<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/xsl/jPint.xsl"?>
<!-- Character Element: always present
    Required attributes: name, key
    Control attributes:
        safe-key: a variation of the key that is safe for use in javascript variable names.
            You will probably only use this when calling initializeCharacter (see jPint.xsl for an example).
        login-class: assign to each HTML element that can be clicked to log in.
            You should also set style="display:none;" on such elements; they will be made visible if not logged in.
        logout-class: assign to each HTML element that can be clicked to log out.
            You should also set style="display:none;" on such elements; they will be made visible if logged in.
        hide-class: assign to each HTML element that can be clicked to remove the character from an iplay4e panel.
            Each such element should also be set with style="display:none;"; we will make the element visible if necessary.
            It's okay if it's positioned with login/logout links, because they won't be displayed at the same time.
        sync-prompt-class: assign to each HTML element that should allow clicking to force a character state sync.
        sync-display-class: assign to each HTML element that should dynamically indicate sync status.
        sync-syncing-class: style because it will be assigned to the sync-display-class elements during sync operations.
        sync-error-class: style because it will be assigned to the sync-display-class elements for sync failures.
        manage-class: assign to each HTML element that can be clicked to perform actions on the character (download, etc...)
        roller-class: assign to each HTML element that can be clicked to do a die roll.  
            Should always be used in conjunction with the dice-class attribute of another element (e.g. Movement/Initiative).
        action-points-display-script: assign to at least one HTML element that should dynamically display current action points.
        action-points-add-script: javascript to execute to add an action point.
        action-points-subtract-script: javascript to execute to subtract an action point. --><Character action-points-add-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIY9uULDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-display-class="CUR_ActionPoints" action-points-subtract-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIY9uULDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" hide-class="IP4Hide" key="agdpcGxheTRlchELEglDaGFyYWN0ZXIY9uULDA" login-class="IP4Login" logout-class="IP4Logout" manage-class="IP4Manage" name="Mord" roller-class="Roller" safe-key="agdpcGxheTRlchELEglDaGFyYWN0ZXIY9uULDA" sync-display-class="IP4Sync" sync-error-class="IP4SyncError" sync-prompt-class="IP4SyncPrompt" sync-syncing-class="IP4SyncSyncing"><!-- Description element: may be absent if all attributes and children are absent from the dnd4e file.
    Optional attributes: gender, height, weight, age
    Children:
        Notes element: always present
            Content: multi-line text
        Appearance element: always present
            Content: multi-line text
        Traits element: always present
            Content: multi-line text
        Companions element: always present
            Content: multi-line text --><Description><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:
        experience-display-class: 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="Unaligned" experience="5499" experience-display-class="ExperiencePoints" experience-prompt-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIY9uULDA.triggerVariable(&apos;Experience Points&apos;, {requireInt:1, text:&apos;How many XP should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" level="4" name="Thaneborn Barbarian" powersource="Primal" 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" /><Feature description="" name="Endurance Bonus" /><Feature description="" name="Intimidate Bonus" /></Race><Class name="Barbarian" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=148"><Feature description="Gain +1 AC and Reflex when not wearing heavy armor. (+2 at 11th level, +3 at 21st)" name="Barbarian Agility" /><Feature description="Choose a Feral Might option." name="Feral Might" /><Feature description="Whenever you bloody a foe, add your Cha modifier to the next attack roll against that foe." name="Thaneborn Triumph" /><Feature description="Gain the rage strike power at 5th level" name="Rage Strike" /><Feature description="Critical hit grants free melee basic attack; once per round, barbarian attack power only" name="Rampage" /></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.
        conditions-delete-class: 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:
                display-class: assign to at least one HTML element that should dynamically display current HP.
                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.
                bar-class: assign to all HTML elements that should have width set in proportion to current/max HP.
                dying-class: assign to all HTML elements that should only be displayed if the character is dying.
