&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_TravelersFeast" equippedcount="0" name="Travelers&apos; Feast" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_TravelersFeast&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last TravelersFeast?&apos;, displayClass:&apos;CUR_Item_TravelersFeast&apos;, text:&apos;How many TravelersFeast should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=32" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_PhantomSteed&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_PhantomSteed" equippedcount="0" name="Phantom Steed" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_PhantomSteed&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PhantomSteed?&apos;, displayClass:&apos;CUR_Item_PhantomSteed&apos;, text:&apos;How many PhantomSteed should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=26" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_LinkedPortal&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_LinkedPortal" equippedcount="0" name="Linked Portal" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_LinkedPortal&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last LinkedPortal?&apos;, displayClass:&apos;CUR_Item_LinkedPortal&apos;, text:&apos;How many LinkedPortal should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=2" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_RemoveAffliction&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_RemoveAffliction" equippedcount="0" name="Remove Affliction" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_RemoveAffliction&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last RemoveAffliction?&apos;, displayClass:&apos;CUR_Item_RemoveAffliction&apos;, text:&apos;How many RemoveAffliction should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=28" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_RaiseDead&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_RaiseDead" equippedcount="0" name="Raise Dead" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_RaiseDead&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last RaiseDead?&apos;, displayClass:&apos;CUR_Item_RaiseDead&apos;, text:&apos;How many RaiseDead should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=27" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_EndlessQuiver&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_EndlessQuiver" equippedcount="0" name="Endless Quiver" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_EndlessQuiver&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last EndlessQuiver?&apos;, displayClass:&apos;CUR_Item_EndlessQuiver&apos;, text:&apos;How many EndlessQuiver should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3847&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_Greatbow&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="-1" display-class="CUR_Item_Greatbow" equippedcount="0" name="Greatbow" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_Greatbow&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Greatbow?&apos;, displayClass:&apos;CUR_Item_Greatbow&apos;, text:&apos;How many Greatbow should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=72&amp;ftype=3&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_RidingHorse&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="2" display-class="CUR_Item_RidingHorse" equippedcount="0" name="Riding Horse" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_RidingHorse&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last RidingHorse?&apos;, displayClass:&apos;CUR_Item_RidingHorse&apos;, text:&apos;How many RidingHorse should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=43&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_Wagon&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Wagon" equippedcount="0" name="Wagon" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_Wagon&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Wagon?&apos;, displayClass:&apos;CUR_Item_Wagon&apos;, text:&apos;How many Wagon should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=47&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_MakeWhole&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_MakeWhole" equippedcount="0" name="Make Whole" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_MakeWhole&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last MakeWhole?&apos;, displayClass:&apos;CUR_Item_MakeWhole&apos;, text:&apos;How many MakeWhole should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=51" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_Silence&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Silence" equippedcount="0" name="Silence" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_Silence&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Silence?&apos;, displayClass:&apos;CUR_Item_Silence&apos;, text:&apos;How many Silence should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=58" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_AffectNormalFire&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_AffectNormalFire" equippedcount="0" name="Affect Normal Fire" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_AffectNormalFire&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AffectNormalFire?&apos;, displayClass:&apos;CUR_Item_AffectNormalFire&apos;, text:&apos;How many AffectNormalFire should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=188" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_BrewPotion&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BrewPotion" equippedcount="0" name="Brew Potion" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_BrewPotion&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BrewPotion?&apos;, displayClass:&apos;CUR_Item_BrewPotion&apos;, text:&apos;How many BrewPotion should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=1" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_WaterWalk&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_WaterWalk" equippedcount="0" name="Water Walk" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_WaterWalk&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last WaterWalk?&apos;, displayClass:&apos;CUR_Item_WaterWalk&apos;, text:&apos;How many WaterWalk should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=61" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_ClimbersKit&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ClimbersKit" equippedcount="0" name="Climber&apos;s Kit" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_ClimbersKit&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ClimbersKit?&apos;, displayClass:&apos;CUR_Item_ClimbersKit&apos;, text:&apos;How many ClimbersKit should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=20&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_ComradesSuccor&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ComradesSuccor" equippedcount="0" name="Comrades&apos; Succor" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_ComradesSuccor&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ComradesSuccor?&apos;, displayClass:&apos;CUR_Item_ComradesSuccor&apos;, text:&apos;How many ComradesSuccor should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=297" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_Woundpatchheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Woundpatchheroictier" equippedcount="0" name="Woundpatch (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_Woundpatchheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Woundpatchheroictier?