<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/fullold.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA" milestone-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.milestone();" name="Vitrano" safe-key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA"><Description age="4" height="6&apos;5&quot;" weight="220 lbs."><Notes /><Appearance>Tall with purple skin and grey markings. The markings form the image of a beholder on his back, which he keeps concealed at all times. Vitrano has no idea what the beholder means.

When Vitrano swears his Oath of Enmity, he will never let the recipient of the Oath go free.

He would never strike an unarmed opponent with a weapon.</Appearance><Traits>Even though Vitrano chose to become part of the Prime Material by choice, he still yearns to travel to Sigil and the rest of new cosmology.

Vitrano donates 10% of all the gold he earns to the Monastery of the Four Winds.

Total Donated 43.5.</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="7500" alignment="Lawful Good" deity="Sheela Peryroyl" experience="5500" experience-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;Experience Points&apos;, {requireInt:1, text:&apos;How many XP should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" gender="Male" level="5" name="Avenger" powersource="Divine" role="Striker" size="Medium" tier="Heroic" vision="Normal"><Race description="" name="Deva" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=35"><Feature description="+1 bonus to all defenses against bloodied creatures" name="Astral Majesty" /><Feature description="Resist necrotic and resist radiant equal to 5 + one-half your level" name="Astral Resistance" /><Feature description="Immortal creature origin" name="Immortal Origin" /><Feature description="Have the memory of a thousand lifetimes power" name="Memory of a Thousand Lifetimes" /><Feature description="" name="History Bonus" /><Feature description="" name="Religion Bonus" /></Race><Background description="Luruar is a land of friendship and safety, a defensive league of strong, independent cities. It offers a new start for people with ruined lives, welcoming those of all races and backgrounds, as long as their intentions are noble." name="Luruar" url="http://www.wizards.com/dndinsider/compendium/background.aspx?id=18" /><Class description="" name="Avenger" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=129"><Feature description="Gain +3 bonus to AC while neither wearing heavy armor nor using a shield." name="Armor of Faith" /><Feature description="Gain an avenger&apos;s censure power." name="Avenger&apos;s Censure" /><Feature description="Add your Int mod to damage against oath target each time a different foe hits you." name="Censure of Retribution" /><Feature description="Invoke a channel divinity class feature or other power; encounter." name="Channel Divinity" /><Feature description="Gain the oath of enmity power" name="Oath of Enmity" /></Class></Build><!-- Resistances element: Always present
    Optional Attributes: Fire, Cold, etc. (all allowed resistances)
 --><Resistances necrotic="7" radiant="7" /><!-- 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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.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="52"><Factor abbreviation="Con" modifier="+14" name="Constitution" /><Factor abbreviation="Avenger 1" modifier="+14" name="Level 1 Avenger" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor abbreviation="Avenger 5" modifier="+24" multiplied="6" multiplier="4" name="Level 5 Avenger" /></MaxHitPoints><BloodiedValue value="26"><Factor abbreviation="1/2 HP" modifier="+26" multiplied="52" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="9"><Factor modifier="+7" name="Avenger" /><Factor abbreviation="Con mod" modifier="+2" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.surgeValueToHitPoints(13);" value="13"><Factor abbreviation="1/4 HP" modifier="+13" multiplied="52" 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="Deva" /></Speed><Initiative dice-class="dice1d20plus2Initiative" value="2"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Initiative Misc" /><Factor abbreviation="Dex mod" modifier="+0" 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 Astral Majesty" /><Defense abbreviation="AC" name="Armor Class" value="21"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+2" name="Magic Armor +2" /><Condition name="+4 Intelligence modifier" /><Condition name="+3 Armor of Faith Bonus" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="15"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+1" name="Fortitude Defense Class Bonus" /><Factor abbreviation="Con mod" modifier="+2" name="Constitution modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="17"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+1" name="Reflex Defense Class Bonus" /><Factor abbreviation="Int mod" modifier="+4" name="Intelligence modifier" /></Defense><Defense abbreviation="Will" name="Will" value="17"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+1" name="Will Defense Class Bonus" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Defense></Defenses><!-- PassiveSkills element: always present
    Children:
        PassiveSkill elements: two PassiveSkill elements are always present
            Required attributes: value, name (name is "Perception" or "Insight")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><PassiveSkills><PassiveSkill name="Perception" value="21"><Factor modifier="+11" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="16"><Factor modifier="+6" 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="dice1d20plus3Acrobatics" name="Acrobatics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="3"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+1" name="Acrobatics Misc" /><Factor abbreviation="Dex mod" modifier="+0" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus6Arcana" name="Arcana" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="6"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Arcana Misc" /><Factor abbreviation="Int mod" modifier="+4" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus7Athletics" name="Athletics" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="7"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Athletics Misc" /><Factor abbreviation="Str mod" modifier="+0" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus1Bluff" name="Bluff" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="1"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Bluff Misc" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus1Diplomacy" name="Diplomacy" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="1"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Diplomacy Misc" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus6Dungeoneering" name="Dungeoneering" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="6"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus4Endurance" name="Endurance" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="4"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Endurance Misc" /><Factor abbreviation="Con mod" modifier="+2" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus11Heal" name="Heal" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="11"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus8History" name="History" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="8"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+2" name="History