            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:
                display-class: assign to at least one HTML element that should dynamically display current surges.
                bar-class: 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-delete-class="CUR_ConditionsDelete" conditions-display-class="CUR_Conditions" conditions-prompt-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIY9uULDA.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIY9uULDA.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="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIY9uULDA.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIY9uULDA.extendedRest();" short-rest-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIY9uULDA.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIY9uULDA.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints bar-class="CUR_HitPointsBar" damage-prompt-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIY9uULDA.damagePrompt();" display-class="CUR_HitPoints" dying-class="CUR_HitPointsDying" heal-prompt-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIY9uULDA.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="43"><Factor abbreviation="Con" modifier="+10" name="Constitution" /><Factor abbreviation="Barbarian 1" modifier="+15" name="Level 1 Barbarian" /><Factor abbreviation="Barbarian 4" modifier="+18" multiplied="6" multiplier="3" name="Level 4 Barbarian" /></MaxHitPoints><BloodiedValue value="21"><Factor abbreviation="1/2 HP" modifier="+21" multiplied="43" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIY9uULDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" bar-class="CUR_SurgesBar" display-class="CUR_Surges" subtract-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIY9uULDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="8"><Factor modifier="+8" name="Barbarian" /><Factor abbreviation="Con mod" modifier="+0" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIY9uULDA.surgeValueToHitPoints(10);" value="10"><Factor abbreviation="1/4 HP" modifier="+10" multiplied="43" 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 Character/roller-class 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" /><Condition name="+2 when charging - Swift Charge" /></Speed><Initiative dice-class="dice1d20plus5Initiative" value="5"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Initiative Misc" /><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="20"><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="Bloodcut Armor +1" /><Condition name="+1 without armor: heavy - Barbarian Agility" /><Condition name="+3 without armor: heavy - Dexterity modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="20"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+2" name="Fortitude Defense Class Bonus" /><Factor modifier="+1" name="Cape of the Mountebank +1" /><Factor abbreviation="Str mod" modifier="+5" name="Strength modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="17"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Reflex Defense Class Bonus" /><Factor modifier="+1" name="Cape of the Mountebank +1" /><Factor abbreviation="Dex mod" modifier="+3" name="Dexterity modifier" /><Condition name="+1 without armor: heavy - Barbarian Agility" /></Defense><Defense abbreviation="Will" name="Will" value="15"><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="+2" 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="14"><Factor modifier="+4" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="14"><Factor modifier="+4" 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 Character/@roller-class 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="dice1d20plus4Acrobatics" name="Acrobatics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="4"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Acrobatics Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+3" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus1Arcana" name="Arcana" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="1"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Arcana Misc" /><Factor abbreviation="Int mod" modifier="-1" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus11Athletics" name="Athletics" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="11"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Athletics Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Str mod" modifier="+5" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus3Bluff" name="Bluff" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="3"><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="dice1d20plus3Diplomacy" name="Diplomacy" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="3"><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="dice1d20plus4Dungeoneering" name="Dungeoneering" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="4"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus3Endurance" name="Endurance" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="3"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+2" name="Endurance Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Con mod" modifier="+0" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4Heal" name="Heal" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="4"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus1History" name="History" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="1"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="History Misc" /><Factor abbreviation="Int mod" modifier="-1" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4Insight" name="Insight" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="4"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus10Intimidate" name="Intimidate" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="10"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="+1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4Nature" name="Nature" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="4"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4Perception" name="Perception" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="4"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus6Religion" name="Religion" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="6"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="-1" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus4Stealth" name="Stealth" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="4"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+0" name="Stealth Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+3" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus3Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="3"><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="dice1d20plus9Thievery" name="Thievery" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="9"><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Thievery Misc" /><Factor modifier="-1" name="Armor Penalty" /><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 Character/@roller-class 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="+17" name="Starting" /><Factor modifier="+2" name="Half-Orc" /><Factor modifier="+1" name="Level 4" /><AbilityModifier dice-class="dice1d20plus7Strength" modifier="+5" rollmodifier="+7" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="10"><Factor