<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/fullold.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA" milestone-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.milestone();" name="BigByrde" safe-key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA"><Description height="4&apos;0&quot;" weight="80 lbs"><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="675000" alignment="Unaligned" deity="" experience="550000" experience-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;Experience Points&apos;, {requireInt:1, text:&apos;How many XP should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" gender="Female" level="27" name="Shaman" powersource="Primal" role="Leader" size="Small" tier="Epic" vision="Normal"><Race description="" name="Halfling" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=5"><Feature description="+5 to saving throws against fear." name="Bold" /><Feature description="Use second chance as an encounter power." name="Second Chance" /><Feature description="+2 AC against opportunity attacks." name="Nimble Reaction" /><Feature description="" name="Acrobatics Bonus" /><Feature description="" name="Thievery Bonus" /></Race><Class description="" name="Shaman" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=147"><Feature description="Gain the call spirit companion power and choose a Companion Spirit option" name="Companion Spirit" /><Feature description="Ally adjacent to spirit companion gains hit points equal to your Con mod with second wind or your healing power" name="Protector Spirit" /><Feature description="Gain the healing spirit power" name="Healing Spirit" /><Feature description="Gain the speak with spirits power" name="Speak with Spirits" /></Class><ParagonPath description="" name="Great Bear Shaman" url="http://www.wizards.com/dndinsider/compendium/paragonpath.aspx?id=276"><Feature description="+2 damage against marked enemies adjacent to spirit companion." name="Great Protector&apos;s Prowess" /><Feature description="When you take an action point action, ally within 10 makes melee basic attack, before or after." name="Great Bear&apos;s Action" /><Feature description="+5 attack for allies adjacent to spirit companion on opportunity attacks." name="Looming Presence" /></ParagonPath><EpicDestiny description="" name="Exalted Angel" url="http://www.wizards.com/dndinsider/compendium/epicdestiny.aspx?id=448"><Feature description="" name="Angelic Nature" /><Feature description="" name="Reborn in Light" /></EpicDestiny></Build><!-- Resistances element: Always present
    Optional Attributes: Fire, Cold, etc. (all allowed resistances)
 --><Resistances fire="15" necrotic="19" radiant="15" /><!-- 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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.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="162"><Factor abbreviation="Con" modifier="+20" name="Constitution" /><Factor abbreviation="Shaman 1" modifier="+12" name="Level 1 Shaman" /><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 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="Shaman 27" modifier="+130" multiplied="5" multiplier="26" name="Level 27 Shaman" /></MaxHitPoints><BloodiedValue value="81"><Factor abbreviation="1/2 HP" modifier="+81" multiplied="162" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="14"><Factor modifier="+7" name="Shaman" /><Factor modifier="+2" name="Durable" /><Factor abbreviation="Con mod" modifier="+5" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.surgeValueToHitPoints(40);" value="40"><Factor abbreviation="1/4 HP" modifier="+40" multiplied="162" 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="Halfling" /></Speed><Initiative dice-class="dice1d20plus15Initiative" value="15"><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+0" name="Initiative Misc" /><Factor abbreviation="Dex mod" modifier="+2" 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><Condition name="+1 Combat Anticipation" /><Defense abbreviation="AC" name="Armor Class" value="34"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+3" name="Anathema Armor" /><Factor modifier="+5" name="Crystalline Breastplate +5" /><Condition name="+2 Nimble Reaction" /><Condition name="+3 Intelligence modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="38"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+1" name="Fortitude Defense Class Bonus" /><Factor modifier="+1" name="Paragon Defenses" /><Factor modifier="+6" name="Elven Cloak +6" /><Factor modifier="+2" name="Belt of Vim (paragon tier)" /><Factor abbreviation="Con mod" modifier="+5" name="Constitution modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="39"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+0" name="Reflex Defense Class Bonus" /><Factor modifier="+2" name="Lightning Reflexes" /><Factor modifier="+1" name="Paragon Defenses" /><Factor modifier="+4" name="Epic Reflexes" /><Factor modifier="+1" name="Anathema Armor" /><Factor modifier="+6" name="Elven Cloak +6" /><Factor abbreviation="Int mod" modifier="+3" name="Intelligence modifier" /></Defense><Defense abbreviation="Will" name="Will" value="39"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+1" name="Will Defense Class Bonus" /><Factor modifier="+1" name="Paragon Defenses" /><Factor modifier="+1" name="Helm of Able Defense (paragon tier)" /><Factor modifier="+6" name="Elven Cloak +6" /><Factor modifier="+2" name="Ring of Guarded Will (epic tier)" /><Factor abbreviation="Wis mod" modifier="+6" 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="29"><Factor modifier="+19" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="34"><Factor modifier="+24" 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="dice1d20plus17Acrobatics" name="Acrobatics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="17"><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+2" name="Acrobatics Misc" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus16Arcana" name="Arcana" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="16"><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+0" name="Arcana