&apos;, displayClass:&apos;CUR_Item_Woundpatchheroictier&apos;, text:&apos;How many Woundpatchheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=5129&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_SpeakwithDead&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_SpeakwithDead" equippedcount="0" name="Speak with Dead" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_SpeakwithDead&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last SpeakwithDead?&apos;, displayClass:&apos;CUR_Item_SpeakwithDead&apos;, text:&apos;How many SpeakwithDead should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=59" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_SunDiskofPelor2&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_SunDiskofPelor2" equippedcount="0" name="Sun Disk of Pelor +2" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_SunDiskofPelor2&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last SunDiskofPelor2?&apos;, displayClass:&apos;CUR_Item_SunDiskofPelor2&apos;, text:&apos;How many SunDiskofPelor2 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2536&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_CreateHolyWater&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_CreateHolyWater" equippedcount="0" name="Create Holy Water" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_CreateHolyWater&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last CreateHolyWater?&apos;, displayClass:&apos;CUR_Item_CreateHolyWater&apos;, text:&apos;How many CreateHolyWater should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=273" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_DowsingRod&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_DowsingRod" equippedcount="0" name="Dowsing Rod" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_DowsingRod&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last DowsingRod?&apos;, displayClass:&apos;CUR_Item_DowsingRod&apos;, text:&apos;How many DowsingRod should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=285" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_PotionofHealing&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="8" display-class="CUR_Item_PotionofHealing" equippedcount="0" name="Potion of Healing" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_PotionofHealing&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PotionofHealing?&apos;, displayClass:&apos;CUR_Item_PotionofHealing&apos;, text:&apos;How many PotionofHealing should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1138&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_GravespawnPotion&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_GravespawnPotion" equippedcount="0" name="Gravespawn Potion" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_GravespawnPotion&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last GravespawnPotion?&apos;, displayClass:&apos;CUR_Item_GravespawnPotion&apos;, text:&apos;How many GravespawnPotion should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3923&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_Sunrod&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="7" display-class="CUR_Item_Sunrod" equippedcount="0" name="Sunrod" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_Sunrod&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Sunrod?&apos;, displayClass:&apos;CUR_Item_Sunrod&apos;, text:&apos;How many Sunrod should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_ResiduumAny&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="343" display-class="CUR_Item_ResiduumAny" equippedcount="0" name="Residuum (Any)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_ResiduumAny&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ResiduumAny?&apos;, displayClass:&apos;CUR_Item_ResiduumAny&apos;, text:&apos;How many ResiduumAny should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=57&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_CrossbowBolt&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="10" display-class="CUR_Item_CrossbowBolt" equippedcount="0" name="Crossbow Bolt" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_CrossbowBolt&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last CrossbowBolt?&apos;, displayClass:&apos;CUR_Item_CrossbowBolt&apos;, text:&apos;How many CrossbowBolt should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=59&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_BanishVermin&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BanishVermin" equippedcount="0" name="Banish Vermin" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_BanishVermin&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BanishVermin?&apos;, displayClass:&apos;CUR_Item_BanishVermin&apos;, text:&apos;How many BanishVermin should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=101" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_ExplorersFire&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ExplorersFire" equippedcount="0" name="Explorer&apos;s Fire" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_ExplorersFire&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ExplorersFire?&apos;, displayClass:&apos;CUR_Item_ExplorersFire&apos;, text:&apos;How many ExplorersFire should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=111" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_CreateCampsite&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_CreateCampsite" equippedcount="0" name="Create Campsite" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_CreateCampsite&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last CreateCampsite?&apos;, displayClass:&apos;CUR_Item_CreateCampsite&apos;, text:&apos;How many CreateCampsite should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=195" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_AdventurersKit&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_AdventurersKit" equippedcount="0" name="Adventurer&apos;s Kit" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_AdventurersKit&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AdventurersKit?&apos;, displayClass:&apos;CUR_Item_AdventurersKit&apos;, text:&apos;How many AdventurersKit should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_RitualBook&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_RitualBook" equippedcount="0" name="Ritual Book" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_RitualBook&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last RitualBook?&apos;, displayClass:&apos;CUR_Item_RitualBook&apos;, text:&apos;How many RitualBook should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=31&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_Greatbow&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="0" display-class="CUR_Item_Greatbow" equippedcount="-2" name="Greatbow" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiZoScM.triggerVariable(&apos;CUR_Item_Greatbow&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Greatbow?&apos;, displayClass:&apos;CUR_Item_Greatbow&apos;, text:&apos;How many Greatbow should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=72&amp;ftype=3&amp;page=item" /></Loot><!-- Languages element: always present 
    Children:
        Language elements: one for each language
            Required attributes: name --><Languages><Language name="Common" /><Language name="Dwarven" /></Languages><!-- Proficiencies element: always present
    Children:
        ArmorProficiencies element: may be absent if the character has no armor proficiences.
