<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/jPint.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM" milestone-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.milestone();" name="Windspirit" safe-key="agdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM"><Description height="5&apos; 4&quot;-6&apos;0&quot;" weight="130-170 lb."><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="7500" alignment="Unaligned" deity="Mielikki" experience="5500" experience-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.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="Ranger" powersource="Martial" role="Striker" size="Medium" tier="Heroic" vision="Low-light"><Race description="" name="Elf" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=4"><Feature description="Proficient with longbow and shortbow." name="Elven Weapon Proficiency" /><Feature description="Non-elf allies within 5 get +1 to Perception." name="Group Awareness" /><Feature description="Use elven accuracy as an encounter power." name="Elven Accuracy" /><Feature description="Your origin is fey, not natural" name="Fey Origin" /><Feature description="Ignore difficult terrain when shifting (even when shifting multiple squares)." name="Wild Step" /><Feature description="" name="Nature Bonus" /><Feature description="" name="Perception Bonus" /></Race><Background description="The untamed lands formed by the draining of much of the Vilhon Reach and the destruction of Chondath are known as the Vilhon Wilds. Wracked by the Spellplague and the continuing threat posed by the Plaguewrought Land, the Vilhon Wilds is a true frontier." name="Vilhon Wilds" url="http://www.wizards.com/dndinsider/compendium/background.aspx?id=27"><Feature description="" name="Vilhon Wilds Benefit" /></Background><Class description="" name="Ranger" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=5"><Feature description="Choose Archer Fighting Style, Two-Blade Fighting Style, Beast Mastery, Marauder Fighting Style,  Hunter Fighting Style." name="Fighting Style" /><Feature description="Gain Defensive Mobility as a bonus feat." name="Archer Fighting Style" /><Feature description="Minor action, designate nearest enemy you see as quarry; deal extra damage to quarry once per round." name="Hunter&apos;s Quarry" /><Feature description="If no allies are closer to target than you, get +1 on ranged attacks against that target." name="Prime Shot" /></Class></Build><!-- Resistances element: Always present
    Optional Attributes: Fire, Cold, etc. (all allowed resistances)
 --><Resistances /><!-- Health element: always present
    Control attributes:
        short-rest-script: javascript to execute when the user wants to take a short rest.
        extended-rest-script: javascript to execute when the user wants to take an extended rest.
        tempHP-display-class: assign to at least one HTML element that should dynamically display temp HP.
        tempHP-prompt-script: javascript to execute to prompt the user for a new temp HP value.
        tempHP-bar-class: assign to all HTML elements that should have width set in proportion to current tempHP/max HP.
        death-saves-display-class: assign to at least one HTML element that should dynamically display current HP.
        death-saves-add-script: javascript to execute to add a death save.
        death-saves-subtract-script: javascript to execute to subtract a death save.
        power-points-display-class: assign to at least one HTML element that should dynamically display current power points.
        power-points-add-script: javascript to execute to add a power point.
        power-points-subtract-script: javascript to execute to subtract a power point.
        conditions-display-class: assign to at least on HTML element that should dynamically contain a div per condition.
        conditions-prompt-script: javascript to execute to prompt the user to enter a new condition.
        CUR_ConditionsDelete: will be dynamically assigned to each condition div in conditions-display-class elements.
            Not necessary to assign to any elements, but should probably be styled with css in your XSL.
    Child elements:
        MaxHitPoints: always present
            Required attributes: value
            Control attributes:
                CUR_HitPoints: assign to at least one HTML element that should dynamically display current HP.
                CUR_HitPointsBar: assign to all HTML elements that should have width set in proportion to current/max HP.
                CUR_HitPointsDying: assign to all HTML elements that should only be displayed if the character is dying.
                damage-prompt-script: javascript to execute to prompt the user for hit points of damage taken.
                heal-prompt-script: javascript to execute to prompt the user for hit points healed.
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
        BloodiedValue: always present
            Required attributes: value
            Children: as MaxHitPoints
        MaxSurges: always present
            Required attributes: value
            Control attributes:
                CUR_Surges: assign to at least one HTML element that should dynamically display current surges.