modifier="+10" name="Starting" /><AbilityModifier dice-class="dice1d20plus2Constitution" modifier="+0" rollmodifier="+2" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="16"><Factor modifier="+14" name="Starting" /><Factor modifier="+2" name="Half-Orc" /><AbilityModifier dice-class="dice1d20plus5Dexterity" modifier="+3" rollmodifier="+5" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="8"><Factor modifier="+8" name="Starting" /><AbilityModifier dice-class="dice1d20plus3Intelligence" modifier="-1" rollmodifier="+3" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="14"><Factor modifier="+13" name="Starting" /><Factor modifier="+1" name="Level 4" /><AbilityModifier dice-class="dice1d20plus4Wisdom" modifier="+2" rollmodifier="+4" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="12"><Factor modifier="+12" name="Starting" /><AbilityModifier dice-class="dice1d20plus3Charisma" modifier="+1" rollmodifier="+3" /></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 Character/roller-class 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 Character/roller-class 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="/characters/missingCompendium"><Condition name="+1d8 to damage rolls on any successful charge - ?" /><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2455&amp;ftype=1" name="Vanguard Fullblade +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=63&amp;ftype=3"><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Weapon Expertise (Heavy Blade)" /></AttackBonus><Damage dice-class="dice1d12plus6Damage" value="1d12+6"><Factor modifier="+5" name="Strength modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus5Damage" value="1d4+5"><Factor modifier="+5" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" name="Ranged Basic Attack" powerusage="At-Will" url="/characters/missingCompendium"><Condition name="+1d8 to damage rolls on any successful charge - ?" /><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus5Attack" value="5"><Factor modifier="+3" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus3Damage" value="1d4+3"><Factor modifier="+3" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" name="Howling Strike" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4818"><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2455&amp;ftype=1" name="Vanguard Fullblade +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=63&amp;ftype=3"><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Weapon Expertise (Heavy Blade)" /></AttackBonus><Damage dice-class="dice1d12plus1d6plus6Damage" value="1d12+1d6+6"><Factor modifier="+5" name="Strength modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon></Power><Power actiontype="Standard Action" name="Pressing Strike" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4819"><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2455&amp;ftype=1" name="Vanguard Fullblade +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=63&amp;ftype=3"><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Weapon Expertise (Heavy Blade)" /></AttackBonus><Damage dice-class="dice1d12plus6Damage" value="1d12+6"><Factor modifier="+5" name="Strength modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus5Damage" value="1d4+5"><Factor modifier="+5" name="Strength modifier" /></Damage></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="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIY9uULDA.triggerVariable(&apos;USAGE_FuriousAssault&apos;, {isBoolean:1});" /><Power actiontype="Free Action" display-class="USAGE_RoarofTriumph" name="Roar of Triumph" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4932" use-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIY9uULDA.triggerVariable(&apos;USAGE_RoarofTriumph&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_VaulttheFallen" name="Vault the Fallen" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4934" use-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIY9uULDA.triggerVariable(&apos;USAGE_VaulttheFallen&apos;, {isBoolean:1});"><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2455&amp;ftype=1" name="Vanguard Fullblade +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=63&amp;ftype=3"><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Weapon Expertise (Heavy Blade)" /></AttackBonus><Damage dice-class="dice1d12plus1d6plus6Damage" value="1d12+1d6+6"><Factor modifier="+5" name="Strength modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus1d6plus5Damage" value="1d4+1d6+5"><Factor modifier="+5" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Move Action" display-class="USAGE_CombatSprint" name="Combat Sprint" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4937" use-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIY9uULDA.triggerVariable(&apos;USAGE_CombatSprint&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_DaringCharge" name="Daring Charge" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4940" use-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIY9uULDA.triggerVariable(&apos;USAGE_DaringCharge&apos;, {isBoolean:1});"><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2455&amp;ftype=1" name="Vanguard Fullblade +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=63&amp;ftype=3"><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Weapon Expertise (Heavy Blade)" /></AttackBonus><Damage dice-class="dice2d12plus6Damage" value="2d12+6"><Factor modifier="+5" name="Strength modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus5Damage" value="2d4+5"><Factor modifier="+5" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" display-class="USAGE_OathofEnmity" name="Oath of Enmity" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=3069" use-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIY9uULDA.triggerVariable(&apos;USAGE_OathofEnmity&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="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIY9uULDA.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIY9uULDA.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="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIY9uULDA.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_RageDrakesFrenzy" name="Rage Drake&apos;s Frenzy" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4936" use-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIY9uULDA.triggerVariable(&apos;USAGE_RageDrakesFrenzy&apos;, {isBoolean:1});"><Weapon attackstat="Strength" defense="AC. If the target is bloodied, you gain a +2 bonus to the attack roll." enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2455&amp;ftype=1" name="Vanguard Fullblade +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=63&amp;ftype=3"><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Weapon Expertise (Heavy Blade)" /></AttackBonus><Damage dice-class="dice3d12plus6Damage" value="3d12+6"><Factor modifier="+5" name="Strength modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC. If the target is bloodied, you gain a +2 bonus to the attack roll." name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+2" name="Half Level" /></AttackBonus><Damage dice-class="dice3d4plus5Damage" value="3d4+5"><Factor modifier="+5" name="Strength modifier" /></Damage></Weapon></Power></Powers><!-- Feats element: always present
    Children:
        Feat elements: one for each Feat the character has.
