<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/fullold.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM" milestone-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.milestone();" name="Sheldon Holt" safe-key="agdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM"><Description age="19" height="5&apos; 6&quot;-6&apos;2&quot;" weight="160"><Notes>Sheldon was born to the family of Holt, minor nobles in the Elsir vale.  Though true noble families are a thing of the past there, the Holt family can trace their line back through time through the rise and fall of several kingdoms, even if the connection is sometimes tennuous.  If recent documents found in a disused attic are to be believed, they are descended from the famous, (or perhaps infamous) Belvaious family, Guardians of the Northern front.  The elven blood in the ancient Belvaious family has been diluted over the intervening centuries and now the only trace that can be found in the family is the occasional golden yellow eyes in the male line which it was reputed the original Lord Mokolon shared.

Sheldon was the fifth son, and wanted for nothing growing up.  He was not in line to inherit any of the family fortunes, merely being afforded all that he could want, and lived a life without consequences.  It was thought he would go into a life as a merchant, increasing the family fortunes.

But Sheldon was a bit of a different than his siblings.  Early on, his interest was drawn to the objects of antiquity he grew up around.  Objects of art, ancient and rare weaponry, heirloom jewelry, and one of a kind documents and works.  Really, anything both valuable and rare was sure to draw his intereest.  As he grew, his interest began to border on obsession but he was wise enough to know that his obsession should be hidden from those around him.  He made no move against them until he had trained himself to the point where he could acquire them without being caught, and invented an alter ego.  The rose thief became infamous throughout all the vale.  A single white rose left behind where once there was something of unique value.

Sheldon may collect things, but he often does not keep them.  Sometimes, he leaves them in a public location with another rose.  Sometimes he places them back where he first acquired it.  Traps and thief takers have lain in wait for him to do just that, but none have ever captured him.  He has had several close calls and been seen upon occasion, but always wears a mask and his uncanny ability to dash across impossible terrain, up walls, over rooftops, and vanish the instant attention is diverted have served him well.  Violence is always the route of last resort, and while thieving, he has only been forced to it once and views that as a personal failure though he seems to have a knack for striking effectively at an opponent when cornered. 

His most dangerous opponents are not his victims, nor even the law.  His most dangerous opponents have always been the local thieving guilds which are always on the lookout for skulkers on the rooftops.  In tustles with these other denizens of the night, he perfected his skills in offense and defense, picking up some pointers the hard way.  

These days, he has reached his majority and "set off to find his fortune" and increase the influence and fame of the family thereby.  Of course, the family does not dream that Sheldon has adventursome leanings, thinking that he will travel until he uncovers a promising business opportunity to add to the portfolio of the Holt dynasty.  Little do they realize that his leanings will draw him not to life as a merchant noble, but the life of adventure...</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="99000" alignment="Unaligned" deity="" experience="83000" experience-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="17" name="Rogue" powersource="Martial" role="Striker" size="Medium" tier="Paragon" vision="Normal"><Race description="The most ambitious of races, humans count among their number the greatest heroes &#8230;and the greatest villains." name="Human" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=7"><Feature description="Choose an extra feat at 1st level." name="Bonus Feat" /><Feature description="Trained in one additional class skill." name="Bonus Skill" /><Feature description="+1 to Fortitude, Reflex, and Will." name="Human Defense Bonuses" /><Feature description="Choose an option for your human character." name="Human Power Selection" /><Feature description="Gain the Heroic Effort power" name="Heroic Effort" /></Race><Theme description="" name="Tuathan" url="http://www.wizards.com/dndinsider/compendium/theme.aspx?id=917" /><Background description="The Hrulla Tower in Jarrak City? I've been in and out of there three times. The ivy on the courtyard walls is pretty much a &#8220;Please Steal From Me&#8221; sign." name="Cat Burglar" url="http://www.wizards.com/dndinsider/compendium/background.aspx?id=67"><Feature description="" name="Cat Burglar Benefit" /></Background><Class description="Stealthy, cunning, and deadly&#8212;you appear from out of nowhere to strike your enemies." name="Rogue" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=6"><Feature description="Gain either Continue the Story or Shapechanger Physique" name="Tuathan Starting Feature" /><Feature description="" name="Shapechanger&apos;s Physique" /><Feature description="" name="First Strike" /><Feature description="" name="Rogue Tactics" /><Feature description="" name="Artful Dodger" /><Feature description="" name="Scoundrel Weapon Talent" /><Feature description="" name="Sneak Attack" /><Feature description="Gain either Heightened Senses or The Tables Are Turned" name="Tuathan Level 5 Feature" /><Feature description="" name="The Tables Are Turned" /><Feature description="Gain either Flying Animal Shape or Heroic Recovery" name="Tuathan Level 10 Feature" /><Feature description="" name="Flying Animal Shape" /></Class><ParagonPath description="" name="Shadow Assassin" url="http://www.wizards.com/dndinsider/compendium/paragonpath.aspx?id=103"><Feature description="Gain Ritual Caster feat and perform one bard ritual per day without expending components" name="Bardic Training" /><Feature description="" name="Shadow Assassin&apos;s Riposte" /><Feature description="" name="Shadow Assassin&apos;s Action" /><Feature description="" name="Bloody Evisceration" /></ParagonPath></Build><!-- Resistances element: Always present
    Optional Attributes: Fire, Cold, etc. (all allowed resistances)
 --><Resistances critical="5" /><!-- 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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="105"><Factor abbreviation="Con" modifier="+13" name="Constitution" /><Factor abbreviation="Rogue 1" modifier="+12" name="Level 1 Rogue" /><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 modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor abbreviation="Rogue 17" modifier="+80" multiplied="5" multiplier="16" name="Level 17 Rogue" /></MaxHitPoints><BloodiedValue value="52"><Factor abbreviation="1/2 HP" modifier="+52" multiplied="105" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="7"><Factor modifier="+6" name="Rogue" /><Factor abbreviation="Con mod" modifier="+1" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.surgeValueToHitPoints(26);" value="26"><Factor abbreviation="1/4 HP" modifier="+26" multiplied="105" 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="Human" /></Speed><Initiative dice-class="dice1d20plus14Initiative" value="14"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Initiative Misc" /><Factor abbreviation="Dex mod" modifier="+6" 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="29"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="Drowmesh" /><Factor modifier="+3" name="Elven Battle Armor +3" /><Condition name="+3 Artful Dodger" /><Condition name="+6 Dexterity modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="24"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Fortitude Defense Class Bonus" /><Factor modifier="+1" name="Human Defense Bonuses" /><Factor modifier="+2" name="Improved Defenses" /><Factor modifier="+2" name="Lucky Charm +2" /><Factor abbreviation="Str mod" modifier="+1" name="Strength modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="32"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="Reflex