Misc" /><Factor abbreviation="Int mod" modifier="+3" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus14Athletics" name="Athletics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="14"><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+0" name="Athletics Misc" /><Factor abbreviation="Str mod" modifier="+1" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus15Bluff" name="Bluff" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="15"><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+0" name="Bluff Misc" /><Factor abbreviation="Cha mod" modifier="+2" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus15Diplomacy" name="Diplomacy" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="15"><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+0" name="Diplomacy Misc" /><Factor abbreviation="Cha mod" modifier="+2" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus19Dungeoneering" name="Dungeoneering" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="19"><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+0" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+6" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus18Endurance" name="Endurance" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="18"><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+0" name="Endurance Misc" /><Factor abbreviation="Con mod" modifier="+5" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus24Heal" name="Heal" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="24"><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="+6" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus16History" name="History" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="16"><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+0" name="History Misc" /><Factor abbreviation="Int mod" modifier="+3" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus24Insight" name="Insight" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="24"><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+6" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus15Intimidate" name="Intimidate" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="15"><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+0" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="+2" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus24Nature" name="Nature" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="24"><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+6" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus19Perception" name="Perception" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="19"><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+0" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+6" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus21Religion" name="Religion" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="21"><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="+3" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus21Stealth" name="Stealth" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="21"><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+6" name="Stealth Misc" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus15Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="15"><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+0" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="+2" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus17Thievery" name="Thievery" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="17"><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+2" name="Thievery Misc" /><Factor abbreviation="Dex mod" modifier="+2" 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="12"><Factor modifier="+8" name="Starting" /><Factor modifier="+1" name="Level 11" /><Factor modifier="+1" name="Level 18" /><Factor modifier="+1" name="Level 21" /><Factor modifier="+1" name="Level 24" /><AbilityModifier dice-class="dice1d20plus14Strength" modifier="+1" rollmodifier="+14" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="20"><Factor modifier="+15" 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" /><Factor modifier="+1" name="Level 21" /><AbilityModifier dice-class="dice1d20plus18Constitution" modifier="+5" rollmodifier="+18" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="14"><Factor modifier="+10" name="Starting" /><Factor modifier="+2" name="Halfling" /><Factor modifier="+1" name="Level 11" /><Factor modifier="+1" name="Level 21" /><AbilityModifier dice-class="dice1d20plus15Dexterity" modifier="+2" rollmodifier="+15" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="16"><Factor modifier="+13" name="Starting" /><Factor modifier="+1" name="Level 11" /><Factor modifier="+1" name="Level 18" /><Factor modifier="+1" name="Level 21" /><AbilityModifier dice-class="dice1d20plus16Intelligence" modifier="+3" rollmodifier="+16" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="22"><Factor modifier="+17" 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" /><Factor modifier="+1" name="Level 21" /><AbilityModifier dice-class="dice1d20plus19Wisdom" modifier="+6" rollmodifier="+19" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="15"><Factor modifier="+10" name="Starting" /><Factor modifier="+2" name="Halfling" /><Factor modifier="+1" name="Level 11" /><Factor modifier="+1" name="Level 21" /><Factor modifier="+1" name="Level 24" /><AbilityModifier dice-class="dice1d20plus15Charisma" modifier="+2" rollmodifier="+15" /></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" isMore="" name="Melee Basic Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><Condition name="+1 to attack rolls against the power&apos;s targets if at least one ally is within the burst or the blast when you use any implement power that creates a burst or a blast - Coordinated Explosion" /><Condition name="+2 to damage rolls against marked enemies adjacent to your spirit companion - Great Protector&apos;s Prowess" /><Condition name="+6 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance (paragon tier)" /><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=7700&amp;ftype=1" name="Shepherd&apos;s Arms Spear +4" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=7&amp;ftype=3"><AttackBonus dice-class="dice1d20plus20Attack" value="20"><Factor modifier="+1" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+4" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d8plus5Damage" value="2d8+5"><Factor modifier="+1" name="Strength modifier" /><Factor modifier="+4" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+1" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus1Damage" value="2d4+1"><Factor modifier="+1" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" isMore="" name="Ranged Basic Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><Condition name="+1 to attack rolls against the power&apos;s targets if at least one ally is within the burst or the blast when you use any implement power that creates a burst or a blast - Coordinated Explosion" /><Condition name="+2 to damage rolls against marked enemies adjacent to your spirit companion - Great Protector&apos;s Prowess" /><Condition name="+6 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance (paragon tier)" /><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+2" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus2Damage" value="2d4+2"><Factor modifier="+2" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Opportunity Action" isMore="" name="Spirit&apos;s Shield" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5389"><Condition name="+1 to attack rolls against the power&apos;s targets if at least one ally is within the burst or the blast when you use any implement power that creates a burst or a blast - Coordinated Explosion" /><Weapon attackstat="Wisdom" defense="Reflex" name="Life River Totem +6" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6619&amp;ftype=1"><AttackBonus dice-class="dice1d20plus25Attack" value="25"><Factor modifier="+6" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+6" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice6Damage" value="6"><Factor modifier="+6" name="Wisdom modifier" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+6" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /></AttackBonus><Damage dice-class="dice6Damage" value="6"><Factor modifier="+6" name="Wisdom modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" isMore="" name="Protecting Strike" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=6521"><Condition name="+1 to attack rolls against the power&apos;s targets if at least one ally is within the burst or the blast when you use any implement power that creates a burst or a blast - Coordinated Explosion" /><Condition name="+2 to damage rolls against marked enemies adjacent to your spirit companion - Great Protector&apos;s Prowess" /><Condition name="+6 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance (paragon tier)" /><Weapon attackstat="Wisdom" defense="Will" name="Life River Totem +6" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6619&amp;ftype=1"><AttackBonus dice-class="dice1d20plus25Attack" value="25"><Factor modifier="+6" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+6" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d8plus12Damage" value="2d8+12"><Factor modifier="+6" name="Wisdom modifier" /><Factor modifier="+6" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+6" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /></AttackBonus><Damage dice-class="dice2d8plus6Damage" value="2d8+6"><Factor modifier="+6" name="Wisdom modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" isMore="" name="Call Spirit Companion" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=6515" /><Power actiontype="Standard Action" isMore="" name="Haunting Spirits" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4783"><Condition name="+1 to attack rolls against the power&apos;s targets if at least one ally is within the burst or the blast when you use any implement power that creates a burst or a blast - Coordinated Explosion" /><Condition name="+2 to damage rolls against marked enemies adjacent to your spirit companion - Great Protector&apos;s Prowess" /><Condition name="+6 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance (paragon tier)" /><Weapon attackstat="Wisdom" defense="Will" name="Life River Totem +6" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6619&amp;ftype=1"><AttackBonus dice-class="dice1d20plus25Attack" value="25"><Factor modifier="+6" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+6" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d6plus12Damage" value="2d6+12"><Factor modifier="+6" name="Wisdom modifier" /><Factor modifier="+6" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+6" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /></AttackBonus><Damage dice-class="dice2d6plus6Damage" value="2d6+6"><Factor modifier="+6" name="Wisdom modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" isMore="" name="Mage Hand" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1227" /><Power actiontype="Standard Action" isMore="" name="Prestidigitation" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1930" /><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="Immediate Interrupt" display-class="USAGE_SecondChance" isMore="" name="Second Chance" packagename="Halfling" packageurl="http://www.wizards.com/dndinsider/compendium/race.aspx?id=5" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1452" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;USAGE_SecondChance&apos;, {isBoolean:1});" /><Power actiontype="Minor Action" display-class="USAGE_SpeakwithSpirits" isMore="" name="Speak with Spirits" packagename="Shaman" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=147" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3775" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;USAGE_SpeakwithSpirits&apos;, {isBoolean:1});" /><Power actiontype="Minor Action" display-class="USAGE_SuddenRestoration" isMore="" name="Sudden