            Required attributes: name, url, description --><Feats><Feat description="Gain bonus to attack rolls with heavy blades." name="Weapon Expertise (Heavy Blade)" url="/characters/missingCompendium" /><Feat description="Gain proficiency with the Fullblade." name="Weapon Proficiency (Fullblade)" url="/characters/missingCompendium" /><Feat description="Avenger: Religion skill, oath of enmity 1/encounter" name="Disciple of Divine Wrath" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=670" /></Feats><!-- Loot element: always present
    Required attributes: carriedmoney, storedmoney
    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.
    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 carriedmoney="60 gp" daily-use-add-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIY9uULDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIY9uULDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" storedmoney="0 gp"><Item count="1" equippedcount="1" name="Boots of Adept Charging (heroic tier)" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3301&amp;ftype=1" /><Item count="1" equippedcount="1" name="Cape of the Mountebank +1" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3576&amp;ftype=1" /><Item count="1" equippedcount="1" name="Hide Armor" type="Armor" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3&amp;ftype=2"><Enhancement name="Bloodcut Armor +1" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=97&amp;ftype=1" /></Item><Item count="1" equippedcount="1" name="Fullblade" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=63&amp;ftype=3"><Enhancement name="Vanguard Weapon +1" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2455&amp;ftype=1" /></Item><Item count="1" equippedcount="0" name="Potion of Healing (heroic tier)" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=1138&amp;ftype=1" /><Item count="1" equippedcount="0" name="Potion of Clarity (level 5)" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=3925&amp;ftype=1" /></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="Simple Melee" source="Barbarian"><Proficiency name="Club" source="Barbarian" /><Proficiency name="Dagger" source="Barbarian" /><Proficiency name="Javelin" source="Barbarian" /><Proficiency name="Mace" source="Barbarian" /><Proficiency name="Sickle" source="Barbarian" /><Proficiency name="Spear" source="Barbarian" /><Proficiency name="Greatclub" source="Barbarian" /><Proficiency name="Morningstar" source="Barbarian" /><Proficiency name="Quarterstaff" source="Barbarian" /><Proficiency name="Scythe" source="Barbarian" /><Proficiency name="Spiked gauntlet" source="Barbarian" /><Proficiency name="Claw fighter claw" source="Barbarian" /><Proficiency name="Climbing claw" source="Barbarian" /></ProficiencyGroup><ProficiencyGroup name="Military Melee" source="Barbarian"><Proficiency name="Battleaxe" source="Barbarian" /><Proficiency name="Handaxe" source="Barbarian" /><Proficiency name="Flail" source="Barbarian" /><Proficiency name="Throwing hammer" source="Barbarian" /><Proficiency name="Warhammer" source="Barbarian" /><Proficiency name="War pick" source="Barbarian" /><Proficiency name="Scimitar" source="Barbarian" /><Proficiency name="Longsword" source="Barbarian" /><Proficiency name="Short sword" source="Barbarian" /><Proficiency name="Greataxe" source="Barbarian" /><Proficiency name="Heavy flail" source="Barbarian" /><Proficiency name="Glaive" source="Barbarian" /><Proficiency name="Halberd" source="Barbarian" /><Proficiency name="Maul" source="Barbarian" /><Proficiency name="Longspear" source="Barbarian" /><Proficiency name="Greatsword" source="Barbarian" /><Proficiency name="Falchion" source="Barbarian" /><Proficiency name="Broadsword" source="Barbarian" /><Proficiency name="Khopesh" source="Barbarian" /><Proficiency name="Light war pick" source="Barbarian" /><Proficiency name="Scourge" source="Barbarian" /><Proficiency name="Trident" source="Barbarian" /><Proficiency name="Heavy war pick" source="Barbarian" /><Proficiency name="Feral armor claw" source="Barbarian" /></ProficiencyGroup><Proficiency name="Fullblade" source="Weapon Proficiency (Fullblade)" /></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Barbarian" /><Proficiency name="Leather" source="Barbarian" /><Proficiency name="Hide" source="Barbarian" /></ArmorProficiencies><ShieldProficiencies /></Proficiencies></Character>