<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/fullold.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M" milestone-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.milestone();" name="Anthony Garibaldi" safe-key="agdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M"><Description height="5&apos; 6&quot;-6&apos;2&quot;" weight="135-220 lb."><Notes /><Appearance /><Traits /><Companions /></Description><!-- Build element: always present
    Required attributes: alignment, experience, level, name, powersource, role, size, tier, vision, deity, gender
        The name attribute is the build name if one was selected in the Character Builder, or the class name otherwise.
        Attribute may be blank.
    Control attributes:
        ExperiencePoints: assign to at least one HTML element that should dynamically display current XP.
        experience-prompt-script: javascript to execute to prompt the user for XP to add.
    Children:
        Race element: always present
            Required attributes: name, url, description
            Children:
                Feature elements: one per race feature
                    Required attributes: name, description
        Background element: sometimes present
            Required attributes: name, url, description
            Children: as Race element
        Class element: always present
            Required attributes: name, url, description
            Children: as Race element
        ParagonPath element: present if of sufficient level
            Required attributes: name, url, description
            Children: as Race element
        EpicDestiny element: present if of sufficient level
            Required attributes: name, url, description
            Children: as Race element --><Build ExperienceNeeded="47000" alignment="" deity="" experience="39000" experience-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;Experience Points&apos;, {requireInt:1, text:&apos;How many XP should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" gender="Male" level="13" name="Bard" powersource="Arcane" role="Leader" size="Medium" tier="Paragon" vision="Darkvision"><Race description="" 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><Background description="" name="Birth - Among Another Race" url="http://www.wizards.com/dndinsider/compendium/background.aspx?id=88"><Feature description="" name="Among Another Race (Elf)" /><Feature description="" name="+2 to Perception" /></Background><Class description="" name="Bard" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=104"><Feature description="Gain Ritual Caster feat and perform one bard ritual per day without expending components" name="Bardic Training" /><Feature description="Choose a Bardic Virtue option." name="Bardic Virtue" /><Feature description="When an enemy hits an ally with 5 squares of you, ally adds your Wis mod to that defense until the end of the attacker&apos;s turn." name="Virtue of Prescience" /><Feature description="Gain majestic word power" name="Majestic Word" /><Feature description="Can choose class-specific multiclass feats from more than one class" name="Multiclass Versatility" /><Feature description="+1 to untrained skill checks" name="Skill Versatility" /><Feature description="At end of short rest, you and each ally spending a healing surge adds your Cha mod to hp regained" name="Song of Rest" /><Feature description="Gain the words of friendship power" name="Words of Friendship" /></Class><ParagonPath description="" name="Karmic Shaper" url="http://www.wizards.com/dndinsider/compendium/paragonpath.aspx?id=307"><Feature description="When you take an action point action, reroll one d20 roll you make this turn." name="Fated Action" /><Feature description="When you increase an ally&apos;s defense with Virtue of Prescience and ally is still hit, ally can spend healing surge." name="Karmic Virtue" /></ParagonPath></Build><!-- Resistances element: Always present
    Optional Attributes: Fire, Cold, etc. (all allowed resistances)
 --><Resistances /><!-- Health element: always present
    Control attributes:
        short-rest-script: javascript to execute when the user wants to take a short rest.
        extended-rest-script: javascript to execute when the user wants to take an extended rest.
        tempHP-display-class: assign to at least one HTML element that should dynamically display temp HP.
        tempHP-prompt-script: javascript to execute to prompt the user for a new temp HP value.
        tempHP-bar-class: assign to all HTML elements that should have width set in proportion to current tempHP/max HP.
        death-saves-display-class: assign to at least one HTML element that should dynamically display current HP.
        death-saves-add-script: javascript to execute to add a death save.
        death-saves-subtract-script: javascript to execute to subtract a death save.
        power-points-display-class: assign to at least one HTML element that should dynamically display current power points.
        power-points-add-script: javascript to execute to add a power point.
        power-points-subtract-script: javascript to execute to subtract a power point.
        conditions-display-class: assign to at least on HTML element that should dynamically contain a div per condition.
        conditions-prompt-script: javascript to execute to prompt the user to enter a new condition.
        CUR_ConditionsDelete: will be dynamically assigned to each condition div in conditions-display-class elements.
            Not necessary to assign to any elements, but should probably be styled with css in your XSL.
    Child elements:
        MaxHitPoints: always present
            Required attributes: value
            Control attributes:
                CUR_HitPoints: assign to at least one HTML element that should dynamically display current HP.
                CUR_HitPointsBar: assign to all HTML elements that should have width set in proportion to current/max HP.