                CUR_SurgesBar: assign to all HTML elements that should have width set in proportion to current/max surges.
                add-script: javascript to execute to add a surge.
                subtract-script: javascript to execute to subtract a surge.
            Children: as MaxHitPoints
        SurgeValue: always present
            Required attributes: value
            Control attributes:
                toHitPoints-script: javascript to execute when the surge value should be added to hit points.
            Children: as MaxHitPoints --><Health conditions-display-class="CUR_Conditions" conditions-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.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="45"><Factor abbreviation="Con" modifier="+13" name="Constitution" /><Factor abbreviation="Ranger 1" modifier="+12" name="Level 1 Ranger" /><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="Ranger 5" modifier="+20" multiplied="5" multiplier="4" name="Level 5 Ranger" /></MaxHitPoints><BloodiedValue value="22"><Factor abbreviation="1/2 HP" modifier="+22" multiplied="45" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="7"><Factor modifier="+6" name="Ranger" /><Factor abbreviation="Con mod" modifier="+1" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.surgeValueToHitPoints(11);" value="11"><Factor abbreviation="1/4 HP" modifier="+11" multiplied="45" 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="7"><Factor modifier="+7" name="Elf" /></Speed><Initiative dice-class="dice1d20plus9Initiative" value="9"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+2" name="Initiative Misc" /><Factor abbreviation="Dex mod" modifier="+5" name="Dexterity modifier" /></Initiative></Movement><!-- Defenses element: always present
    Children:
        Condition elements: present if one or more conditions affect all defenses
            Required attributes: name
        Defense elements: four Defense elements are always present.
            Required attributes: value, abbreviation, name (name is "ArmorClass", "Fortitude", "Reflex" or "Will")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
                Condition elements: present if one or more conditions affect this defense
                    Required attributes: name --><Defenses><Defense abbreviation="AC" name="Armor Class" value="21"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+3" name="Hide Armor" /><Factor modifier="+1" name="Battle Harness +1" /><Condition name="+2 Defensive Mobility" /><Condition name="+5 Dexterity modifier" /></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 modifier="+1" name="Cape of the Mountebank +1" /><Factor abbreviation="Con mod" modifier="+1" name="Constitution modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="19"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+1" name="Reflex Defense Class Bonus" /><Factor modifier="+1" name="Cape of the Mountebank +1" /><Factor abbreviation="Dex mod" modifier="+5" name="Dexterity modifier" /></Defense><Defense abbreviation="Will" name="Will" value="16"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Will Defense Class Bonus" /><Factor modifier="+1" name="Cape of the Mountebank +1" /><Factor abbreviation="Wis mod" modifier="+3" 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="22"><Factor modifier="+12" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="15"><Factor modifier="+5" 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="dice1d20plus11Acrobatics" name="Acrobatics" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="11"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Acrobatics Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+5" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus2Arcana" name="Arcana" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="2"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Arcana Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus1Athletics" name="Athletics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="1"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Athletics Misc" /><Factor modifier="-1" name="Armor Penalty" /><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="dice1d20plus5Dungeoneering" name="Dungeoneering" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="5"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+3" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus7Endurance" name="Endurance" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="7"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Endurance Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Con mod" modifier="+1" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Heal" name="Heal" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="5"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="+3" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus2History" name="History" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="2"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="History Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Insight" name="Insight" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="5"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+3" 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="dice1d20plus12Nature" name="Nature" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="12"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+3" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus12Perception" name="Perception" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="12"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+3" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus2Religion" name="Religion" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="2"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus13Stealth" name="Stealth" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="13"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Stealth Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+5" 