<?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="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIYoswJDA.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="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIYoswJDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" hide-class="IP4Hide" key="agdpcGxheTRlchELEglDaGFyYWN0ZXIYoswJDA" login-class="IP4Login" logout-class="IP4Logout" manage-class="IP4Manage" name="Yuri" roller-class="Roller" safe-key="agdpcGxheTRlchELEglDaGFyYWN0ZXIYoswJDA" 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 age="24"><Notes>4E version of my 3.5 monk character.</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="0" experience-display-class="ExperiencePoints" experience-prompt-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIYoswJDA.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="Centered Breath Monk" powersource="Psionic" role="Striker" size="Medium" tier="Heroic" vision="Normal"><Race name="Human" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=7"><Feature description="Choose an extra feat at 1st level." name="Bonus Feat" /><Feature description="Trained in one additional class skill." name="Bonus Skill" /><Feature description="Know one extra 1st-level attack power from your class." name="Bonus At-Will Power" /><Feature description="+1 to Fortitude, Reflex, and Will." name="Human Defense Bonuses" /></Race><Class name="Monk" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=362"><Feature description="Choose a Flurry of Blows and become more resilient" name="Monastic Tradition" /><Feature description="Centered Flurry and Mental Equilibrium" name="Centered Breath" /><Feature description="Deal wisdom modifier damage and slide 1 if it is not your target" name="Centered Flurry of Blows" /><Feature description="+1 to Fortitude, +2 at 11th, +3 at 21st" name="Mental Equilibrium" /><Feature description="Gain Monk Unarmed Strike +3 attack, 1d8 damage" name="Unarmed Combatant" /><Feature description="+2 AC in cloth armor" name="Unarmored Defense" /></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="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIYoswJDA.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIYoswJDA.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="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIYoswJDA.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIYoswJDA.extendedRest();" short-rest-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIYoswJDA.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIYoswJDA.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="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIYoswJDA.damagePrompt();" display-class="CUR_HitPoints" dying-class="CUR_HitPointsDying" heal-prompt-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIYoswJDA.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="22"><Factor abbreviation="Con" modifier="+10" name="Constitution" /><Factor abbreviation="Monk 1" modifier="+12" name="Level 1 Monk" /></MaxHitPoints><BloodiedValue value="11"><Factor abbreviation="1/2 HP" modifier="+11" multiplied="22" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIYoswJDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" bar-class="CUR_SurgesBar" display-class="CUR_Surges" subtract-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIYoswJDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="7"><Factor modifier="+7" name="Monk" /><Factor abbreviation="Con mod" modifier="+0" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIYoswJDA.surgeValueToHitPoints(5);" value="5"><Factor abbreviation="1/4 HP" modifier="+5" multiplied="22" 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="Human" /></Speed><Initiative dice-class="dice1d20plus6Initiative" value="6"><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+2" name="Initiative Misc" /><Factor abbreviation="Dex mod" modifier="+4" 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="16"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Condition name="+2 with armor: cloth - Unarmored Defense" /><Condition name="+2 without armor:  - Unarmored Defense" /><Condition name="+4 without armor: heavy - Dexterity modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="15"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+1" name="Human Defense Bonuses" /><Factor modifier="+1" name="Mental Equilibrium" /><Factor modifier="+1" name="Monk" /><Factor abbreviation="Str mod" modifier="+2" name="Strength modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="16"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+1" name="Human Defense Bonuses" /><Factor modifier="+1" name="Monk" /><Factor abbreviation="Dex mod" modifier="+4" name="Dexterity modifier" /></Defense><Defense abbreviation="Will" name="Will" value="14"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+1" name="Human Defense Bonuses" /><Factor modifier="+1" name="Monk" /><Factor abbreviation="Cha mod" modifier="+2" name="Charisma 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 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="dice1d20plus9Acrobatics" name="Acrobatics" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="9"><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Acrobatics Misc" /><Factor abbreviation="Dex mod" modifier="+4" 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 modifier="+0" name="Arcana Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus7Athletics" name="Athletics" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="7"><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Athletics Misc" /><Factor abbreviation="Str mod" modifier="+2" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus2Bluff" name="Bluff" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="2"><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+0" name="Bluff Misc" /><Factor abbreviation="Cha mod" modifier="+2" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus7Diplomacy" name="Diplomacy" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="7"><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Diplomacy Misc" /><Factor abbreviation="Cha