                CUR_HitPointsDying: assign to all HTML elements that should only be displayed if the character is dying.
                damage-prompt-script: javascript to execute to prompt the user for hit points of damage taken.
                heal-prompt-script: javascript to execute to prompt the user for hit points healed.
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
        BloodiedValue: always present
            Required attributes: value
            Children: as MaxHitPoints
        MaxSurges: always present
            Required attributes: value
            Control attributes:
                CUR_Surges: assign to at least one HTML element that should dynamically display current surges.
                CUR_SurgesBar: assign to all HTML elements that should have width set in proportion to current/max surges.
                add-script: javascript to execute to add a surge.
                subtract-script: javascript to execute to subtract a surge.
            Children: as MaxHitPoints
        SurgeValue: always present
            Required attributes: value
            Control attributes:
                toHitPoints-script: javascript to execute when the surge value should be added to hit points.
            Children: as MaxHitPoints --><Health conditions-display-class="CUR_Conditions" conditions-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.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="86"><Factor abbreviation="Con" modifier="+14" name="Constitution" /><Factor abbreviation="Bard 1" modifier="+12" name="Level 1 Bard" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor abbreviation="Bard 13" modifier="+60" multiplied="5" multiplier="12" name="Level 13 Bard" /></MaxHitPoints><BloodiedValue value="43"><Factor abbreviation="1/2 HP" modifier="+43" multiplied="86" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="9"><Factor modifier="+7" name="Bard" /><Factor abbreviation="Con mod" modifier="+2" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.surgeValueToHitPoints(21);" value="21"><Factor abbreviation="1/4 HP" modifier="+21" multiplied="86" multiplier=".25" name="Quarter Hit Points" /></SurgeValue><PowerPoints value="0" /></Health><!-- Movement element: always present
    Children:
        Speed element: always present
            Required attributes: value
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
        Initiative element: always present
            Required attributes: 
                value: number to display
                dice-class: use in conjunction with "Roller" to make an initiative roller element.
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Movement><Speed value="5"><Factor modifier="+6" name="Human" /><Factor modifier="-1" name="Braidmail Armor" /></Speed><Initiative dice-class="dice1d20plus6Initiative" value="6"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+0" name="Initiative Misc" /><Factor abbreviation="Dex mod" modifier="+0" name="Dexterity modifier" /></Initiative></Movement><!-- Defenses element: always present
    Children:
        Condition elements: present if one or more conditions affect all defenses
            Required attributes: name
        Defense elements: four Defense elements are always present.
            Required attributes: value, abbreviation, name (name is "ArmorClass", "Fortitude", "Reflex" or "Will")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
                Condition elements: present if one or more conditions affect this defense
                    Required attributes: name --><Defenses><Condition name="+2 Falcon" /><Defense abbreviation="AC" name="Armor Class" value="27"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+8" name="Braidmail Armor" /><Factor modifier="+3" name="Imposter&apos;s Armor +3" /><Condition name="+2 Intelligence modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="21"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+0" name="Fortitude Defense Class Bonus" /><Factor modifier="+1" name="Human Defense Bonuses" /><Factor modifier="+2" name="Brooch of No Regrets +2" /><Factor abbreviation="Con mod" modifier="+2" name="Constitution modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="22"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+1" name="Reflex Defense Class Bonus" /><Factor modifier="+1" name="Human Defense Bonuses" /><Factor modifier="+2" name="Brooch of No Regrets +2" /><Factor abbreviation="Int mod" modifier="+2" name="Intelligence modifier" /></Defense><Defense abbreviation="Will" name="Will" value="25"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+1" name="Will Defense Class Bonus" /><Factor modifier="+1" name="Human Defense Bonuses" /><Factor modifier="+2" name="Brooch of No Regrets +2" /><Factor abbreviation="Cha mod" modifier="+5" 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="30"><Factor modifier="+20" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="25"><Factor modifier="+15" name="Insight" /><Factor modifier="+10" name="Constant" /></PassiveSkill></PassiveSkills><!-- Skills element: always present
    Children:
        Skill elements: one for each skill defined by the Character Builder
            Required attributes: 
                name: name of the skill
                value: numeric display value
                dice-class: Use in conjunction with "Roller" to create a skill roller element.