Misc" /><Factor abbreviation="Int mod" modifier="+4" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus6Insight" name="Insight" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="6"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus1Intimidate" name="Intimidate" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="1"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus6Nature" name="Nature" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="6"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus11Perception" name="Perception" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="11"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus13Religion" name="Religion" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="13"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="+4" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus2Stealth" name="Stealth" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="2"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Stealth Misc" /><Factor abbreviation="Dex mod" modifier="+0" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus1Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="1"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus2Thievery" name="Thievery" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="2"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Thievery Misc" /><Factor abbreviation="Dex mod" modifier="+0" 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="10"><Factor modifier="+10" name="Starting" /><AbilityModifier dice-class="dice1d20plus2Strength" modifier="+0" rollmodifier="+2" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="14"><Factor modifier="+14" name="Starting" /><AbilityModifier dice-class="dice1d20plus4Constitution" modifier="+2" rollmodifier="+4" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="11"><Factor modifier="+11" name="Starting" /><AbilityModifier dice-class="dice1d20plus2Dexterity" modifier="+0" rollmodifier="+2" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="18"><Factor modifier="+15" name="Starting" /><Factor modifier="+2" name="Deva" /><Factor modifier="+1" name="Level 4" /><AbilityModifier dice-class="dice1d20plus6Intelligence" modifier="+4" rollmodifier="+6" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="19"><Factor modifier="+16" name="Starting" /><Factor modifier="+2" name="Deva" /><Factor modifier="+1" name="Level 4" /><AbilityModifier dice-class="dice1d20plus6Wisdom" modifier="+4" rollmodifier="+6" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="8"><Factor modifier="+8" name="Starting" /><AbilityModifier dice-class="dice1d20plus1Charisma" modifier="-1" rollmodifier="+1" /></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"><Weapon attackstat="Wisdom" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2213&amp;ftype=1" name="Oathblade Fullblade +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=63&amp;ftype=3"><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d12plus7Damage" value="1d12+7"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="AC" name="Fullblade" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=63&amp;ftype=3"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d12plus6Damage" value="1d12+6"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="AC" name="Mace" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5&amp;ftype=3"><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d8plus6Damage" value="1d8+6"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus6Damage" value="1d4+6"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></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"><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus2Attack" value="2"><Factor modifier="+0" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4Damage" value="1d4"><Factor modifier="+0" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" isMore="" name="Radiant Vengeance" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2894"><Weapon attackstat="Wisdom" defense="Reflex" name="Holy Symbol" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=27&amp;ftype=4"><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /></AttackBonus><Damage dice-class="dice1d8plus4Damage" type="Radiant" value="1d8+4"><Factor modifier="+4" name="Wisdom modifier" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /></AttackBonus><Damage dice-class="dice1d8plus4Damage" type="Radiant" value="1d8+4"><Factor modifier="+4" name="Wisdom modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" isMore="" name="Overwhelming Strike" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3423"><Weapon attackstat="Wisdom" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2213&amp;ftype=1" name="Oathblade Fullblade +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=63&amp;ftype=3"><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d12plus7Damage" value="1d12+7"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="AC" name="Fullblade" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=63&amp;ftype=3"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d12plus6Damage" value="1d12+6"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="AC" name="Mace" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5&amp;ftype=3"><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d8plus6Damage" value="1d8+6"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus6Damage" value="1d4+6"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon></Power><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=331" /><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=119" /><Power actiontype="Immediate Reaction" isMore="true" name="Readied action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Free Action" isMore="true" name="Delay" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=327" /><Power actiontype="Free Action" isMore="true" name="End a grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Drop prone" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=141" /><Power actiontype="Standard Action" isMore="true" name="Aid Another" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=322" /><Power actiontype="Standard Action" isMore="true" name="Bull Rush" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=323" /><Power actiontype="Standard Action" isMore="true" name="Charge" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=324" /><Power actiontype="Standard Action" isMore="true" name="Coup de grace" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=325" /><Power actiontype="Standard Action" isMore="true" name="Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Sustain a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Standard Action" isMore="true" name="Ready an action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Standard Action" isMore="true" name="Total defense" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=338" /><Power actiontype="Move Action" isMore="true" name="Walk 6 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=339" /><Power actiontype="Move Action" isMore="true" name="Run 8 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=333" /><Power actiontype="Move Action" isMore="true" name="Shift 1 square" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=335" /><Power