mod" modifier="+2" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20Dungeoneering" name="Dungeoneering" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="0"><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+0" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+0" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus5Endurance" name="Endurance" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="5"><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Endurance Misc" /><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 modifier="+0" name="Heal Misc" /><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 modifier="+0" name="History Misc" /><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 modifier="+0" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+0" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus2Intimidate" name="Intimidate" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="2"><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+0" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="+2" 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 modifier="+0" name="Nature Misc" /><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 modifier="+0" name="Perception Misc" /><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 modifier="+0" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus9Stealth" name="Stealth" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="9"><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Stealth Misc" /><Factor abbreviation="Dex mod" modifier="+4" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="4"><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+2" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="+2" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus4Thievery" name="Thievery" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="4"><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+0" name="Thievery Misc" /><Factor abbreviation="Dex mod" modifier="+4" 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="14"><Factor modifier="+14" name="Starting" /><AbilityModifier dice-class="dice1d20plus2Strength" modifier="+2" rollmodifier="+2" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="10"><Factor modifier="+10" name="Starting" /><AbilityModifier dice-class="dice1d20Constitution" modifier="+0" rollmodifier="+0" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="18"><Factor modifier="+16" name="Starting" /><Factor modifier="+2" name="Human" /><AbilityModifier dice-class="dice1d20plus4Dexterity" modifier="+4" rollmodifier="+4" /></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="11"><Factor modifier="+11" name="Starting" /><AbilityModifier dice-class="dice1d20Wisdom" modifier="+0" rollmodifier="+0" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="14"><Factor modifier="+14" name="Starting" /><AbilityModifier dice-class="dice1d20plus2Charisma" modifier="+2" rollmodifier="+2" /></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"><Weapon attackstat="Strength" defense="AC" name="Monk Unarmed Strike" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus5Attack" value="5"><Factor modifier="+2" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d8plus2Damage" value="1d8+2"><Factor modifier="+2" name="Strength modifier" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Quarterstaff" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=10&amp;ftype=3"><AttackBonus dice-class="dice1d20plus4Attack" value="4"><Factor modifier="+2" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d8plus2Damage" value="1d8+2"><Factor modifier="+2" name="Strength modifier" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus2Attack" value="2"><Factor modifier="+2" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus2Damage" value="1d4+2"><Factor modifier="+2" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" name="Ranged Basic Attack" powerusage="At-Will" url="/characters/missingCompendium"><Weapon attackstat="Dexterity" defense="AC" name="Shuriken" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=41&amp;ftype=3"><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+4" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d4plus4Damage" value="1d4+4"><Factor modifier="+4" name="Dexterity modifier" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus4Attack" value="4"><Factor modifier="+4" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus4Damage" value="1d4+4"><Factor modifier="+4" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" name="Five Storms" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=7452"><Weapon attackstat="Dexterity" defense="Reflex" name="Monk Unarmed Strike" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus4Attack" value="4"><Factor modifier="+4" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /></AttackBonus><Damage dice-class="dice1d6plus4Damage" value="1d6+4"><Factor modifier="+4" name="Dexterity modifier" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="Reflex" name="Quarterstaff" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=10&amp;ftype=3"><AttackBonus dice-class="dice1d20plus4Attack" value="4"><Factor modifier="+4" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /></AttackBonus><Damage dice-class="dice1d6plus4Damage" value="1d6+4"><Factor modifier="+4" name="Dexterity modifier" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus4Attack" value="4"><Factor modifier="+4" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /></AttackBonus><Damage dice-class="dice1d6plus4Damage" value="1d6+4"><Factor modifier="+4" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Move Action" name="Five Storms" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=7452" /><Power actiontype="Free Action" name="Centered Flurry of Blows" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=7448" /><Power actiontype="Standard Action" name="Crane&apos;s Wings" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=7535"><Weapon attackstat="Dexterity" defense="AC" name="Monk Unarmed Strike" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+4" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d8plus4Damage" value="1d8+4"><Factor modifier="+4" name="Dexterity