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<Character action-points-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM" milestone-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.milestone();" name="Rulk" safe-key="agdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM"><Description age="25" height="5&apos;10&quot;" weight="180 lb"><Notes /><Appearance /><Traits /><Companions /></Description><!-- Build element: always present
    Required attributes: alignment, experience, level, name, powersource, role, size, tier, vision
        The name attribute is the build name if one was selected in the Character Builder, or the class name otherwise.
    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
            Children:
                Feature elements: one per race feature
                    Required attributes: name, description
        Class element: always present
            Required attributes: name, url
            Children: as Race element
        ParagonPath element: present if of sufficient level
            Required attributes: name, url
            Children: as Race element
        EpicDestiny element: present if of sufficient level
            Required attributes: name, url
            Children: as Race element --><Build alignment="Good" experience="0" experience-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.triggerVariable(&apos;Experience Points&apos;, {requireInt:1, text:&apos;How many XP should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" level="1" name="Ranger" powersource="Martial" role="Striker" size="Medium" tier="Heroic" vision="Low-light"><Race name="Half-Orc" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=36"><Feature description="Have the furious assault power" name="Furious Assault" /><Feature description="Gain 5 temporary hp (10 at 11th, 15 at 21st) the first time you&apos;re bloodied during an encounter" name="Half-Orc Resilience" /><Feature description="+2 bonus to speed when charging" name="Swift Charge" /></Race><Class name="Ranger" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=5"><Feature description="Choose Archer Fighting Style or Two-Blade Fighting Style." name="Fighting Style" /><Feature description="Wield one-handed weapon as off-hand weapon; gain Toughness as a bonus feat." name="Two-Blade 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><!-- 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.
        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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.extendedRest();" short-rest-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.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="28"><Factor abbreviation="Con" modifier="+11" name="Constitution" /><Factor abbreviation="Ranger 1" modifier="+12" name="Level 1 Ranger" /><Factor modifier="+5" name="Toughness" /></MaxHitPoints><BloodiedValue value="14"><Factor abbreviation="1/2 HP" modifier="+14" multiplied="28" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="6"><Factor modifier="+6" name="Ranger" /><Factor abbreviation="Con mod" modifier="+0" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.surgeValueToHitPoints(7);" value="7"><Factor abbreviation="1/4 HP" modifier="+7" multiplied="28" multiplier=".25" name="Quarter Hit Points" /></SurgeValue></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="Half-Orc" /></Speed><Initiative dice-class="dice1d20plus4Initiative" value="4"><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+1" name="Gritty Sergeant" /><Factor abbreviation="Dex mod" modifier="+3" name="Dexterity modifier" /></Initiative></Movement><!-- Defenses element: always present
    Children:
        Condition elements: present if one or more conditions affect all defenses
            Required attributes: name
        Defense elements: four Defense elements are always present.
            Required attributes: value, abbreviation, name (name is "ArmorClass", "Fortitude", "Reflex" or "Will")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
                Condition elements: present if one or more conditions affect this defense
                    Required attributes: name --><Defenses><Defense abbreviation="AC" name="Armor Class" value="15"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+2" name="Leather Armor" /><Condition name="+3 without armor: heavy - Dexterity modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="16"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+1" name="Ranger" /><Factor abbreviation="Str mod" modifier="+5" name="Strength modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="14"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+1" name="Ranger" /><Factor abbreviation="Dex mod" modifier="+3" name="Dexterity modifier" /></Defense><Defense abbreviation="Will" name="Will" value="10"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor abbreviation="Wis mod" modifier="+0" 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="10"><Factor modifier="+0" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="10"><Factor modifier="+0" 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="dice1d20plus8Acrobatics" name="Acrobatics" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="8"><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor abbreviation="Dex mod" modifier="+3" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20Arcana" name="Arcana" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="0"><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus10Athletics" name="Athletics" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="10"><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor abbreviation="Str mod" modifier="+5" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20minus1Bluff" name="Bluff" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="-1"><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20minus1Diplomacy" name="Diplomacy" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="-1"><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Dungeoneering" name="Dungeoneering" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="5"><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor abbreviation="Wis mod" modifier="+0" 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="+0" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Half-Orc" /><Factor abbreviation="Con mod" modifier="+0" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20Heal" name="Heal" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="0"><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor abbreviation="Wis mod" modifier="+0" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20History" name="History" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="0"><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20Insight" name="Insight" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="0"><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor abbreviation="Wis mod" modifier="+0" 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="+0" name="Half Level" /><Factor modifier="+2" name="Half-Orc" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20Nature" name="Nature" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="0"><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor abbreviation="Wis mod" modifier="+0" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20Perception" name="Perception" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="0"><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor abbreviation="Wis mod" modifier="+0" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20Religion" name="Religion" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="0"><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus8Stealth" name="Stealth" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="8"><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor abbreviation="Dex mod" modifier="+3" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20minus1Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="-1"><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor abbreviation="Cha mod" modifier="-1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus3Thievery" name="Thievery" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="3"><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor abbreviation="Dex mod" modifier="+3" name="Dexterity modifier" /></Skill></Skills><!-- AbilityScores element: always present
    Children:
        AbilityScore elements: six AbilityScore elements are always present.