actiontype="Move Action" isMore="true" name="Crawl 3 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=326" /><Power actiontype="Move Action" isMore="true" name="Squeeze 3 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=336" /><Power actiontype="Move Action" isMore="true" name="Stand up" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=337" /><Power actiontype="Move Action" isMore="true" name="Escape a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=328" /><Power actiontype="Standard Action" isMore="true" name="Any Move Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=116" /><Power actiontype="Standard Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Move Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="No Action" display-class="USAGE_MemoryofaThousandLifetimes" isMore="" name="Memory of a Thousand Lifetimes" packagename="Deva" packageurl="http://www.wizards.com/dndinsider/compendium/race.aspx?id=35" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=6186" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;USAGE_MemoryofaThousandLifetimes&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_AbjureUndead" isMore="" name="Abjure Undead" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5330" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;USAGE_AbjureUndead&apos;, {isBoolean:1});"><Weapon attackstat="Wisdom" defense="Will" name="Holy Symbol" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=27&amp;ftype=4"><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /></AttackBonus><Damage dice-class="dice4d10plus4Damage" value="4d10+4"><Factor modifier="+4" name="Wisdom modifier" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /></AttackBonus><Damage dice-class="dice4d10plus4Damage" value="4d10+4"><Factor modifier="+4" name="Wisdom modifier" /></Damage></Weapon></Power><Power actiontype="Immediate Interrupt" display-class="USAGE_DivineGuidance" isMore="" name="Divine Guidance" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5331" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;USAGE_DivineGuidance&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_AvengingEcho" isMore="" name="Avenging Echo" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2905" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;USAGE_AvengingEcho&apos;, {isBoolean:1});"><Weapon attackstat="Wisdom" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2213&amp;ftype=1" name="Oathblade Fullblade +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=63&amp;ftype=3"><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d12plus7Damage" value="1d12+7"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="AC" name="Fullblade" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=63&amp;ftype=3"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d12plus6Damage" value="1d12+6"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="AC" name="Mace" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5&amp;ftype=3"><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d8plus6Damage" value="1d8+6"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus6Damage" value="1d4+6"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon></Power><Power actiontype="Minor Action" display-class="USAGE_RefocusEnmity" isMore="" name="Refocus Enmity" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5338" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;USAGE_RefocusEnmity&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_DeadlyStride" isMore="" name="Deadly Stride" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=6996" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;USAGE_DeadlyStride&apos;, {isBoolean:1});"><Weapon attackstat="Wisdom" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2213&amp;ftype=1" name="Oathblade Fullblade +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=63&amp;ftype=3"><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d12plus7Damage" value="2d12+7"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="AC" name="Fullblade" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=63&amp;ftype=3"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice2d12plus6Damage" value="2d12+6"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="AC" name="Mace" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5&amp;ftype=3"><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice2d8plus6Damage" value="2d8+6"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus6Damage" value="2d4+6"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_AspectofMight" isMore="" name="Aspect of Might" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3592" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;USAGE_AspectofMight&apos;, {isBoolean:1});"><Weapon attackstat="Wisdom" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2213&amp;ftype=1" name="Oathblade Fullblade +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=63&amp;ftype=3"><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice3d12plus7Damage" value="3d12+7"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="AC" name="Fullblade" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=63&amp;ftype=3"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice3d12plus6Damage" value="3d12+6"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="AC" name="Mace" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5&amp;ftype=3"><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice3d8plus6Damage" value="3d8+6"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /></AttackBonus><Damage dice-class="dice3d4plus6Damage" value="3d4+6"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_NineSoulsofWrath" isMore="" name="Nine Souls of Wrath" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=7003" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;USAGE_NineSoulsofWrath&apos;, {isBoolean:1});"><Weapon attackstat="Wisdom" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2213&amp;ftype=1" name="Oathblade Fullblade +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=63&amp;ftype=3"><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d12plus7Damage" value="2d12+7"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="AC" name="Fullblade" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=63&amp;ftype=3"><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice2d12plus6Damage" value="2d12+6"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="AC" name="Mace" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5&amp;ftype=3"><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice2d8plus6Damage" value="2d8+6"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Wisdom" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+4" name="Wisdom modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus6Damage" value="2d4+6"><Factor modifier="+4" name="Wisdom modifier" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon></Power><Power actiontype="Minor Action" display-class="USAGE_OathofEnmity" isMore="" name="Oath of Enmity" packagename="Avenger" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=129" powerusage="Encounter (Special)" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3069" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;USAGE_OathofEnmity&apos;, {isBoolean:1});" /></Powers><!-- Feats element: always present
    Children:
        Feat elements: one for each Feat the character has.