Restoration" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3835" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;USAGE_SuddenRestoration&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_BearFangDefense" isMore="" name="Bear Fang Defense" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5426" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;USAGE_BearFangDefense&apos;, {isBoolean:1});"><Condition name="+1 to attack rolls against the power&apos;s targets if at least one ally is within the burst or the blast when you use any implement power that creates a burst or a blast - Coordinated Explosion" /><Condition name="+2 to damage rolls against marked enemies adjacent to your spirit companion - Great Protector&apos;s Prowess" /><Condition name="+6 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance (paragon tier)" /><Weapon attackstat="Wisdom" defense="Fortitude" name="Life River Totem +6" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6619&amp;ftype=1"><AttackBonus dice-class="dice1d20plus25Attack" value="25"><Factor modifier="+6" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+6" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice3d10plus12Damage" value="3d10+12"><Factor modifier="+6" name="Wisdom modifier" /><Factor modifier="+6" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Fortitude" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+6" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /></AttackBonus><Damage dice-class="dice3d10plus6Damage" value="3d10+6"><Factor modifier="+6" name="Wisdom modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" display-class="USAGE_GalvanizingBellow" isMore="" name="Galvanizing Bellow" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5427" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;USAGE_GalvanizingBellow&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_SpiritofSpringsRenewal" isMore="" name="Spirit of Spring&apos;s Renewal" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3810" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;USAGE_SpiritofSpringsRenewal&apos;, {isBoolean:1});"><Condition name="+1 to attack rolls against the power&apos;s targets if at least one ally is within the burst or the blast when you use any implement power that creates a burst or a blast - Coordinated Explosion" /><Condition name="+2 to damage rolls against marked enemies adjacent to your spirit companion - Great Protector&apos;s Prowess" /><Condition name="+6 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance (paragon tier)" /><Weapon attackstat="Wisdom" defense="Will" name="Life River Totem +6" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6619&amp;ftype=1"><AttackBonus dice-class="dice1d20plus25Attack" value="25"><Factor modifier="+6" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+6" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice3d6plus12Damage" value="3d6+12"><Factor modifier="+6" name="Wisdom modifier" /><Factor modifier="+6" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+6" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /></AttackBonus><Damage dice-class="dice3d6plus6Damage" value="3d6+6"><Factor modifier="+6" name="Wisdom modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_TurnUndead" isMore="" name="Turn Undead" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=146" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;USAGE_TurnUndead&apos;, {isBoolean:1});"><Condition name="+1 to attack rolls against the power&apos;s targets if at least one ally is within the burst or the blast when you use any implement power that creates a burst or a blast - Coordinated Explosion" /><Condition name="+2 to damage rolls against marked enemies adjacent to your spirit companion - Great Protector&apos;s Prowess" /><Condition name="+6 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance (paragon tier)" /><Weapon attackstat="Wisdom" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+6" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /></AttackBonus><Damage dice-class="dice6d10plus6Damage" value="6d10+6"><Factor modifier="+6" name="Wisdom modifier" /></Damage></Weapon></Power><Power actiontype="Move Action" display-class="USAGE_AngelicHosts" isMore="" name="Angelic Hosts" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=8271" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;USAGE_AngelicHosts&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_SpiritoftheDeathRaven" isMore="" name="Spirit of the Death Raven" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3815" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;USAGE_SpiritoftheDeathRaven&apos;, {isBoolean:1});"><Condition name="+1 to attack rolls against the power&apos;s targets if at least one ally is within the burst or the blast when you use any implement power that creates a burst or a blast - Coordinated Explosion" /><Condition name="+2 to damage rolls against marked enemies adjacent to your spirit companion - Great Protector&apos;s Prowess" /><Condition name="+6 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance (paragon tier)" /><Weapon attackstat="Wisdom" defense="Will" name="Life River Totem +6" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6619&amp;ftype=1"><AttackBonus dice-class="dice1d20plus25Attack" value="25"><Factor modifier="+6" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+6" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice4d8plus12Damage" type="Psychic" value="4d8+12"><Factor modifier="+6" name="Wisdom modifier" /><Factor modifier="+6" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+6" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /></AttackBonus><Damage dice-class="dice4d8plus6Damage" type="Psychic" value="4d8+6"><Factor modifier="+6" name="Wisdom modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_BloodReaperSpirit" isMore="" name="Blood Reaper Spirit" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3820" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;USAGE_BloodReaperSpirit&apos;, {isBoolean:1});"><Condition name="+1 to attack