Defense Class Bonus" /><Factor modifier="+1" name="Human Defense Bonuses" /><Factor modifier="+2" name="Improved Defenses" /><Factor modifier="+2" name="Lucky Charm +2" /><Factor modifier="+1" name="Drowmesh" /><Factor abbreviation="Dex mod" modifier="+6" name="Dexterity modifier" /></Defense><Defense abbreviation="Will" name="Will" value="28"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Will Defense Class Bonus" /><Factor modifier="+1" name="Human Defense Bonuses" /><Factor modifier="+2" name="Improved Defenses" /><Factor modifier="+3" name="Superior Will" /><Factor modifier="+2" name="Lucky Charm +2" /><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="27"><Factor modifier="+17" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="27"><Factor modifier="+17" 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="dice1d20plus21Acrobatics" name="Acrobatics" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="21"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Acrobatics Misc" /><Factor abbreviation="Dex mod" modifier="+6" 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="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Arcana Misc" /><Factor abbreviation="Int mod" modifier="+1" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus18Athletics" name="Athletics" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="18"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+4" name="Athletics Misc" /><Factor abbreviation="Str mod" modifier="+1" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus16Bluff" name="Bluff" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="16"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Bluff Misc" /><Factor abbreviation="Cha mod" modifier="+3" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus11Diplomacy" name="Diplomacy" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="11"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Diplomacy Misc" /><Factor abbreviation="Cha mod" modifier="+3" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus12Dungeoneering" name="Dungeoneering" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="12"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus9Endurance" name="Endurance" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="9"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Endurance Misc" /><Factor abbreviation="Con mod" modifier="+1" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus12Heal" name="Heal" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="12"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><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="+8" name="Half Level" /><Factor modifier="+0" name="History Misc" /><Factor abbreviation="Int mod" modifier="+1" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus17Insight" name="Insight" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="17"><Factor abbreviation="1/2 Level" modifier="+8" 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="dice1d20plus11Intimidate" name="Intimidate" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="11"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="+3" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus12Nature" name="Nature" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="12"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus17Perception" name="Perception" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="17"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus9Religion" name="Religion" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="9"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="+1" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus19Stealth" name="Stealth" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="19"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Stealth Misc" /><Factor abbreviation="Dex mod" modifier="+6" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus11Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="11"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+0" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="+3" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus20Thievery" name="Thievery" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="20"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+1" name="Thievery Misc" /><Factor abbreviation="Dex mod" modifier="+6" 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="13"><Factor modifier="+12" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus9Strength" modifier="+1" rollmodifier="+9" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="13"><Factor modifier="+12" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus9Constitution" modifier="+1" rollmodifier="+9" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="23"><Factor modifier="+17" name="Starting" /><Factor modifier="+2" name="Human" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><Factor modifier="+1" name="Level 11" /><Factor modifier="+1" name="Level 14" /><AbilityModifier dice-class="dice1d20plus14Dexterity" modifier="+6" rollmodifier="+14" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="13"><Factor modifier="+12" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus9Intelligence" modifier="+1" rollmodifier="+9" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="18"><Factor modifier="+17" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus12Wisdom" modifier="+4" rollmodifier="+12" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="17"><Factor modifier="+13" name="Starting" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><Factor modifier="+1" name="Level 11" /><Factor modifier="+1" name="Level 14" /><AbilityModifier dice-class="dice1d20plus11Charisma" modifier="+3" rollmodifier="+11" /></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 dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><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="DEX" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2156&amp;ftype=1" name="Jagged Rapier +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=29&amp;ftype=3"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><AttackBonus dice-class="dice1d20plus20Attack" value="20"><Factor modifier="+6" name="DEX modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d8plus9Damage" value="1d8+9"><Factor modifier="+6" name="DEX modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="DEX" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=8214&amp;ftype=1" name="Fey Strike Rapier +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=29&amp;ftype=3"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><AttackBonus dice-class="dice1d20plus20Attack" value="20"><Factor modifier="+6" name="DEX modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d8plus9Damage" value="1d8+9"><Factor modifier="+6" name="DEX modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="DEX" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+6" name="DEX modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus6Damage" value="1d4+6"><Factor modifier="+6" name="DEX 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 dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><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=6166&amp;ftype=1" name="Targeting Hand crossbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=36&amp;ftype=3"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d6plus9Damage" value="1d6+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus6Damage" value="1d4+6"><Factor modifier="+6" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" flavor="With a calculated strike, you leave your foe vulnerable to an adroit riposte if it dares to attack you." isMore="" keywords="Martial, Weapon" level="1" name="Riposte Strike" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Rogue Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=653"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><PowerCardItem><Name>Requirement</Name><Description>You must be wielding a light blade.</Description></PowerCardItem><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. If the target attacks you before the start of your next turn and it is within reach, you can make a Strength vs. AC attack against it as an immediate interrupt. On a hit, the target takes 1[W] + Strength modifier damage.