            Required attributes: name, url, description --><Feats><Feat description="Gain proficiency with the Fullblade." name="Weapon Proficiency (Fullblade)" url="/characters/missingCompendium" /><Feat description="+2 to attack and damage if reduced to 0 hp" name="Potent Rebirth" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1017" /><Feat description="Use Wisdom for melee basic attacks" name="Melee Training (Wisdom)" url="/characters/missingCompendium" /></Feats><!-- Loot element: always present
    Required attributes: 
        carried-ad, carried-pp, carried-gp, carried-sp, carried-cp: number of each type of coin carried.
        stored-ad, stored-pp, stored-gp, stored-sp, stored-cp: number of each type of coin stored.
        carried-ad-display-class, carried-pp-display-class, carried-gp-display-class, carried-sp-display-class, carried-cp-display-class:
            assign to at least one HTML element each to dynamically display number of each coin type carried.
        stored-ad-display-class, stored-pp-display-class, stored-gp-display-class, stored-sp-display-class, stored-cp-display-class:
            assign to at least one HTML element each to dynamically display number of each coin type stored.
    Control attributes:
        daily-use-display-class: assign to at least one HTML element that should dynamically display remaining daily magic item uses.
        daily-use-add-script: javascript to execute when the user triggers a daily item power.
        daily-use-subtract-script: javascript to execute when the user regains a daily item power.
        carried-ad-add-script, carried-pp-add-script, carried-gp-add-script, carried-sp-add-script, carried-cp-add-script:
            javascript to execute to ask the user how many coins of a given type to add to those carried.
        carried-ad-subtract-script, carried-pp-subtract-script, carried-gp-subtract-script, carried-sp-subtract-script, carried-cp-subtract-script:
            javascript to execute to ask the user how many coins of a given type to subtract from those carried.
        stored-ad-add-script, stored-pp-add-script, stored-gp-add-script, stored-sp-add-script, stored-cp-add-script:
            javascript to execute to ask the user how many coins of a given type to add to those stored.
        stored-ad-subtract-script, stored-pp-subtract-script, stored-gp-subtract-script, stored-sp-subtract-script, stored-cp-subtract-script:
            javascript to execute to ask the user how many coins of a given type to subtract from those stored.
    Child elements:
        Item elements: one for each item.
            Required attributes: count, equippedcount, name, type, url
                Do not have expectations about values in the type attribute (e.g. Weapon, Armor) or you will miss something.
            Child elements:
                Enhancement element: only present if the parent element has an enhancement.