rolls against the power&apos;s targets if at least one ally is within the burst or the blast when you use any implement power that creates a burst or a blast - Coordinated Explosion" /><Condition name="+2 to damage rolls against marked enemies adjacent to your spirit companion - Great Protector&apos;s Prowess" /><Condition name="+6 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance (paragon tier)" /><Weapon attackstat="Wisdom" defense="Fortitude" name="Life River Totem +6" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6619&amp;ftype=1"><AttackBonus dice-class="dice1d20plus25Attack" value="25"><Factor modifier="+6" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+6" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice4d6plus12Damage" value="4d6+12"><Factor modifier="+6" name="Wisdom modifier" /><Factor modifier="+6" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Fortitude" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+6" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /></AttackBonus><Damage dice-class="dice4d6plus6Damage" value="4d6+6"><Factor modifier="+6" name="Wisdom modifier" /></Damage></Weapon></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_SpiritofLife" isMore="" name="Spirit of Life" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3832" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;USAGE_SpiritofLife&apos;, {isBoolean:1});"><Condition name="+1 to attack rolls against the power&apos;s targets if at least one ally is within the burst or the blast when you use any implement power that creates a burst or a blast - Coordinated Explosion" /><Weapon attackstat="Unknown" defense="Unknown" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Minor Action" display-class="USAGE_RockShieldSpirits" isMore="" name="Rock Shield Spirits" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5403" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;USAGE_RockShieldSpirits&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_CalltotheGreatBear" isMore="" name="Call to the Great Bear" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5428" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;USAGE_CalltotheGreatBear&apos;, {isBoolean:1});"><Condition name="+1 to attack rolls against the power&apos;s targets if at least one ally is within the burst or the blast when you use any implement power that creates a burst or a blast - Coordinated Explosion" /><Condition name="+2 to damage rolls against marked enemies adjacent to your spirit companion - Great Protector&apos;s Prowess" /><Condition name="+6 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance (paragon tier)" /><Weapon attackstat="Wisdom" defense="Reflex" name="Life River Totem +6" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6619&amp;ftype=1"><AttackBonus dice-class="dice1d20plus25Attack" value="25"><Factor modifier="+6" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+6" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice4d10plus12Damage" value="4d10+12"><Factor modifier="+6" name="Wisdom modifier" /><Factor modifier="+6" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+6" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /></AttackBonus><Damage dice-class="dice4d10plus6Damage" value="4d10+6"><Factor modifier="+6" name="Wisdom modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_SearingWindoftheSouth" isMore="" name="Searing Wind of the South" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3908" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;USAGE_SearingWindoftheSouth&apos;, {isBoolean:1});"><Condition name="+1 to attack rolls against the power&apos;s targets if at least one ally is within the burst or the blast when you use any implement power that creates a burst or a blast - Coordinated Explosion" /><Condition name="+2 to damage rolls against marked enemies adjacent to your spirit companion - Great Protector&apos;s Prowess" /><Condition name="+6 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance (paragon tier)" /><Weapon attackstat="Wisdom" defense="Fortitude" name="Life River Totem +6" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6619&amp;ftype=1"><AttackBonus dice-class="dice1d20plus25Attack" value="25"><Factor modifier="+6" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+6" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice4d6plus12Damage" type="Fire" value="4d6+12"><Factor modifier="+6" name="Wisdom modifier" /><Factor modifier="+6" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Fortitude" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+6" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /></AttackBonus><Damage dice-class="dice4d6plus6Damage" type="Fire" value="4d6+6"><Factor modifier="+6" name="Wisdom modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" display-class="USAGE_FacesoftheFallen" isMore="" name="Faces of the Fallen" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=6946" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;USAGE_FacesoftheFallen&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_GreatBearGuardian" isMore="" name="Great Bear Guardian" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3919" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;USAGE_GreatBearGuardian&apos;, {isBoolean:1});"><Condition name="+1 to attack rolls against the power&apos;s targets if at least one ally is within the burst or the blast when you use any implement power that creates a burst or a blast - Coordinated Explosion" /><Condition name="+2 to damage rolls against marked enemies adjacent to your spirit companion - Great Protector&apos;s Prowess" /><Condition name="+6 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance (paragon tier)" /><Weapon attackstat="Wisdom" defense="Fortitude" name="Life River Totem +6" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6619&amp;ftype=1"><AttackBonus dice-class="dice1d20plus25Attack" value="25"><Factor modifier="+6" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+6" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d10plus12Damage" value="2d10+12"><Factor