	Level 21: 2[W] + Dexterity modifier damage and 2[W] + Strength modifier damage.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2156&amp;ftype=1" name="Jagged Rapier +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=29&amp;ftype=3"><AttackBonus dice-class="dice1d20plus20Attack" value="20"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d8plus9Damage" value="1d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=8214&amp;ftype=1" name="Fey Strike Rapier +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=29&amp;ftype=3"><AttackBonus dice-class="dice1d20plus20Attack" value="20"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d8plus9Damage" value="1d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee or Ranged weapon" flavor="A final lunge brings you into an advantageous position." isMore="" keywords="Martial, Weapon" level="1" name="Deft Strike" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Rogue Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=971"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><PowerCardItem><Name>Requirement</Name><Description>You must be wielding a crossbow, a light blade, or a sling.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Before the attack, you can move up to 2 squares.</Description></PowerCardItem><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.
	Level 21: 2[W] + Dexterity modifier damage.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2156&amp;ftype=1" name="Jagged Rapier +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=29&amp;ftype=3"><AttackBonus dice-class="dice1d20plus20Attack" value="20"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d8plus9Damage" value="1d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=8214&amp;ftype=1" name="Fey Strike Rapier +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=29&amp;ftype=3"><AttackBonus dice-class="dice1d20plus20Attack" value="20"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d8plus9Damage" value="1d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6166&amp;ftype=1" name="Targeting Hand crossbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=36&amp;ftype=3"><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d6plus9Damage" value="1d6+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Personal" flavor="Your body shifts in an instant, taking the shape of a tiny animal such as a cat, a hare, or a rat." isMore="" keywords="Arcane, Polymorph" level="2" name="Tuathan Animal Shape" packagename="" packageurl="" powertype="Utility" powerusage="At-Will" source="Tuathan Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=15890"><PowerCardItem><Name>Effect</Name><Description>You change from your humanoid form to the form of a Tiny nonflying fey or natural beast (such as a fox, a cat, or a raccoon) or vice versa. While you are in this beast form, you can make Stealth checks to hide using any cover or concealment, including cover from your allies, and you take no penalty to Stealth checks for moving up to your speed. You cannot make attacks or use item powers.
	Your equipment becomes part of this form, and you continue to gain the benefits of the equipment you wear, except a shield. Your ability to communicate is not inhibited, and you can make skill checks only if they don't require you to be in humanoid form.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>You can use this power only once per round.</Description></PowerCardItem><PowerCardItem><Name>Prerequisite</Name><Description>Tuathan</Description></PowerCardItem></Power><Power actiontype="Immediate Interrupt" attacktype="Personal" flavor="You blend into your surroundings." isMore="" keywords="Martial" level="6" name="Chameleon" packagename="" packageurl="" powertype="Utility" powerusage="At-Will" source="Rogue Utility 6" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1506"><PowerCardItem><Name>Prerequisite</Name><Description>You must have training in Stealth.</Description></PowerCardItem><PowerCardItem><Name>Trigger</Name><Description>You are hidden and lose cover or concealment against an enemy.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You make a Stealth check. If your check beats the triggering enemy's passive Perception, you remain hidden from it, and until the end of your next turn you can remain hidden from it without needing any cover or concealment.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee weapon" flavor="You can turn even a minor distraction into an opportunity for a deadly attack." isMore="" keywords="Martial, Weapon" level="1" name="Clever Strike" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Rogue Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=7388"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><PowerCardItem><Name>Requirement</Name><Description>You must be wielding a light blade.</Description></PowerCardItem><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.
Level 21: 2[W] + Dexterity modifier damage.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>If an ally is adjacent to the target and is able to attack it, you have combat advantage against the target for this attack.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2156&amp;ftype=1" name="Jagged Rapier +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=29&amp;ftype=3"><AttackBonus dice-class="dice1d20plus20Attack" value="20"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d8plus9Damage" value="1d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=8214&amp;ftype=1" name="Fey Strike Rapier +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=29&amp;ftype=3"><AttackBonus dice-class="dice1d20plus20Attack" value="20"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d8plus9Damage" value="1d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon></Power><Power actiontype="Move Action" attacktype="Personal" flavor="You climb surfaces with astounding ease." isMore="" keywords="Martial" level="6" name="Nimble Climb" packagename="" packageurl="" powertype="Utility" powerusage="At-Will" source="Rogue Utility 6" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=365"><PowerCardItem><Name>Prerequisite</Name><Description>You must have training in Athletics.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You make an Athletics check to climb. If the check succeeds, you gain a +4 power bonus to your speed while climbing during this move.</Description></PowerCardItem></Power><Power actiontype="Move Action" attacktype="Personal" flavor="You leap a great distance without a running start." isMore="" keywords="Martial" level="2" name="Great Leap" packagename="" packageurl="" powertype="Utility" powerusage="At-Will" source="Rogue Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1039"><PowerCardItem><Name>Prerequisite</Name><Description>You must have training in Athletics.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You make an Athletics check to jump. You are considered to have a running start, and the distance of the jump isn't limited by your speed.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Ranged weapon" flavor="Your expert shot renders your foe unaccountably clumsy." isMore="" keywords="Arcane, Weapon" level="1" name="Jinx Shot" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Bard Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2846"><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Charisma modifier damage. The first time the target misses with an attack before the end of your next turn, it falls prone.