            Required attributes: value, abbreviation, name ("Strength", etc...)
            Children:
                AbilityModifier element: always present
                    Required attributes: 
                        modifier: base modifier
                        rollmodifier: (includes 1/2 level)
                        dice-class: use in conjunction with "Roller" to build an ability check roller element.
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><AbilityScores><AbilityScore abbreviation="Str" name="Strength" value="20"><Factor modifier="+18" name="Starting" /><Factor modifier="+2" name="Half-Orc" /><AbilityModifier dice-class="dice1d20plus5Strength" modifier="+5" rollmodifier="+5" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="11"><Factor modifier="+11" name="Starting" /><AbilityModifier dice-class="dice1d20Constitution" modifier="+0" rollmodifier="+0" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="16"><Factor modifier="+14" name="Starting" /><Factor modifier="+2" name="Half-Orc" /><AbilityModifier dice-class="dice1d20plus3Dexterity" modifier="+3" rollmodifier="+3" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="10"><Factor modifier="+10" name="Starting" /><AbilityModifier dice-class="dice1d20Intelligence" modifier="+0" rollmodifier="+0" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="10"><Factor modifier="+10" name="Starting" /><AbilityModifier dice-class="dice1d20Wisdom" modifier="+0" rollmodifier="+0" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="8"><Factor modifier="+8" name="Starting" /><AbilityModifier dice-class="dice1d20minus1Charisma" modifier="-1" rollmodifier="-1" /></AbilityScore></AbilityScores><!-- Powers element: always present
    Child elements:
        Power elements: one per power
            Required attributes: name, url, powerusage, actiontype
            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
                        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" name="Melee Basic Attack" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><Condition name="+1d8 to damage once per round (Hunter&apos;s Quarry) - ?" /><Weapon attackstat="Strength" defense="AC" name="Broadsword" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=49&amp;ftype=3"><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d10plus5Damage" value="1d10+5"><Factor modifier="+5" name="Strength modifier" /></Damage></Weapon><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="dice1d20plus8Attack" value="8"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d6plus5Damage" value="1d6+5"><Factor modifier="+5" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" name="Ranged Basic Attack" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><Condition name="+1d8 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" name="Shortbow" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=39&amp;ftype=3"><AttackBonus dice-class="dice1d20plus5Attack" value="5"><Factor modifier="+3" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d8plus3Damage" value="1d8+3"><Factor modifier="+3" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" name="Hunter&apos;s Quarry" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5598" /><Power actiontype="Standard Action" name="Twin Strike" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=87"><Condition name="+1d8 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" name="Shortbow" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=39&amp;ftype=3"><AttackBonus dice-class="dice1d20plus5Attack" value="5"><Factor modifier="+3" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d8Damage" value="1d8" /></Weapon></Power><Power actiontype="Standard Action" name="Careful Attack" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=917"><Condition name="+1d8 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)." name="Shortbow" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=39&amp;ftype=3"><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+2" name="power modifier" /><Factor modifier="+3" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d8Damage" value="1d8" /></Weapon></Power><Power actiontype="Free Action" display-class="USAGE_FuriousAssault" name="Furious Assault" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=6189" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.triggerVariable(&apos;USAGE_FuriousAssault&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_DireWolverineStrike" name="Dire Wolverine Strike" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1510" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.triggerVariable(&apos;USAGE_DireWolverineStrike&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_SecondWind" name="Second Wind" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=334" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.namesToVariables[&apos;CUR_Surges&apos;].get() &gt; 0; }, noUseMessage: &apos;Second Wind requires a healing surge, and you have none.