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="dice1d20plus6Thievery" name="Thievery" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="6"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Thievery Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+5" 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="13"><Factor modifier="+13" name="Starting" /><AbilityModifier dice-class="dice1d20plus3Constitution" modifier="+1" rollmodifier="+3" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="21"><Factor modifier="+18" name="Starting" /><Factor modifier="+2" name="Elf" /><Factor modifier="+1" name="Level 4" /><AbilityModifier dice-class="dice1d20plus7Dexterity" modifier="+5" rollmodifier="+7" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="10"><Factor modifier="+10" name="Starting" /><AbilityModifier dice-class="dice1d20plus2Intelligence" modifier="+0" rollmodifier="+2" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="16"><Factor modifier="+13" name="Starting" /><Factor modifier="+2" name="Elf" /><Factor modifier="+1" name="Level 4" /><AbilityModifier dice-class="dice1d20plus5Wisdom" modifier="+3" rollmodifier="+5" /></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"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><Weapon attackstat="Strength" defense="AC" name="Short sword" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=20&amp;ftype=3"><AttackBonus dice-class="dice1d20plus5Attack" value="5"><Factor modifier="+0" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d6Damage" value="1d6"><Factor modifier="+0" name="Strength modifier" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus2Attack" value="2"><Factor modifier="+0" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4Damage" value="1d4"><Factor modifier="+0" 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 dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><Condition name="+1 to attack rolls if none of your allies are closer to the target - Prime Shot" /><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2288&amp;ftype=1" name="Quick Greatbow +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=72&amp;ftype=3"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Weapon Expertise (Bow)" /></AttackBonus><Damage dice-class="dice1d12plus9Damage" value="1d12+9"><Factor modifier="+5" name="Dexterity modifier" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Weapon Focus (Bow)" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus5Damage" value="1d4+5"><Factor modifier="+5" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" isMore="" name="Hunter&apos;s Quarry" packagename="Ranger" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=5" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5598" /><Power actiontype="Standard Action" isMore="" name="Nimble Strike" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=919"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><Condition name="+1 to attack rolls if none of your allies are closer to the target - Prime Shot" /><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2288&amp;ftype=1" name="Quick Greatbow +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=72&amp;ftype=3"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Weapon Expertise (Bow)" /></AttackBonus><Damage dice-class="dice1d12plus9Damage" value="1d12+9"><Factor modifier="+5" name="Dexterity modifier" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Weapon Focus (Bow)" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus5Damage" value="1d4+5"><Factor modifier="+5" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" isMore="" name="Twin Strike" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=87"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><Condition name="+1 to attack rolls if none of your allies are closer to the target - Prime Shot" /><Weapon attackstat="Dexterity" defense="AC (ranged), two attacks" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2288&amp;ftype=1" name="Quick Greatbow +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=72&amp;ftype=3"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Weapon Expertise (Bow)" /></AttackBonus><Damage dice-class="dice1d12plus4Damage" value="1d12+4"><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Weapon Focus (Bow)" /><Factor modifier="+2" name="item bonus - Bracers of Archery (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 7 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 9 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="Free Action" display-class="USAGE_ElvenAccuracy" isMore="" name="Elven Accuracy" packagename="Elf" packageurl="http://www.wizards.com/dndinsider/compendium/race.aspx?id=4" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1450" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;USAGE_ElvenAccuracy&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_Two-FangedStrike" isMore="" name="Two-Fanged Strike" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2209" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;USAGE_Two-FangedStrike&apos;, {isBoolean:1});"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><Condition name="+1 to attack rolls if none of your allies are closer to the target - Prime Shot" /><Weapon attackstat="Dexterity" defense="AC (ranged), two attacks" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2288&amp;ftype=1" name="Quick Greatbow +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=72&amp;ftype=3"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Weapon Expertise (Bow)" /></AttackBonus><Damage dice-class="dice1d12plus9Damage" value="1d12+9"><Factor modifier="+5" name="Dexterity modifier" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Weapon Focus (Bow)" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon></Power><Power actiontype="Immediate Reaction" display-class="USAGE_CrucialAdvice" isMore="" name="Crucial Advice" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=922" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;USAGE_CrucialAdvice&apos;, {isBoolean:1});" /><Power actiontype="Immediate Interrupt" display-class="USAGE_DisruptiveStrike" isMore="" name="Disruptive Strike" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1416" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;USAGE_DisruptiveStrike&apos;, {isBoolean:1});"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><Condition name="+1 to attack rolls if none of your allies are closer to the target - Prime Shot" /><Weapon attackstat="Dexterity" defense="AC (ranged)" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2288&amp;ftype=1" name="Quick Greatbow +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=72&amp;ftype=3"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Weapon Expertise (Bow)" /></AttackBonus><Damage dice-class="dice1d12plus9Damage" value="1d12+9"><Factor modifier="+5" name="Dexterity modifier" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Weapon Focus (Bow)" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC (melee) or Dexterity vs. AC (ranged)" name="Short sword" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=20&amp;ftype=3"><AttackBonus dice-class="dice1d20plus5Attack" value="5"><Factor modifier="+0" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d6Damage" value="1d6"><Factor modifier="+0" name="Strength modifier" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC (melee) or Dexterity vs. AC (ranged)" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus2Attack" value="2"><Factor modifier="+0" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4Damage" value="1d4"><Factor modifier="+0" name="Strength 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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_SplittheTree" isMore="" name="Split the Tree" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2207" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;USAGE_SplittheTree&apos;, {isBoolean:1});"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><Condition name="+1 to attack rolls if none of your allies are closer to the target - Prime Shot" /><Weapon attackstat="Dexterity" defense="AC. Make two attack rolls, take the higher result, and apply it to both targets." enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2288&amp;ftype=1" name="Quick Greatbow +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=72&amp;ftype=3"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Weapon Expertise (Bow)" /></AttackBonus><Damage dice-class="dice2d12plus9Damage" value="2d12+9"><Factor modifier="+5" name="Dexterity modifier" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Weapon Focus (Bow)" /><Factor modifier="+2" name="item bonus - Bracers of Archery (heroic tier)" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC. Make two attack rolls, take the higher result, and apply it to both targets." name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+5" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus5Damage" value="2d4+5"><Factor modifier="+5" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" display-class="USAGE_Spitting-CobraStance" isMore="" name="Spitting-Cobra Stance" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4394" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;USAGE_Spitting-CobraStance&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="+2 to AC against opportunity attacks" name="Defensive Mobility" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=127" /><Feat description="Gain +1 damage per tier with Bows." name="Weapon Focus (Bow)" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=233" /><Feat description="Gain proficiency with the Greatbow." name="Weapon Proficiency (Greatbow)" url="/characters/missingCompendium" /><Feat description="Gain bonus to attack rolls with bows." name="Weapon Expertise (Bow)" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1032" /></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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.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="20" carried-gp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.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="93"><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;CUR_Item_BracersofArcheryheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BracersofArcheryheroictier" equippedcount="1" name="Bracers of Archery (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;CUR_Item_BracersofArcheryheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BracersofArcheryheroictier?&apos;, displayClass:&apos;CUR_Item_BracersofArcheryheroictier&apos;, text:&apos;How many BracersofArcheryheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3181&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;CUR_Item_CapeoftheMountebank1&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_CapeoftheMountebank1" equippedcount="1" name="Cape of the Mountebank +1" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;CUR_Item_CapeoftheMountebank1&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last CapeoftheMountebank1?&apos;, displayClass:&apos;CUR_Item_CapeoftheMountebank1&apos;, text:&apos;How many CapeoftheMountebank1 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3576&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;CUR_Item_BootsofStealthheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BootsofStealthheroictier" equippedcount="1" name="Boots of Stealth (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;CUR_Item_BootsofStealthheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BootsofStealthheroictier?