Level 21: 2[W] + Charisma modifier damage.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6166&amp;ftype=1" name="Targeting Hand crossbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=36&amp;ftype=3"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+3" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d6plus6Damage" value="1d6+6"><Factor modifier="+3" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+3" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus3Damage" value="1d4+3"><Factor modifier="+3" name="Charisma modifier" /></Damage></Weapon></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="No Action" attacktype="Personal" display-class="USAGE_HeroicEffort" flavor="Your grim focus and unbridled energy means that failure is not an option." isMore="" name="Heroic Effort" packagename="Human" packageurl="http://www.wizards.com/dndinsider/compendium/race.aspx?id=7" powerusage="Encounter" source="Human Racial Power" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=13213" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;USAGE_HeroicEffort&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You miss with an attack or fail a saving throw.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You gain a +4 racial bonus to the attack roll or the saving throw.</Description></PowerCardItem></Power><Power actiontype="Free Action" attacktype="Melee weapon" display-class="USAGE_NastyBackswing" flavor="You follow a missed attack with a surprising strike and a hasty sidestep." isMore="" keywords="Martial, Weapon" level="3" name="Nasty Backswing" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Rogue Attack 3" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4479" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;USAGE_NastyBackswing&apos;, {isBoolean:1});"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><PowerCardItem><Name>Trigger</Name><Description>You miss with a melee attack</Description></PowerCardItem><PowerCardItem><Name>Requirement</Name><Description>You must be wielding a light blade.</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. AC. You have combat advantage for this attack.</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Dexterity modifier damage, and you can shift 1 square.</Description></PowerCardItem><PowerCardItem><Name> Brutal Scoundrel</Name><Description>The attack deals extra damage equal to your Strength modifier.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2156&amp;ftype=1" name="Jagged Rapier +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=29&amp;ftype=3"><AttackBonus dice-class="dice1d20plus20Attack" value="20"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d8plus9Damage" value="1d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=8214&amp;ftype=1" name="Fey Strike Rapier +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=29&amp;ftype=3"><AttackBonus dice-class="dice1d20plus20Attack" value="20"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d8plus9Damage" value="1d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_PerfectSight" flavor="Enemies might hide, but once you find a trace of them, there&apos;s no escaping you." isMore="" level="10" name="Perfect Sight" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Perception Utility 10" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=11589" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;USAGE_PerfectSight&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You gain blindsight 5 until the end of your next turn.</Description></PowerCardItem><PowerCardItem><Name>Prerequisite</Name><Description>You must be trained in Perception.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee or Ranged weapon" display-class="USAGE_KillersEye" flavor="You strike with a killer&apos;s eye, seeking to take down your enemy as quickly and efficiently as possible." isMore="" keywords="Martial, Weapon" level="11" name="Killer&apos;s Eye" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Shadow Assassin Attack 11" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1653" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;USAGE_KillersEye&apos;, {isBoolean:1});"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><PowerCardItem><Name>Requirement</Name><Description>You must be wielding a crossbow, a light blade, or a sling.</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Dexterity modifier damage, or 3[W] + Dexterity modifier damage if the target hasn't taken any actions during the encounter.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2156&amp;ftype=1" name="Jagged Rapier +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=29&amp;ftype=3"><AttackBonus dice-class="dice1d20plus20Attack" value="20"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d8plus9Damage" value="2d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=8214&amp;ftype=1" name="Fey Strike Rapier +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=29&amp;ftype=3"><AttackBonus dice-class="dice1d20plus20Attack" value="20"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d8plus9Damage" value="2d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6166&amp;ftype=1" name="Targeting Hand crossbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=36&amp;ftype=3"><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d6plus9Damage" value="2d6+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_StunningStrike" flavor="A well-timed attack leaves your enemy flailing helplessly for a few critical seconds." isMore="" keywords="Martial, Weapon" level="13" name="Stunning Strike" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Rogue Attack 13" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=983" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;USAGE_StunningStrike&apos;, {isBoolean:1});"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><PowerCardItem><Name>Requirement</Name><Description>You must be wielding a light blade.</Description></PowerCardItem><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, and the target is stunned until the end of your next turn.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2156&amp;ftype=1" name="Jagged Rapier +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=29&amp;ftype=3"><AttackBonus dice-class="dice1d20plus20Attack" value="20"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d8plus9Damage" value="1d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=8214&amp;ftype=1" name="Fey Strike Rapier +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=29&amp;ftype=3"><AttackBonus dice-class="dice1d20plus20Attack" value="20"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d8plus9Damage" value="1d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_ToppleOver" flavor="Balance and momentum are your allies as you lunge forward, strike deftly, and knock your opponent to the ground." isMore="" keywords="Martial, Weapon" level="3" name="Topple Over" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Rogue Attack 3" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=209" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;USAGE_ToppleOver&apos;, {isBoolean:1});"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><PowerCardItem><Name>Requirement</Name><Description>You must be wielding a light blade.</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. AC</Description></PowerCardItem><PowerCardItem><Name> Brutal Scoundrel</Name><Description>You gain a bonus to the attack roll equal to your Strength modifier.</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Dexterity modifier damage, and you knock the target prone.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2156&amp;ftype=1" name="Jagged Rapier +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=29&amp;ftype=3"><AttackBonus dice-class="dice1d20plus20Attack" value="20"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d8plus9Damage" value="1d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=8214&amp;ftype=1" name="Fey Strike Rapier +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=29&amp;ftype=3"><AttackBonus dice-class="dice1d20plus20Attack" value="20"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d8plus9Damage" value="1d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged 10" display-class="USAGE_InsultofPassivity" flavor="Under a barrage of jeers, your foe is rendered hesitant and fearful." isMore="" keywords="Arcane, Fear, Implement, Psychic" level="13" name="Insult of Passivity" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Bard Attack 13" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3088" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;USAGE_InsultofPassivity&apos;, {isBoolean:1});"><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2d8 + Charisma modifier psychic damage, and the target is dazed until the end of the encounter or until it is hit or missed by an attack.