modifier="+6" name="Wisdom modifier" /><Factor modifier="+6" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Fortitude" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+6" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /></AttackBonus><Damage dice-class="dice2d10plus6Damage" value="2d10+6"><Factor modifier="+6" name="Wisdom modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" display-class="USAGE_BountyofLife" isMore="" name="Bounty of Life" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3860" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;USAGE_BountyofLife&apos;, {isBoolean:1});"><Condition name="+1 to attack rolls against the power&apos;s targets if at least one ally is within the burst or the blast when you use any implement power that creates a burst or a blast - Coordinated Explosion" /><Weapon attackstat="Unknown" defense="Unknown" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_WesternWindofStorms" isMore="" name="Western Wind of Storms" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3930" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;USAGE_WesternWindofStorms&apos;, {isBoolean:1});"><Condition name="+1 to attack rolls against the power&apos;s targets if at least one ally is within the burst or the blast when you use any implement power that creates a burst or a blast - Coordinated Explosion" /><Condition name="+2 to damage rolls against marked enemies adjacent to your spirit companion - Great Protector&apos;s Prowess" /><Condition name="+6 to damage rolls against that enemy until the end of the encounter when a nonminion enemy scores a critical hit against you and deals damage - Tattoo of Vengeance (paragon tier)" /><Weapon attackstat="Wisdom" defense="Reflex" name="Life River Totem +6" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6619&amp;ftype=1"><AttackBonus dice-class="dice1d20plus25Attack" value="25"><Factor modifier="+6" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /><Factor modifier="+6" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice3d6plus12Damage" type="Lightning" value="3d6+12"><Factor modifier="+6" name="Wisdom modifier" /><Factor modifier="+6" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+6" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+13" name="Half Level" /></AttackBonus><Damage dice-class="dice3d6plus6Damage" type="Lightning" value="3d6+6"><Factor modifier="+6" name="Wisdom modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" display-class="USAGE_HealingSpirit" isMore="" name="Healing Spirit" packagename="Shaman" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=147" powerusage="Encounter (Special)" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3773" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;USAGE_HealingSpirit&apos;, {isBoolean:1});"><Condition name="+1 to attack rolls against the power&apos;s targets if at least one ally is within the burst or the blast when you use any implement power that creates a burst or a blast - Coordinated Explosion" /><Weapon attackstat="Unknown" defense="Unknown" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor abbreviation="1/2 Level" modifier="+13" 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="Attacker takes a &#8211;2 penalty with second chance reroll" name="Halfling Agility" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=216" /><Feat description="+2 to AC when adjacent to at least two larger enemies" name="Lost in the Crowd" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=7" /><Feat description="" name="Courageous Example" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1714" /><Feat description="Gain combat advantage with ranged and area attacks against flanked enemies" name="Distant Advantage" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1002" /><Feat description="Increase number of healing surges by 2" name="Durable" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=131" /><Feat description="+1 to attack rolls with blast or burst if ally is in area" name="Coordinated Explosion" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=509" /><Feat description="+1 to defenses against ranged, area, close attacks" name="Combat Anticipation" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=15" /><Feat description="+2 to Reflex defense" name="Lightning Reflexes" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=149" /><Feat description="No damage from missed area or close attacks against Fortitude or Will" name="Mettle" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=29" /><Feat description="+1 to Fortitude, Reflex, and Will" name="Paragon Defenses" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=530" /><Feat description="" name="Unfailing Courage" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1728" /><Feat description="Gain one Channel Divinity power from the cleric class" name="Divine Channeler (Cleric)" url="/characters/missingCompendium" /><Feat description="Increase burst by 2, and target pushed even on miss" name="Epic Turning" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1599" /><Feat description="+4 to Reflex" name="Epic Reflexes" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=538" /><Feat description="Spirit companion effects extend to 2 squares" name="Mighty Spirit" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=566" /><Feat description="You gain resistance to necrotic damage" name="Icon of Purity" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1606" /></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="2" carried-ad-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.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="0" carried-cp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.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="44" carried-gp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.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="1" carried-pp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.