&apos;, displayClass:&apos;CUR_Item_BootsofStealthheroictier&apos;, text:&apos;How many BootsofStealthheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3313&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;CUR_Item_HideArmor&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_HideArmor" equippedcount="1" name="Hide Armor" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;CUR_Item_HideArmor&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last HideArmor?&apos;, displayClass:&apos;CUR_Item_HideArmor&apos;, text:&apos;How many HideArmor should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3&amp;ftype=2&amp;page=item"><Enhancement name="Battle Harness +1" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=4341&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;CUR_Item_Greatbow&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Greatbow" equippedcount="1" name="Greatbow" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;CUR_Item_Greatbow&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Greatbow?&apos;, displayClass:&apos;CUR_Item_Greatbow&apos;, text:&apos;How many Greatbow should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=72&amp;ftype=3&amp;page=item"><Enhancement name="Quick Weapon +1" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2288&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;CUR_Item_ClimbersKit&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ClimbersKit" equippedcount="0" name="Climber&apos;s Kit" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;CUR_Item_ClimbersKit&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ClimbersKit?&apos;, displayClass:&apos;CUR_Item_ClimbersKit&apos;, text:&apos;How many ClimbersKit should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=20&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;CUR_Item_AdventurersKit&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AdventurersKit?&apos;, displayClass:&apos;CUR_Item_AdventurersKit&apos;, text:&apos;How many AdventurersKit should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;CUR_Item_Shortsword&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="2" display-class="CUR_Item_Shortsword" equippedcount="0" name="Short sword" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;CUR_Item_Shortsword&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Shortsword?&apos;, displayClass:&apos;CUR_Item_Shortsword&apos;, text:&apos;How many Shortsword should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=20&amp;ftype=3&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;CUR_Item_Arrows&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="5" display-class="CUR_Item_Arrows" equippedcount="0" name="Arrows" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhisuygM.triggerVariable(&apos;CUR_Item_Arrows&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Arrows?&apos;, displayClass:&apos;CUR_Item_Arrows&apos;, text:&apos;How many Arrows should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=11&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="Elven" /></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="Ranger"><Proficiency name="Battleaxe" source="Ranger" /><Proficiency name="Handaxe" source="Ranger" /><Proficiency name="Flail" source="Ranger" /><Proficiency name="Throwing hammer" source="Ranger" /><Proficiency name="Warhammer" source="Ranger" /><Proficiency name="War pick" source="Ranger" /><Proficiency name="Scimitar" source="Ranger" /><Proficiency name="Longsword" source="Ranger" /><Proficiency name="Short sword" source="Ranger" /><Proficiency name="Greataxe" source="Ranger" /><Proficiency name="Heavy flail" source="Ranger" /><Proficiency name="Glaive" source="Ranger" /><Proficiency name="Halberd" source="Ranger" /><Proficiency name="Maul" source="Ranger" /><Proficiency name="Longspear" source="Ranger" /><Proficiency name="Greatsword" source="Ranger" /><Proficiency name="Falchion" source="Ranger" /><Proficiency name="Broadsword" source="Ranger" /><Proficiency name="Khopesh" source="Ranger" /><Proficiency name="Light war pick" source="Ranger" /><Proficiency name="Scourge" source="Ranger" /><Proficiency name="Trident" source="Ranger" /><Proficiency name="Heavy war pick" source="Ranger" /><Proficiency name="Feral armor claw" source="Ranger" /></ProficiencyGroup><ProficiencyGroup name="Military Ranged" source="Ranger"><Proficiency name="Shortbow" source="Ranger" /><Proficiency name="Longbow" source="Ranger" /></ProficiencyGroup><ProficiencyGroup name="Simple Melee" source="Ranger"><Proficiency name="Club" source="Ranger" /><Proficiency name="Dagger" source="Ranger" /><Proficiency name="Javelin" source="Ranger" /><Proficiency name="Mace" source="Ranger" /><Proficiency name="Sickle" source="Ranger" /><Proficiency name="Spear" source="Ranger" /><Proficiency name="Greatclub" source="Ranger" /><Proficiency name="Morningstar" source="Ranger" /><Proficiency name="Quarterstaff" source="Ranger" /><Proficiency name="Scythe" source="Ranger" /><Proficiency name="Spiked gauntlet" source="Ranger" /><Proficiency name="Claw fighter claw" source="Ranger" /><Proficiency name="Shadowblade" source="Ranger" /><Proficiency name="Climbing claw" source="Ranger" /><Proficiency name="Rod of seven parts" source="Ranger" /></ProficiencyGroup><ProficiencyGroup name="Simple Ranged" source="Ranger"><Proficiency name="Hand crossbow" source="Ranger" /><Proficiency name="Sling" source="Ranger" /><Proficiency name="Crossbow" source="Ranger" /><Proficiency name="Repeating crossbow" source="Ranger" /></ProficiencyGroup><Proficiency name="Greatbow" source="Weapon Proficiency (Greatbow)" /></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Ranger" /><Proficiency name="Leather" source="Ranger" /><Proficiency name="Hide" source="Ranger" /></ArmorProficiencies><ShieldProficiencies /></Proficiencies></Character>