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+3" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice2d8plus3Damage" type="Psychic" value="2d8+3"><Factor modifier="+3" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Ranged 5" display-class="USAGE_RevitalizingIncantation" flavor="You whisper a few phrases in a secret language, urging your ally&apos;s body to mend itself." isMore="" keywords="Arcane, Healing" level="6" name="Revitalizing Incantation" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Bard Utility 6" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=14465" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;USAGE_RevitalizingIncantation&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>You or one ally</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The target can spend a healing surge. Additionally, the target gains temporary hit points equal to his or her healing surge value.</Description></PowerCardItem><Weapon attackstat="" defense="unknown" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_HideinPlainSight" flavor="You stand unseen in the midst of the battle, striking from your place of hiding." isMore="" keywords="Martial" level="16" name="Hide in Plain Sight" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Rogue Utility 16" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1050" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;USAGE_HideinPlainSight&apos;, {isBoolean:1});"><PowerCardItem><Name>Prerequisite</Name><Description>You must be trained in Stealth.</Description></PowerCardItem><PowerCardItem><Name>Requirement</Name><Description>You must be hidden.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You are invisible until you leave your current space or until the end of the encounter. No other action that you perform makes you visible.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_PathoftheBlade" flavor="You slash at your enemies, forcing them to part before you as you rush your intended enemy." isMore="" keywords="Martial, Weapon" level="17" name="Path of the Blade" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Rogue Attack 17" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10176" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;USAGE_PathoftheBlade&apos;, {isBoolean:1});"><PowerCardItem><Name>Requirement</Name><Description>You must be wielding a light blade.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You can shift a number of squares equal to 2 + your Charisma modifier. Two times during this shift, you can use the Path of the Blade Attack power, each time against a different enemy adjacent to you.</Description></PowerCardItem><PowerCardItem><Name> Artful Dodger</Name><Description>You instead shift 4 + your Charisma modifier squares.</Description></PowerCardItem></Power><Power actiontype="Free Action" attacktype="Melee weapon" display-class="USAGE_PathoftheBladeAttack" isMore="" keywords="Martial, Weapon" name="Path of the Blade Attack" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10177" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;USAGE_PathoftheBladeAttack&apos;, {isBoolean:1});"><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><PowerCardItem><Name>Requirement</Name><Description>The power Path of the Blade must be active in order to use this power.</Description></PowerCardItem><PowerCardItem><Name>Primary Target</Name><Description>One enemy</Description></PowerCardItem><PowerCardItem><Name>Primary Attack</Name><Description>Dexterity vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Dexterity modifier damage and you slide the creature 1 square.</Description></PowerCardItem><PowerCardItem><Name>Secondary Target</Name><Description>One enemy other than the primary target</Description></PowerCardItem><PowerCardItem><Name>Secondary Attack</Name><Description>Dexterity vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Dexterity modifier damage and you slide the creature 1 square.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2156&amp;ftype=1" name="Jagged Rapier +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=29&amp;ftype=3"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><AttackBonus dice-class="dice1d20plus20Attack" value="20"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d8plus9Damage" value="2d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=8214&amp;ftype=1" name="Fey Strike Rapier +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=29&amp;ftype=3"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><AttackBonus dice-class="dice1d20plus20Attack" value="20"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d8plus9Damage" value="2d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus6Damage" value="2d4+6"><Factor modifier="+6" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Melee 1" display-class="USAGE_GreaterChilledBlade" flavor="You touch a weapon and lay your enchantment upon it, sheathing the weapon in a thin layer of jagged ice." isMore="" keywords="Arcane, Cold" level="17" name="Greater Chilled Blade" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Bard Attack 17" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=14480" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;USAGE_GreaterChilledBlade&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One weapon</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The next weapon attack made with the target weapon before the end of your next turn slows the attack's first target until the end of its next turn. On a hit, that target also takes 2d10 extra cold damage.</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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" attacktype="Melee or Ranged weapon" display-class="USAGE_WalkingWounded" flavor="You topple your enemy with a crippling blow, leaving it to stumble around the battlefield." isMore="" keywords="Martial, Weapon" level="5" name="Walking Wounded" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Rogue Attack 5" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=999" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;USAGE_WalkingWounded&apos;, {isBoolean:1});"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><PowerCardItem><Name>Requirement</Name><Description>You must be wielding a crossbow, a light blade, or a sling.</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. Fortitude</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Dexterity modifier damage, and you knock the target prone. Until the end of the encounter, if the target moves more than half its speed with a single action on its turn, it falls prone at the end of the move.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="Fortitude" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2156&amp;ftype=1" name="Jagged Rapier +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=29&amp;ftype=3"><AttackBonus dice-class="dice1d20plus20Attack" value="20"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d8plus9Damage" value="2d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="Fortitude" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=8214&amp;ftype=1" name="Fey Strike Rapier +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=29&amp;ftype=3"><AttackBonus dice-class="dice1d20plus20Attack" value="20"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d8plus9Damage" value="2d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="Fortitude" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6166&amp;ftype=1" name="Targeting Hand crossbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=36&amp;ftype=3"><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d6plus9Damage" value="2d6+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged weapon" display-class="USAGE_AgonizingShot" flavor="Your precise aim finds a weak spot." isMore="" keywords="Martial, Weapon" level="9" name="Agonizing Shot" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Rogue Attack 9" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4491" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;USAGE_AgonizingShot&apos;, {isBoolean:1});"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><PowerCardItem><Name>Requirement</Name><Description>You must be wielding a crossbow, a light thrown weapon, or a sling.</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Dexterity modifier damage, and the target is slowed and takes ongoing 10 damage (save ends both).</Description></PowerCardItem><PowerCardItem><Name> Aftereffect</Name><Description>The target is slowed and takes ongoing 5 damage (save ends both).