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="0" carried-sp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_storedgp&apos;, {min:1, requireInt:1, text:&apos;How many gp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" stored-pp="0" stored-pp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.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="58"><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_GraceRingofProwessparagontier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_GraceRingofProwessparagontier" equippedcount="1" name="Grace Ring of Prowess (paragon tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_GraceRingofProwessparagontier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last GraceRingofProwessparagontier?&apos;, displayClass:&apos;CUR_Item_GraceRingofProwessparagontier&apos;, text:&apos;How many GraceRingofProwessparagontier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7130&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_TattooofVengeanceparagontier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_TattooofVengeanceparagontier" equippedcount="1" name="Tattoo of Vengeance (paragon tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_TattooofVengeanceparagontier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last TattooofVengeanceparagontier?&apos;, displayClass:&apos;CUR_Item_TattooofVengeanceparagontier&apos;, text:&apos;How many TattooofVengeanceparagontier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=4575&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_ExecutionersBracersparagontier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ExecutionersBracersparagontier" equippedcount="1" name="Executioner&apos;s Bracers (paragon tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_ExecutionersBracersparagontier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ExecutionersBracersparagontier?&apos;, displayClass:&apos;CUR_Item_ExecutionersBracersparagontier&apos;, text:&apos;How many ExecutionersBracersparagontier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=6789&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_PhantomChaussuresparagontier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_PhantomChaussuresparagontier" equippedcount="1" name="Phantom Chaussures (paragon tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_PhantomChaussuresparagontier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PhantomChaussuresparagontier?&apos;, displayClass:&apos;CUR_Item_PhantomChaussuresparagontier&apos;, text:&apos;How many PhantomChaussuresparagontier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3342&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_BeltofVimparagontier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BeltofVimparagontier" equippedcount="1" name="Belt of Vim (paragon tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_BeltofVimparagontier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BeltofVimparagontier?&apos;, displayClass:&apos;CUR_Item_BeltofVimparagontier&apos;, text:&apos;How many BeltofVimparagontier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3788&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_HedgeWizardsGlovesheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_HedgeWizardsGlovesheroictier" equippedcount="1" name="Hedge Wizard&apos;s Gloves (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_HedgeWizardsGlovesheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last HedgeWizardsGlovesheroictier?&apos;, displayClass:&apos;CUR_Item_HedgeWizardsGlovesheroictier&apos;, text:&apos;How many HedgeWizardsGlovesheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3398&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_RingofGuardedWillepictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_RingofGuardedWillepictier" equippedcount="1" name="Ring of Guarded Will (epic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_RingofGuardedWillepictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last RingofGuardedWillepictier?&apos;, displayClass:&apos;CUR_Item_RingofGuardedWillepictier&apos;, text:&apos;How many RingofGuardedWillepictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7195&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_ElvenCloak6&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ElvenCloak6" equippedcount="1" name="Elven Cloak +6" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_ElvenCloak6&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ElvenCloak6?&apos;, displayClass:&apos;CUR_Item_ElvenCloak6&apos;, text:&apos;How many ElvenCloak6 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1073&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_AnathemaArmor&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_AnathemaArmor" equippedcount="1" name="Anathema Armor" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_AnathemaArmor&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AnathemaArmor?&apos;, displayClass:&apos;CUR_Item_AnathemaArmor&apos;, text:&apos;How many AnathemaArmor should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=28&amp;ftype=2&amp;page=item"><Enhancement name="Crystalline Breastplate +5" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7704&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_HelmofAbleDefenseparagontier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_HelmofAbleDefenseparagontier" equippedcount="1" name="Helm of Able Defense (paragon tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_HelmofAbleDefenseparagontier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last HelmofAbleDefenseparagontier?&apos;, displayClass:&apos;CUR_Item_HelmofAbleDefenseparagontier&apos;, text:&apos;How many HelmofAbleDefenseparagontier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7525&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_LifeRiverTotem6&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_LifeRiverTotem6" equippedcount="1" name="Life River Totem +6" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_LifeRiverTotem6&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last LifeRiverTotem6?