                url: Compendium URL for the skill
                trained: "true" or "false"
                armorpenaltyapplies: "true" or "false"
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Skills><Skill armorpenaltyapplies="true" dice-class="dice1d20plus9Acrobatics" name="Acrobatics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="9"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+4" name="Acrobatics Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+0" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus14Arcana" name="Arcana" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="14"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+1" name="Arcana Misc" /><Factor abbreviation="Int mod" modifier="+2" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus8Athletics" name="Athletics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="8"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+4" name="Athletics Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Str mod" modifier="-1" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus16Bluff" name="Bluff" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="16"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Bluff Misc" /><Factor abbreviation="Cha mod" modifier="+5" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus16Diplomacy" name="Diplomacy" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="16"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Diplomacy Misc" /><Factor abbreviation="Cha mod" modifier="+5" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus14Dungeoneering" name="Dungeoneering" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="14"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+4" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus11Endurance" name="Endurance" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="11"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+4" name="Endurance Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Con mod" modifier="+2" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus14Heal" name="Heal" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="14"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+4" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus13History" name="History" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="13"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="History Misc" /><Factor abbreviation="Int mod" modifier="+2" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus15Insight" name="Insight" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="15"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+5" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus15Intimidate" name="Intimidate" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="15"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+4" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="+5" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus15Nature" name="Nature" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="15"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus20Perception" name="Perception" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="20"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+5" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+4" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus12Religion" name="Religion" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="12"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+4" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="+2" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus9Stealth" name="Stealth" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="9"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+4" name="Stealth Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+0" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus15Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="15"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+4" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="+5" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus9Thievery" name="Thievery" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="9"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+4" name="Thievery Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+0" name="Dexterity modifier" /></Skill></Skills><!-- AbilityScores element: always present
    Children:
        AbilityScore elements: six AbilityScore elements are always present.
            Required attributes: value, abbreviation, name ("Strength", etc...)
            Children:
                AbilityModifier element: always present
                    Required attributes: 
                        modifier: base modifier
                        rollmodifier: (includes 1/2 level)
                        dice-class: use in conjunction with "Roller" to build an ability check roller element.
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><AbilityScores><AbilityScore abbreviation="Str" name="Strength" value="9"><Factor modifier="+8" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus5Strength" modifier="-1" rollmodifier="+5" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="14"><Factor modifier="+13" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus8Constitution" modifier="+2" rollmodifier="+8" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="11"><Factor modifier="+10" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus6Dexterity" modifier="+0" rollmodifier="+6" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="14"><Factor modifier="+13" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus8Intelligence" modifier="+2" rollmodifier="+8" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="18"><Factor modifier="+15" name="Starting" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus10Wisdom" modifier="+4" rollmodifier="+10" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="21"><Factor modifier="+16" name="Starting" /><Factor modifier="+2" name="Human" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus11Charisma" modifier="+5" rollmodifier="+11" /></AbilityScore></AbilityScores><!-- Powers element: always present
    Child elements:
        Power elements: one per power
            Required attributes: name, url, powerusage, actiontype
            Optional attributes: powertype, attacktype, target, level, flavor, source, keywords
            Control attributes: only present for Encounter and Daily powers.
                display-class: assign to all HTML elements that should have classname "Used" added 
                    when the power is used, and classname "Used" removed when the power is un-used.
                use-script: javascript to execute when the user marks a power used or unused.
            Child Elements:
                Condition elements: one per condition that affects all weapons.
                    Required attributes: name
                Weapon elements: one per weapon that is legal for use with the power.
                    Required attributes: name, url, attackstat, defense
                    Child elements:
                        Condition elements: one per condition that affects all weapons.
                            Required attributes: name
                            Optional attributes: dice-class; if present, this condition should be presented as a "Roller".
                        AttackBonus element: always present
                            Required attributes: 
                                value: value to display
                                dice-class: use in conjunction with "Roller" to make an attack roller element.
                            Child elements:
                                Factor elements: one per factor contributing to the value
                                    Required attributes: name, modifier
                                    Optional attributes: abbreviation, multiplier, multiplied
                                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
                        Damage element: always present
                            Required attributes: 
                                value: value to display
                                dice-class: use in conjunction with "Roller" to make a damage roller element.