                    Require attributes: name, url --><Loot carried-ad="0" carried-ad-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.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="30" carried-gp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_carriedgp&apos;, {min:1, requireInt:1, text:&apos;How many gp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" carried-pp="0" carried-pp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.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="1" carried-sp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.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="64"><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_AcrobatBootsheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_AcrobatBootsheroictier" equippedcount="1" name="Acrobat Boots (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_AcrobatBootsheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AcrobatBootsheroictier?&apos;, displayClass:&apos;CUR_Item_AcrobatBootsheroictier&apos;, text:&apos;How many AcrobatBootsheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=985&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_ClothArmorBasicClothing&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ClothArmorBasicClothing" equippedcount="1" name="Cloth Armor (Basic Clothing)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_ClothArmorBasicClothing&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ClothArmorBasicClothing?&apos;, displayClass:&apos;CUR_Item_ClothArmorBasicClothing&apos;, text:&apos;How many ClothArmorBasicClothing should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1&amp;ftype=2&amp;page=item"><Enhancement name="Magic Armor +2" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=611&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_IronArmbandsofPowerheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_IronArmbandsofPowerheroictier" equippedcount="1" name="Iron Armbands of Power (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_IronArmbandsofPowerheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last IronArmbandsofPowerheroictier?&apos;, displayClass:&apos;CUR_Item_IronArmbandsofPowerheroictier&apos;, text:&apos;How many IronArmbandsofPowerheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3234&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_Fullblade&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Fullblade" equippedcount="1" name="Fullblade" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_Fullblade&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Fullblade?&apos;, displayClass:&apos;CUR_Item_Fullblade&apos;, text:&apos;How many Fullblade should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=63&amp;ftype=3&amp;page=item"><Enhancement name="Oathblade +1" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2213&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_AlchemistsFirelevel6&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="2" display-class="CUR_Item_AlchemistsFirelevel6" equippedcount="0" name="Alchemist&apos;s Fire (level 6)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_AlchemistsFirelevel6&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AlchemistsFirelevel6?&apos;, displayClass:&apos;CUR_Item_AlchemistsFirelevel6&apos;, text:&apos;How many AlchemistsFirelevel6 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1309&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_Sunrod&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Sunrod" equippedcount="0" name="Sunrod" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_Sunrod&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Sunrod?&apos;, displayClass:&apos;CUR_Item_Sunrod&apos;, text:&apos;How many Sunrod should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=7&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_BagofHoldingheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BagofHoldingheroictier" equippedcount="0" name="Bag of Holding (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_BagofHoldingheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BagofHoldingheroictier?&apos;, displayClass:&apos;CUR_Item_BagofHoldingheroictier&apos;, text:&apos;How many BagofHoldingheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1119&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_PotionofHealingheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="2" display-class="CUR_Item_PotionofHealingheroictier" equippedcount="0" name="Potion of Healing (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_PotionofHealingheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PotionofHealingheroictier?&apos;, displayClass:&apos;CUR_Item_PotionofHealingheroictier&apos;, text:&apos;How many PotionofHealingheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1138&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_Mace&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Mace" equippedcount="0" name="Mace" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_Mace&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Mace?&apos;, displayClass:&apos;CUR_Item_Mace&apos;, text:&apos;How many Mace should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=5&amp;ftype=3&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_HolySymbol&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_HolySymbol" equippedcount="0" name="Holy Symbol" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_HolySymbol&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last HolySymbol?&apos;, displayClass:&apos;CUR_Item_HolySymbol&apos;, text:&apos;How many HolySymbol should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=27&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_ClothArmorBasicClothing&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ClothArmorBasicClothing" equippedcount="0" name="Cloth Armor (Basic Clothing)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_ClothArmorBasicClothing&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ClothArmorBasicClothing?&apos;, displayClass:&apos;CUR_Item_ClothArmorBasicClothing&apos;, text:&apos;How many ClothArmorBasicClothing should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1&amp;ftype=2&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_Fullblade&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Fullblade" equippedcount="0" name="Fullblade" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_Fullblade&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Fullblade?&apos;, displayClass:&apos;CUR_Item_Fullblade&apos;, text:&apos;How many Fullblade should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=63&amp;ftype=3&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_Waterskin&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Waterskin" equippedcount="0" name="Waterskin" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_Waterskin&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Waterskin?&apos;, displayClass:&apos;CUR_Item_Waterskin&apos;, text:&apos;How many Waterskin should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=10&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_RopeSilk50ft&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_RopeSilk50ft" equippedcount="0" name="Rope, Silk (50 ft.)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_RopeSilk50ft&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last RopeSilk50ft?&apos;, displayClass:&apos;CUR_Item_RopeSilk50ft&apos;, text:&apos;How many RopeSilk50ft should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=30&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_RationsTrail&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_RationsTrail" equippedcount="0" name="Rations, Trail" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_RationsTrail&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last RationsTrail?&apos;, displayClass:&apos;CUR_Item_RationsTrail&apos;, text:&apos;How many RationsTrail should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=8&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_PouchBeltempty&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_PouchBeltempty" equippedcount="0" name="Pouch, Belt (empty)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_PouchBeltempty&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PouchBeltempty?&apos;, displayClass:&apos;CUR_Item_PouchBeltempty&apos;, text:&apos;How many PouchBeltempty should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=6&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_FlintandSteel&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_FlintandSteel" equippedcount="0" name="Flint and Steel" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_FlintandSteel&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last FlintandSteel?&apos;, displayClass:&apos;CUR_Item_FlintandSteel&apos;, text:&apos;How many FlintandSteel should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=5&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_Bedroll&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Bedroll" equippedcount="0" name="Bedroll" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_Bedroll&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Bedroll?&apos;, displayClass:&apos;CUR_Item_Bedroll&apos;, text:&apos;How many Bedroll should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=4&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_Backpackempty&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Backpackempty" equippedcount="0" name="Backpack (empty)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhj714oFDA.triggerVariable(&apos;CUR_Item_Backpackempty&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Backpackempty?&apos;, displayClass:&apos;CUR_Item_Backpackempty&apos;, text:&apos;How many Backpackempty should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2&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="Primordial" /><Language name="Draconic" /></Languages><!-- Proficiencies element: always present
    Children:
        ArmorProficiencies element: may be absent if the character has no armor proficiences.