</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage, no ongoing damage, and the target is slowed (save ends).</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6166&amp;ftype=1" name="Targeting Hand crossbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=36&amp;ftype=3"><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d6plus9Damage" value="1d6+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon></Power><Power actiontype="Immediate Interrupt" attacktype="Personal" display-class="USAGE_BadIdeaFriend" flavor="The first time an enemy attacks you, that opponent discovers just how bad an idea that is." isMore="" keywords="Martial" level="12" name="Bad Idea, Friend" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Shadow Assassin Utility 12" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1652" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;USAGE_BadIdeaFriend&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>An adjacent enemy makes a melee attack against you for the first time during this encounter, and you are not granting combat advantage.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You gain a +10 power bonus to all defenses against the enemy's attack. If the attack misses, the enemy takes double your Shadow Assassin's Riposte damage.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee or Ranged weapon" display-class="USAGE_StaggeringAssault" flavor="You deal a savage strike that staggers your adversary." isMore="" keywords="Martial, Weapon" level="5" name="Staggering Assault" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Rogue Attack 5" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4481" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;USAGE_StaggeringAssault&apos;, {isBoolean:1});"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><PowerCardItem><Name>Requirement</Name><Description>You must be wielding a crossbow, a light blade, or a sling.</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Dexterity modifier damage, and the target is slowed (save ends). If the target is not bloodied when you make this attack, the attack deals 1[W] extra damage.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Until the end of the encounter, when you hit the target, it is slowed (save ends).</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2156&amp;ftype=1" name="Jagged Rapier +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=29&amp;ftype=3"><AttackBonus dice-class="dice1d20plus20Attack" value="20"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d8plus9Damage" value="2d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=8214&amp;ftype=1" name="Fey Strike Rapier +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=29&amp;ftype=3"><AttackBonus dice-class="dice1d20plus20Attack" value="20"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d8plus9Damage" value="2d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6166&amp;ftype=1" name="Targeting Hand crossbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=36&amp;ftype=3"><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d6plus9Damage" value="2d6+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee or Ranged weapon" display-class="USAGE_RoguesRecovery" flavor="With a cunning attack, you create a new opportunity for yourself." isMore="" keywords="Martial, Weapon" level="9" name="Rogue&apos;s Recovery" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Rogue Attack 9" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4495" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;USAGE_RoguesRecovery&apos;, {isBoolean:1});"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><PowerCardItem><Name>Requirement</Name><Description>You must be wielding a crossbow, a light blade, or a sling.</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Dexterity modifier damage.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>If you have used all your encounter attack powers, you regain the use of a rogue encounter attack power you have used during this encounter. Or if you have combat advantage against the target, you can instead deal 2[W] extra damage with the attack.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2156&amp;ftype=1" name="Jagged Rapier +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=29&amp;ftype=3"><AttackBonus dice-class="dice1d20plus20Attack" value="20"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d8plus9Damage" value="2d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=8214&amp;ftype=1" name="Fey Strike Rapier +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=29&amp;ftype=3"><AttackBonus dice-class="dice1d20plus20Attack" value="20"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d8plus9Damage" value="2d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6166&amp;ftype=1" name="Targeting Hand crossbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=36&amp;ftype=3"><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d6plus9Damage" value="2d6+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_FinishIt" flavor="A lethal stab hastens your foe&apos;s demise." isMore="" keywords="Martial, Weapon" level="15" name="Finish It" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Rogue Attack 15" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4506" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;USAGE_FinishIt&apos;, {isBoolean:1});"><Condition dice-class="dice3d8Condition" name="+3d8 to damage once per turn (Sneak Attack)" /><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><PowerCardItem><Name>Requirement</Name><Description>You must be wielding a light blade.</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>One bloodied creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>3[W] + Dexterity modifier damage, and ongoing 5 damage. The ongoing damage lasts until the creature is no longer bloodied.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage, and no ongoing damage.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2156&amp;ftype=1" name="Jagged Rapier +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=29&amp;ftype=3"><AttackBonus dice-class="dice1d20plus20Attack" value="20"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice3d8plus9Damage" value="3d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=8214&amp;ftype=1" name="Fey Strike Rapier +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=29&amp;ftype=3"><AttackBonus dice-class="dice1d20plus20Attack" value="20"><Factor modifier="+6" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice3d8plus9Damage" value="3d8+9"><Factor modifier="+6" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Close burst 2" display-class="USAGE_FuneralDirge" flavor="Death itself sings a wordless dirge and calls your foes to their doom." isMore="" keywords="Arcane, Fear, Implement, Necrotic, Zone" level="15" name="Funeral Dirge" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Bard Attack 15" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=6937" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;USAGE_FuneralDirge&apos;, {isBoolean:1});"><Condition dice-class="dice1d6Condition" name="+1d6 damage when you hit an enemy you&apos;re hidden from" /><PowerCardItem><Name>Target</Name><Description>Each enemy in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Charisma vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2d8 + Charisma modifier necrotic damage.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The burst creates a zone of deep and haunting chanting that lasts until the end of the encounter. An enemy that starts it turn in the zone is weakened until the start of its next turn.</Description></PowerCardItem><Weapon attackstat="Charisma" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+3" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+8" name="Half Level" /></AttackBonus><Damage dice-class="dice2d8plus3Damage" type="Necrotic" value="2d8+3"><Factor modifier="+3" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Close burst 5" display-class="USAGE_ElegyoftheUndefeated" flavor="This ancient lament returns an ally from the brink of death." isMore="" keywords="Arcane, Healing" level="16" name="Elegy of the Undefeated" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Bard Utility 16" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3417" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;USAGE_ElegyoftheUndefeated&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One dying ally in the burst</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>The target regains hit points as if he or she had spent two healing surges. The target can then stand up as a free action.