                            Optional attributes: type (e.g. lightning)
                            Child elements:
                                Factor elements: one per factor contributing to the value
                                    Required attributes: name, modifier
                                    Optional attributes: abbreviation, multiplier, multiplied
                                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Powers><Power actiontype="Standard Action" isMore="" name="Melee Basic Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus5Attack" value="5"><Factor modifier="-1" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4minus1Damage" value="1d4-1"><Factor modifier="-1" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" isMore="" name="Ranged Basic Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6200&amp;ftype=1" name="Whistling Songbow Longbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=40&amp;ftype=3"><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+0" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Bow)" /></AttackBonus><Damage dice-class="dice1d10plus3Damage" value="1d10+3"><Factor modifier="+0" name="Dexterity modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor modifier="+0" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4Damage" value="1d4"><Factor modifier="+0" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" isMore="" name="Cutting Words" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=7403"><Weapon attackstat="Charisma" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6200&amp;ftype=1" name="Whistling Songbow Longbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=40&amp;ftype=3"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Bow)" /></AttackBonus><Damage dice-class="dice1d8plus8Damage" type="Psychic" value="1d8+8"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Will" name="Fochlucan Bandore +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4859&amp;ftype=1"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Instrument)" /></AttackBonus><Damage dice-class="dice1d8plus6Damage" type="Psychic" value="1d8+6"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice1d8plus5Damage" type="Psychic" value="1d8+5"><Factor modifier="+5" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" isMore="" name="Jinx Shot" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2846"><Weapon attackstat="Charisma" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6200&amp;ftype=1" name="Whistling Songbow Longbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=40&amp;ftype=3"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Bow)" /></AttackBonus><Damage dice-class="dice1d10plus8Damage" value="1d10+8"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus5Damage" value="1d4+5"><Factor modifier="+5" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" isMore="" name="Vicious Mockery" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2780"><Weapon attackstat="Charisma" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6200&amp;ftype=1" name="Whistling Songbow Longbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=40&amp;ftype=3"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Bow)" /></AttackBonus><Damage dice-class="dice1d6plus8Damage" type="Psychic" value="1d6+8"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Will" name="Fochlucan Bandore +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4859&amp;ftype=1"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Instrument)" /></AttackBonus><Damage dice-class="dice1d6plus6Damage" type="Psychic" value="1d6+6"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice1d6plus5Damage" type="Psychic" value="1d6+5"><Factor modifier="+5" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" isMore="" name="Eyebite" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1456"><Weapon attackstat="Charisma" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice1d6plus5Damage" type="Psychic" value="1d6+5"><Factor modifier="+5" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=331" /><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=119" /><Power actiontype="Immediate Reaction" isMore="true" name="Readied action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Free Action" isMore="true" name="Delay" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=327" /><Power actiontype="Free Action" isMore="true" name="End a grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Drop prone" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=141" /><Power actiontype="Standard Action" isMore="true" name="Aid Another" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=322" /><Power actiontype="Standard Action" isMore="true" name="Bull Rush" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=323" /><Power actiontype="Standard Action" isMore="true" name="Charge" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=324" /><Power actiontype="Standard Action" isMore="true" name="Coup de grace" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=325" /><Power actiontype="Standard Action" isMore="true" name="Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Sustain a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Standard Action" isMore="true" name="Ready an action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Standard Action" isMore="true" name="Total defense" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=338" /><Power actiontype="Move Action" isMore="true" name="Walk 5 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=339" /><Power actiontype="Move Action" isMore="true" name="Run 7 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=333" /><Power actiontype="Move Action" isMore="true" name="Shift 1 square" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=335" /><Power actiontype="Move Action" isMore="true" name="Crawl 2 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=326" /><Power actiontype="Move Action" isMore="true" name="Squeeze 2 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=336" /><Power actiontype="Move Action" isMore="true" name="Stand up" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=337" /><Power actiontype="Move Action" isMore="true" name="Escape a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=328" /><Power actiontype="Standard Action" isMore="true" name="Any Move Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=116" /><Power actiontype="Standard Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Move Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Minor Action" display-class="USAGE_WordsofFriendship" isMore="" name="Words of Friendship" packagename="Bard" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=104" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2887" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;USAGE_WordsofFriendship&apos;, {isBoolean:1});" /><Power actiontype="Move Action" display-class="USAGE_MomentofEscape" isMore="" name="Moment of Escape" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=6610" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;USAGE_MomentofEscape&apos;, {isBoolean:1});" /><Power actiontype="Immediate Interrupt" display-class="USAGE_RhymeoftheBlood-SeekingBlade" isMore="" name="Rhyme of the Blood-Seeking