&apos;, displayClass:&apos;CUR_Item_LifeRiverTotem6&apos;, text:&apos;How many LifeRiverTotem6 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=6619&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_AvandrasBoonofEscapelevel13&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_AvandrasBoonofEscapelevel13" equippedcount="0" name="Avandra&apos;s Boon of Escape (level 13)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_AvandrasBoonofEscapelevel13&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AvandrasBoonofEscapelevel13?&apos;, displayClass:&apos;CUR_Item_AvandrasBoonofEscapelevel13&apos;, text:&apos;How many AvandrasBoonofEscapelevel13 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7981&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_ShroudofProtectionheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ShroudofProtectionheroictier" equippedcount="0" name="Shroud of Protection (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_ShroudofProtectionheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ShroudofProtectionheroictier?&apos;, displayClass:&apos;CUR_Item_ShroudofProtectionheroictier&apos;, text:&apos;How many ShroudofProtectionheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3886&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_SunGlobeheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_SunGlobeheroictier" equippedcount="0" name="Sun Globe (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_SunGlobeheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last SunGlobeheroictier?&apos;, displayClass:&apos;CUR_Item_SunGlobeheroictier&apos;, text:&apos;How many SunGlobeheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7401&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_Journeybreads&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Journeybreads" equippedcount="0" name="Journeybreads" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_Journeybreads&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Journeybreads?&apos;, displayClass:&apos;CUR_Item_Journeybreads&apos;, text:&apos;How many Journeybreads should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=28&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_GrapplingHook&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_GrapplingHook" equippedcount="0" name="Grappling Hook" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_GrapplingHook&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last GrapplingHook?&apos;, displayClass:&apos;CUR_Item_GrapplingHook&apos;, text:&apos;How many GrapplingHook should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=21&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_Flute&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Flute" equippedcount="0" name="Flute" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_Flute&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Flute?&apos;, displayClass:&apos;CUR_Item_Flute&apos;, text:&apos;How many Flute should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=89&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_Chain10ft&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Chain10ft" equippedcount="0" name="Chain (10 ft.)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_Chain10ft&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Chain10ft?&apos;, displayClass:&apos;CUR_Item_Chain10ft&apos;, text:&apos;How many Chain10ft should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=18&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_Spear&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Spear" equippedcount="0" name="Spear" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_Spear&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Spear?&apos;, displayClass:&apos;CUR_Item_Spear&apos;, text:&apos;How many Spear should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7&amp;ftype=3&amp;page=item"><Enhancement name="Shepherd&apos;s Arms +4" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7700&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_ShepherdsBattleStandardparagontier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ShepherdsBattleStandardparagontier" equippedcount="0" name="Shepherd&apos;s Battle Standard (paragon tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.triggerVariable(&apos;CUR_Item_ShepherdsBattleStandardparagontier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ShepherdsBattleStandardparagontier?&apos;, displayClass:&apos;CUR_Item_ShepherdsBattleStandardparagontier&apos;, text:&apos;How many ShepherdsBattleStandardparagontier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7541&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhihqOUDDA.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" /></Loot><!-- Languages element: always present 
    Children:
        Language elements: one for each language
            Required attributes: name --><Languages><Language name="Common" /><Language name="Giant" /><Language name="Supernal" /></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="Simple Melee" source="Shaman"><Proficiency name="Club" source="Shaman" /><Proficiency name="Dagger" source="Shaman" /><Proficiency name="Javelin" source="Shaman" /><Proficiency name="Mace" source="Shaman" /><Proficiency name="Sickle" source="Shaman" /><Proficiency name="Spear" source="Shaman" /><Proficiency name="Greatclub" source="Shaman" /><Proficiency name="Morningstar" source="Shaman" /><Proficiency name="Quarterstaff" source="Shaman" /><Proficiency name="Scythe" source="Shaman" /><Proficiency name="Spiked gauntlet" source="Shaman" /><Proficiency name="Claw fighter claw" source="Shaman" /><Proficiency name="Climbing claw" source="Shaman" /><Proficiency name="Rod of seven parts" source="Shaman" /></ProficiencyGroup><Proficiency name="Longspear" source="Shaman" /></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Shaman" /><Proficiency name="Leather" source="Shaman" /></ArmorProficiencies><ShieldProficiencies /></Proficiencies></Character>