</Description></PowerCardItem><Weapon attackstat="" defense="unknown" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor abbreviation="1/2 Level" modifier="+8" 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="Sure Climber" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=36" /><Feat description="" name="Backstabber" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=185" /><Feat description="" name="Weapon Proficiency (Rapier)" url="/characters/missingCompendium" /><Feat description="" name="Melee Training (Dexterity)" url="/characters/missingCompendium" /><Feat description="" name="Distant Advantage" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1002" /><Feat description="" name="Flash of the Blade" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2076" /><Feat description="" name="Tainted Wounds" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3576" /><Feat description="Bard: Training in Arcana, Bardic Training, bard implements." name="Bardic Ritualist" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1218" /><Feat description="" name="Ritual Caster" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=159" /><Feat description="" name="Improved Defenses" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3143" /><Feat description="" name="Slaying Action" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=818" /><Feat description="" name="Superior Will" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3154" /></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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="79" carried-cp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="35" carried-gp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="159" carried-pp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="72" carried-sp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="134" stored-pp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_StoneBand&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_StoneBand" equippedcount="1" name="Stone Band" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_StoneBand&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last StoneBand?&apos;, displayClass:&apos;CUR_Item_StoneBand&apos;, text:&apos;How many StoneBand should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7281&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_Drowmesh&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Drowmesh" equippedcount="1" name="Drowmesh" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_Drowmesh&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Drowmesh?&apos;, displayClass:&apos;CUR_Item_Drowmesh&apos;, text:&apos;How many Drowmesh should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=26&amp;ftype=2&amp;page=item"><Enhancement name="Elven Battle Armor +3" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=581&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_CoutersofSecondChancesheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_CoutersofSecondChancesheroictier" equippedcount="1" name="Couters of Second Chances (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_CoutersofSecondChancesheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last CoutersofSecondChancesheroictier?&apos;, displayClass:&apos;CUR_Item_CoutersofSecondChancesheroictier&apos;, text:&apos;How many CoutersofSecondChancesheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3209&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_ShadowdancersGloves&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ShadowdancersGloves" equippedcount="1" name="Shadowdancer&apos;s Gloves" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_ShadowdancersGloves&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ShadowdancersGloves?&apos;, displayClass:&apos;CUR_Item_ShadowdancersGloves&apos;, text:&apos;How many ShadowdancersGloves should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7320&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_LuckyCharm2&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_LuckyCharm2" equippedcount="1" name="Lucky Charm +2" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_LuckyCharm2&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last LuckyCharm2?&apos;, displayClass:&apos;CUR_Item_LuckyCharm2&apos;, text:&apos;How many LuckyCharm2 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7048&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_Rapier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Rapier" equippedcount="1" name="Rapier" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_Rapier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Rapier?&apos;, displayClass:&apos;CUR_Item_Rapier&apos;, text:&apos;How many Rapier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=29&amp;ftype=3&amp;page=item"><Enhancement name="Jagged Weapon +3" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2156&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_AvandrasBoonofEscapelevel18&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_AvandrasBoonofEscapelevel18" equippedcount="0" name="Avandra&apos;s Boon of Escape (level 18)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_AvandrasBoonofEscapelevel18&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AvandrasBoonofEscapelevel18?&apos;, displayClass:&apos;CUR_Item_AvandrasBoonofEscapelevel18&apos;, text:&apos;How many AvandrasBoonofEscapelevel18 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7982&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_Handcrossbow&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Handcrossbow" equippedcount="0" name="Hand crossbow" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_Handcrossbow&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Handcrossbow?&apos;, displayClass:&apos;CUR_Item_Handcrossbow&apos;, text:&apos;How many Handcrossbow should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=36&amp;ftype=3&amp;page=item"><Enhancement name="Targeting Weapon +3" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=6166&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_Rapier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Rapier" equippedcount="0" name="Rapier" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_Rapier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Rapier?&apos;, displayClass:&apos;CUR_Item_Rapier&apos;, text:&apos;How many Rapier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=29&amp;ftype=3&amp;page=item"><Enhancement name="Fey Strike Weapon +3" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=8214&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_Ironwood&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Ironwood" equippedcount="0" name="Ironwood" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_Ironwood&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Ironwood?&apos;, displayClass:&apos;CUR_Item_Ironwood&apos;, text:&apos;How many Ironwood should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=198" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_CaskofLiquidGold&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_CaskofLiquidGold" equippedcount="0" name="Cask of Liquid Gold" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_CaskofLiquidGold&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last CaskofLiquidGold?&apos;, displayClass:&apos;CUR_Item_CaskofLiquidGold&apos;, text:&apos;How many CaskofLiquidGold should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7311&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_ReavingAmmunition3&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ReavingAmmunition3" equippedcount="0" name="Reaving Ammunition +3" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_ReavingAmmunition3&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ReavingAmmunition3?&apos;, displayClass:&apos;CUR_Item_ReavingAmmunition3&apos;, text:&apos;How many ReavingAmmunition3 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=149521.13&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_FoeSeekerAmmunition3&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="5" display-class="CUR_Item_FoeSeekerAmmunition3" equippedcount="0" name="Foe-Seeker Ammunition +3" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_FoeSeekerAmmunition3&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last FoeSeekerAmmunition3?&apos;, displayClass:&apos;CUR_Item_FoeSeekerAmmunition3&apos;, text:&apos;How many FoeSeekerAmmunition3 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=149520.12&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_UnseenServant&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_UnseenServant" equippedcount="0" name="Unseen Servant" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_UnseenServant&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last UnseenServant?