            Children:
                Proficiency elements: one for each armor proficiency
                    Required attributes: name, source
        ShieldProficiencies element: may be absent if the character has no shield proficiences.
            Children:
                Proficiency elements: one for each shield proficiency
                    Required attributes: name, source
        WeaponProficiencies element: may be absent if the character has no weapon proficiences.
            Children:
                Proficiency elements: one for each weapon proficiency that isn't in a group.
                    Required attributes: name, source
                ProficiencyGroup elements: one for each group of weapon proficiencie (e.g. "simple melee")
                    Required attributes: name, source
                    Children:
                        Proficiency elements: one for each weapon proficiency in the group
                            Required attributes: name, source --><Proficiencies><WeaponProficiencies><ProficiencyGroup name="Implement Proficiency" source="Cleric"><Proficiency name="Holy Symbol" source="Cleric" /></ProficiencyGroup><ProficiencyGroup name="Simple Melee" source="Cleric"><Proficiency name="Club" source="Cleric" /><Proficiency name="Dagger" source="Cleric" /><Proficiency name="Javelin" source="Cleric" /><Proficiency name="Mace" source="Cleric" /><Proficiency name="Sickle" source="Cleric" /><Proficiency name="Spear" source="Cleric" /><Proficiency name="Greatclub" source="Cleric" /><Proficiency name="Morningstar" source="Cleric" /><Proficiency name="Quarterstaff" source="Cleric" /><Proficiency name="Scythe" source="Cleric" /><Proficiency name="Spiked gauntlet" source="Cleric" /><Proficiency name="Talid" source="Cleric" /><Proficiency name="Widow&apos;s knife" source="Cleric" /><Proficiency name="Wrist razors" source="Cleric" /><Proficiency name="Light mace" source="Cleric" /><Proficiency name="Short spear" source="Cleric" /><Proficiency name="Claw fighter claw" source="Cleric" /><Proficiency name="Shadowblade" source="Cleric" /><Proficiency name="Climbing claw" source="Cleric" /><Proficiency name="Dragontooth shield" source="Cleric" /><Proficiency name="Fighting shield" source="Cleric" /><Proficiency name="Soul shield" source="Cleric" /><Proficiency name="Sun shield" source="Cleric" /><Proficiency name="Rod of seven parts" source="Cleric" /></ProficiencyGroup><ProficiencyGroup name="Simple Ranged" source="Cleric"><Proficiency name="Hand crossbow" source="Cleric" /><Proficiency name="Sling" source="Cleric" /><Proficiency name="Crossbow" source="Cleric" /><Proficiency name="Repeating crossbow" source="Cleric" /><Proficiency name="Dejada" source="Cleric" /></ProficiencyGroup><Proficiency name="Greataxe" source="Goliath Greatweapon Prowess" /><Proficiency name="Heavy flail" source="Goliath Greatweapon Prowess" /><Proficiency name="Glaive" source="Goliath Greatweapon Prowess" /><Proficiency name="Halberd" source="Goliath Greatweapon Prowess" /><Proficiency name="Maul" source="Goliath Greatweapon Prowess" /><Proficiency name="Longspear" source="Goliath Greatweapon Prowess" /><Proficiency name="Greatsword" source="Goliath Greatweapon Prowess" /><Proficiency name="Falchion" source="Goliath Greatweapon Prowess" /><Proficiency name="Heavy war pick" source="Goliath Greatweapon Prowess" /><Proficiency name="Trikal" source="Goliath Greatweapon Prowess" /><Proficiency name="Pike" source="Goliath Greatweapon Prowess" /></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Cleric" /><Proficiency name="Leather" source="Cleric" /><Proficiency name="Hide" source="Cleric" /><Proficiency name="Chainmail" source="Cleric" /></ArmorProficiencies><ShieldProficiencies /></Proficiencies></Character>