modifier" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Quarterstaff" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=10&amp;ftype=3"><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+4" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d8plus4Damage" value="1d8+4"><Factor modifier="+4" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Move Action" name="Crane&apos;s Wings" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=7535" /><Power actiontype="Standard Action" name="Dragon&apos;s Tail" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=7450"><Weapon attackstat="Dexterity" defense="Fortitude" name="Monk Unarmed Strike" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus4Attack" value="4"><Factor modifier="+4" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /></AttackBonus><Damage dice-class="dice1d6plus4Damage" value="1d6+4"><Factor modifier="+4" name="Dexterity modifier" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="Fortitude" name="Quarterstaff" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=10&amp;ftype=3"><AttackBonus dice-class="dice1d20plus4Attack" value="4"><Factor modifier="+4" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /></AttackBonus><Damage dice-class="dice1d6plus4Damage" value="1d6+4"><Factor modifier="+4" name="Dexterity modifier" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="Fortitude" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus4Attack" value="4"><Factor modifier="+4" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /></AttackBonus><Damage dice-class="dice1d6plus4Damage" value="1d6+4"><Factor modifier="+4" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Move Action" name="Dragon&apos;s Tail" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=7450" /><Power actiontype="Standard Action" display-class="USAGE_OpentheGateofBattle" name="Open the Gate of Battle" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=7454" use-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIYoswJDA.triggerVariable(&apos;USAGE_OpentheGateofBattle&apos;, {isBoolean:1});"><Weapon attackstat="Dexterity" defense="AC" name="Monk Unarmed Strike" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+4" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice2d8plus4Damage" value="2d8+4"><Factor modifier="+4" name="Dexterity modifier" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Quarterstaff" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=10&amp;ftype=3"><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+4" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice2d8plus4Damage" value="2d8+4"><Factor modifier="+4" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Move Action" display-class="USAGE_OpentheGateofBattle" name="Open the Gate of Battle" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=7454" use-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIYoswJDA.triggerVariable(&apos;USAGE_OpentheGateofBattle&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="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIYoswJDA.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIYoswJDA.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="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIYoswJDA.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_WhirlingMantisStep" name="Whirling Mantis Step" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=7456" use-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIYoswJDA.triggerVariable(&apos;USAGE_WhirlingMantisStep&apos;, {isBoolean:1});"><Weapon attackstat="Dexterity" defense="AC" name="Monk Unarmed Strike" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus7Attack" value="7"><Factor modifier="+4" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d8plus4Damage" value="1d8+4"><Factor modifier="+4" name="Dexterity modifier" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Quarterstaff" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=10&amp;ftype=3"><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+4" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+0" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d8plus4Damage" value="1d8+4"><Factor modifier="+4" name="Dexterity 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="+4 to grab attacks" name="Improved Grab" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=658" /><Feat description="Draw a weapon with attack action, +2 to initiative" name="Quick Draw" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=157" /></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="25 gp" daily-use-add-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIYoswJDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchELEglDaGFyYWN0ZXIYoswJDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" storedmoney="0 gp"><Item count="1" equippedcount="1" name="Monk Unarmed Strike" type="Weapon" url="/characters/missingCompendium" /><Item count="1" equippedcount="0" name="Everburning Torch" type="Gear" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=24&amp;ftype=4" /><Item count="1" equippedcount="0" name="Grappling Hook" type="Gear" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=21&amp;ftype=4" /><Item count="1" equippedcount="0" name="Climber&apos;s Kit" type="Gear" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=20&amp;ftype=4" /><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="10" equippedcount="0" name="Shuriken" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=41&amp;ftype=3" /><Item count="1" equippedcount="0" name="Quarterstaff" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=10&amp;ftype=3" /><Item count="1" equippedcount="0" name="Cloth Armor (Basic Clothing)" type="Armor" url="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=1&amp;ftype=2" /></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><Proficiency name="Club" source="Monk" /><Proficiency name="Dagger" source="Monk" /><Proficiency name="Quarterstaff" source="Monk" /><Proficiency name="Shuriken" source="Monk" /><Proficiency name="Sling" source="Monk" /><Proficiency name="Spear" source="Monk" /><Proficiency name="Monk unarmed strike" source="Monk" /></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Monk" /></ArmorProficiencies><ShieldProficiencies /></Proficiencies></Character>