&apos;, displayClass:&apos;CUR_Item_UnseenServant&apos;, text:&apos;How many UnseenServant should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=230" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_TravelersChant&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_TravelersChant" equippedcount="0" name="Traveler&apos;s Chant" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_TravelersChant&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last TravelersChant?&apos;, displayClass:&apos;CUR_Item_TravelersChant&apos;, text:&apos;How many TravelersChant should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=206" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_RitualBook&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="2" display-class="CUR_Item_RitualBook" equippedcount="0" name="Ritual Book" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_BagofHolding&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BagofHolding" equippedcount="0" name="Bag of Holding" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_BagofHolding&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BagofHolding?&apos;, displayClass:&apos;CUR_Item_BagofHolding&apos;, text:&apos;How many BagofHolding should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1119&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_GauntletsofBlindingStrikes&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_GauntletsofBlindingStrikes" equippedcount="0" name="Gauntlets of Blinding Strikes" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_GauntletsofBlindingStrikes&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last GauntletsofBlindingStrikes?&apos;, displayClass:&apos;CUR_Item_GauntletsofBlindingStrikes&apos;, text:&apos;How many GauntletsofBlindingStrikes should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3380&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_PotionofRegenerationheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_PotionofRegenerationheroictier" equippedcount="0" name="Potion of Regeneration (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_PotionofRegenerationheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PotionofRegenerationheroictier?&apos;, displayClass:&apos;CUR_Item_PotionofRegenerationheroictier&apos;, text:&apos;How many PotionofRegenerationheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3937&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_GroupFund&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_GroupFund" equippedcount="0" name="Group Fund" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_GroupFund&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last GroupFund?&apos;, displayClass:&apos;CUR_Item_GroupFund&apos;, text:&apos;How many GroupFund should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="/characters/missingCompendium" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_RubyScabbard&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="2" display-class="CUR_Item_RubyScabbard" equippedcount="0" name="Ruby Scabbard" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_RubyScabbard&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last RubyScabbard?&apos;, displayClass:&apos;CUR_Item_RubyScabbard&apos;, text:&apos;How many RubyScabbard should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3881&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_SheldonsStash&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_SheldonsStash" equippedcount="0" name="Sheldons Stash" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_SheldonsStash&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last SheldonsStash?&apos;, displayClass:&apos;CUR_Item_SheldonsStash&apos;, text:&apos;How many SheldonsStash should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="/characters/missingCompendium" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_PartyTreasure&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_PartyTreasure" equippedcount="0" name="Party Treasure" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_PartyTreasure&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PartyTreasure?&apos;, displayClass:&apos;CUR_Item_PartyTreasure&apos;, text:&apos;How many PartyTreasure should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="/characters/missingCompendium" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_HeroesPlaque&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_HeroesPlaque" equippedcount="0" name="Heroes Plaque" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_HeroesPlaque&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last HeroesPlaque?&apos;, displayClass:&apos;CUR_Item_HeroesPlaque&apos;, text:&apos;How many HeroesPlaque should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="/characters/missingCompendium" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_Lantern&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Lantern" equippedcount="0" name="Lantern" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_Lantern&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Lantern?&apos;, displayClass:&apos;CUR_Item_Lantern&apos;, text:&apos;How many Lantern should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=29&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_RidingHorse&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_RidingHorse" equippedcount="0" name="Riding Horse" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_Chestempty&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Chestempty" equippedcount="0" name="Chest (empty)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_Chestempty&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Chestempty?&apos;, displayClass:&apos;CUR_Item_Chestempty&apos;, text:&apos;How many Chestempty should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=19&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_EverburningTorch&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_EverburningTorch" equippedcount="0" name="Everburning Torch" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_EverburningTorch&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last EverburningTorch?&apos;, displayClass:&apos;CUR_Item_EverburningTorch&apos;, text:&apos;How many EverburningTorch should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=24&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_Shackles&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Shackles" equippedcount="0" name="Shackles" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_Shackles&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Shackles?&apos;, displayClass:&apos;CUR_Item_Shackles&apos;, text:&apos;How many Shackles should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="/characters/missingCompendium" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_CrossbowBolt&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="47" display-class="CUR_Item_CrossbowBolt" equippedcount="0" name="Crossbow Bolt" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_ThievesTools&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ThievesTools" equippedcount="0" name="Thieves&apos; Tools" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_ThievesTools&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ThievesTools?&apos;, displayClass:&apos;CUR_Item_ThievesTools&apos;, text:&apos;How many ThievesTools should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=35&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_Dagger&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="0" display-class="CUR_Item_Dagger" equippedcount="-1" name="Dagger" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiNoScM.triggerVariable(&apos;CUR_Item_Dagger&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Dagger?&apos;, displayClass:&apos;CUR_Item_Dagger&apos;, text:&apos;How many Dagger should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3&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="Draconic" /></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="Rogue"><Proficiency name="Wand" source="Rogue" /></ProficiencyGroup><Proficiency name="Rapier" source="Weapon Proficiency (Rapier)" /><Proficiency name="Dagger" source="Rogue" /><Proficiency name="Hand crossbow" source="Rogue" /><Proficiency name="Short sword" source="Rogue" /><Proficiency name="Shuriken" source="Rogue" /><Proficiency name="Sling" source="Rogue" /></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Rogue" /><Proficiency name="Leather" source="Rogue" /></ArmorProficiencies><ShieldProficiencies /></Proficiencies></Character>