            Children:
                Proficiency elements: one for each armor proficiency
                    Required attributes: name, source
        ShieldProficiencies element: may be absent if the character has no shield proficiences.
            Children:
                Proficiency elements: one for each shield proficiency
                    Required attributes: name, source
        WeaponProficiencies element: may be absent if the character has no weapon proficiences.
            Children:
                Proficiency elements: one for each weapon proficiency that isn't in a group.
                    Required attributes: name, source
                ProficiencyGroup elements: one for each group of weapon proficiencie (e.g. "simple melee")
                    Required attributes: name, source
                    Children:
                        Proficiency elements: one for each weapon proficiency in the group
                            Required attributes: name, source --><Proficiencies><WeaponProficiencies><ProficiencyGroup name="Military Melee" source="Avenger"><Proficiency name="Battleaxe" source="Avenger" /><Proficiency name="Handaxe" source="Avenger" /><Proficiency name="Flail" source="Avenger" /><Proficiency name="Throwing hammer" source="Avenger" /><Proficiency name="Warhammer" source="Avenger" /><Proficiency name="War pick" source="Avenger" /><Proficiency name="Scimitar" source="Avenger" /><Proficiency name="Longsword" source="Avenger" /><Proficiency name="Short sword" source="Avenger" /><Proficiency name="Greataxe" source="Avenger" /><Proficiency name="Heavy flail" source="Avenger" /><Proficiency name="Glaive" source="Avenger" /><Proficiency name="Halberd" source="Avenger" /><Proficiency name="Maul" source="Avenger" /><Proficiency name="Longspear" source="Avenger" /><Proficiency name="Greatsword" source="Avenger" /><Proficiency name="Falchion" source="Avenger" /><Proficiency name="Broadsword" source="Avenger" /><Proficiency name="Khopesh" source="Avenger" /><Proficiency name="Light war pick" source="Avenger" /><Proficiency name="Scourge" source="Avenger" /><Proficiency name="Trident" source="Avenger" /><Proficiency name="Heavy war pick" source="Avenger" /><Proficiency name="Feral armor claw" source="Avenger" /></ProficiencyGroup><ProficiencyGroup name="Simple Melee" source="Avenger"><Proficiency name="Club" source="Avenger" /><Proficiency name="Dagger" source="Avenger" /><Proficiency name="Javelin" source="Avenger" /><Proficiency name="Mace" source="Avenger" /><Proficiency name="Sickle" source="Avenger" /><Proficiency name="Spear" source="Avenger" /><Proficiency name="Greatclub" source="Avenger" /><Proficiency name="Morningstar" source="Avenger" /><Proficiency name="Quarterstaff" source="Avenger" /><Proficiency name="Scythe" source="Avenger" /><Proficiency name="Spiked gauntlet" source="Avenger" /><Proficiency name="Claw fighter claw" source="Avenger" /><Proficiency name="Climbing claw" source="Avenger" /><Proficiency name="Rod of seven parts" source="Avenger" /></ProficiencyGroup><ProficiencyGroup name="Simple Ranged" source="Avenger"><Proficiency name="Hand crossbow" source="Avenger" /><Proficiency name="Sling" source="Avenger" /><Proficiency name="Crossbow" source="Avenger" /><Proficiency name="Repeating crossbow" source="Avenger" /></ProficiencyGroup><Proficiency name="Fullblade" source="Weapon Proficiency (Fullblade)" /></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Avenger" /></ArmorProficiencies><ShieldProficiencies /></Proficiencies></Character>