&apos; });" /><Power actiontype="No Action" display-class="USAGE_ActionPoint" name="Action Point" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=177" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_JawsoftheWolf" name="Jaws of the Wolf" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=851" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.triggerVariable(&apos;USAGE_JawsoftheWolf&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 5 additional hit points per tier" name="Toughness" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=171" /><Feat description="Hunter&apos;s Quarry damage dice increase to d8s" name="Lethal Hunter" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=273" /></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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.triggerVariable(&apos;CUR_carriedad&apos;, {min:1, requireInt:1, text:&apos;How many ad should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" carried-ad-display-class="CUR_carriedad" carried-ad-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.triggerVariable(&apos;CUR_carriedcp&apos;, {min:1, requireInt:1, text:&apos;How many cp should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" carried-cp-display-class="CUR_carriedcp" carried-cp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.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="0" carried-gp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.triggerVariable(&apos;CUR_carriedgp&apos;, {min:1, requireInt:1, text:&apos;How many gp should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" carried-gp-display-class="CUR_carriedgp" carried-gp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.triggerVariable(&apos;CUR_carriedpp&apos;, {min:1, requireInt:1, text:&apos;How many pp should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" carried-pp-display-class="CUR_carriedpp" carried-pp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.triggerVariable(&apos;CUR_carriedsp&apos;, {min:1, requireInt:1, text:&apos;How many sp should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" carried-sp-display-class="CUR_carriedsp" carried-sp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.triggerVariable(&apos;CUR_storedad&apos;, {min:1, requireInt:1, text:&apos;How many ad should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad-display-class="CUR_storedad" stored-ad-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.triggerVariable(&apos;CUR_storedcp&apos;, {min:1, requireInt:1, text:&apos;How many cp should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-cp-display-class="CUR_storedcp" stored-cp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.triggerVariable(&apos;CUR_storedgp&apos;, {min:1, requireInt:1, text:&apos;How many gp should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-gp-display-class="CUR_storedgp" stored-gp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.triggerVariable(&apos;CUR_storedpp&apos;, {min:1, requireInt:1, text:&apos;How many pp should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-pp-display-class="CUR_storedpp" stored-pp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.triggerVariable(&apos;CUR_storedsp&apos;, {min:1, requireInt:1, text:&apos;How many sp should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-sp-display-class="CUR_storedsp" stored-sp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjDlCwM.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; } });"><Item count="1" equippedcount="1" name="Leather Armor" type="Armor" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2&amp;ftype=2" /><Item count="1" equippedcount="1" name="Broadsword" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=49&amp;ftype=3" /><Item count="1" equippedcount="0" name="Shortbow" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=39&amp;ftype=3" /><Item count="1" equippedcount="0" name="Adventurer&apos;s Kit" type="Gear" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=1&amp;ftype=4" /><Item count="5" equippedcount="0" name="Arrows" type="Gear" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=11&amp;ftype=4" /><Item count="1" equippedcount="0" name="Short sword" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=20&amp;ftype=3" /></Loot><!-- Languages element: always present 
    Children:
        Language elements: one for each language
            Required attributes: name --><Languages><Language name="Common" /><Language name="Giant" /></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="Choose Nothing" source="Ranger" /><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="Climbing claw" source="Ranger" /></ProficiencyGroup><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="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><ProficiencyGroup name="Military Ranged" source="Ranger"><Proficiency name="Shortbow" source="Ranger" /><Proficiency name="Longbow" source="Ranger" /></ProficiencyGroup></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Ranger" /><Proficiency name="Leather" source="Ranger" /><Proficiency name="Hide" source="Ranger" /></ArmorProficiencies><ShieldProficiencies /></Proficiencies></Character>