Blade" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5683" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;USAGE_RhymeoftheBlood-SeekingBlade&apos;, {isBoolean:1});"><Weapon attackstat="Charisma" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6200&amp;ftype=1" name="Whistling Songbow Longbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=40&amp;ftype=3"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Bow)" /></AttackBonus><Damage dice-class="dice1d10plus8Damage" value="1d10+8"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus5Damage" value="1d4+5"><Factor modifier="+5" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_InsightfulShot" isMore="" name="Insightful Shot" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2955" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;USAGE_InsightfulShot&apos;, {isBoolean:1});"><Weapon attackstat="Charisma" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6200&amp;ftype=1" name="Whistling Songbow Longbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=40&amp;ftype=3"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Bow)" /></AttackBonus><Damage dice-class="dice2d10plus8Damage" value="2d10+8"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus5Damage" value="2d4+5"><Factor modifier="+5" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_KarmicWound" isMore="" name="Karmic Wound" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5729" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;USAGE_KarmicWound&apos;, {isBoolean:1});"><Weapon attackstat="Charisma" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6200&amp;ftype=1" name="Whistling Songbow Longbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=40&amp;ftype=3"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Bow)" /></AttackBonus><Damage dice-class="dice2d10plus8Damage" value="2d10+8"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus5Damage" value="2d4+5"><Factor modifier="+5" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_SongofStorms" isMore="" name="Song of Storms" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2394" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;USAGE_SongofStorms&apos;, {isBoolean:1});"><Weapon attackstat="Charisma" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6200&amp;ftype=1" name="Whistling Songbow Longbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=40&amp;ftype=3"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Bow)" /></AttackBonus><Damage dice-class="dice2d6plus8Damage" type="Lightning" value="2d6+8"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Reflex" name="Fochlucan Bandore +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4859&amp;ftype=1"><AttackBonus dice-class="dice1d20plus13Attack" value="13"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+1" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Instrument)" /></AttackBonus><Damage dice-class="dice2d6plus6Damage" type="Lightning" value="2d6+6"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice2d6plus5Damage" type="Lightning" value="2d6+5"><Factor modifier="+5" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_MiretheMind" isMore="" name="Mire the Mind" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1461" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;USAGE_MiretheMind&apos;, {isBoolean:1});"><Weapon attackstat="Charisma" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice1d10plus5Damage" type="Psychic" value="1d10+5"><Factor modifier="+5" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_SecondWind" isMore="" name="Second Wind" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=334" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.namesToVariables[&apos;CUR_Surges&apos;].get() &gt; 0; }, noUseMessage: &apos;Second Wind requires a healing surge, and you have none.&apos; });" /><Power actiontype="Free Action" display-class="USAGE_ActionPoint" isMore="" name="Action Point" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=177" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Immediate Interrupt" display-class="USAGE_ArrowofWarning" isMore="" name="Arrow of Warning" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2970" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;USAGE_ArrowofWarning&apos;, {isBoolean:1});"><Weapon attackstat="Charisma" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6200&amp;ftype=1" name="Whistling Songbow Longbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=40&amp;ftype=3"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Bow)" /></AttackBonus><Damage dice-class="dice3d10plus8Damage" value="3d10+8"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice3d4plus5Damage" value="3d4+5"><Factor modifier="+5" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_ArrowofIllOmen" isMore="" name="Arrow of Ill Omen" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5685" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;USAGE_ArrowofIllOmen&apos;, {isBoolean:1});"><Weapon attackstat="Charisma" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6200&amp;ftype=1" name="Whistling Songbow Longbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=40&amp;ftype=3"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Bow)" /></AttackBonus><Damage dice-class="dice2d10plus8Damage" value="2d10+8"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus5Damage" value="2d4+5"><Factor modifier="+5" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_SagaofVengeance" isMore="" name="Saga of Vengeance" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5696" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;USAGE_SagaofVengeance&apos;, {isBoolean:1});"><Weapon attackstat="Charisma" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=6200&amp;ftype=1" name="Whistling Songbow Longbow +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=40&amp;ftype=3"><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Versatile Expertise (Bow)" /></AttackBonus><Damage dice-class="dice3d10plus8Damage" value="3d10+8"><Factor modifier="+5" name="Charisma modifier" /><Factor modifier="+3" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Charisma" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+5" name="Charisma modifier" /><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="dice3d4plus5Damage" value="3d4+5"><Factor modifier="+5" name="Charisma modifier" /></Damage></Weapon></Power><Power actiontype="Free Action" display-class="USAGE_SpellseerFamiliar" isMore="" name="Spellseer Familiar" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4215" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;USAGE_SpellseerFamiliar&apos;, {isBoolean:1});" /><Power actiontype="Free Action" display-class="USAGE_UncannyInstincts" isMore="" name="Uncanny Instincts" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=9334" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;USAGE_UncannyInstincts&apos;, {isBoolean:1});" /><Power actiontype="Immediate Interrupt" display-class="USAGE_WarpKarma" isMore="" name="Warp Karma" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5730" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;USAGE_WarpKarma&apos;, {isBoolean:1});" /><Power actiontype="Minor Action" display-class="USAGE_EyeoftheWarlock" isMore="" name="Eye of the Warlock" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1478" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;USAGE_EyeoftheWarlock&apos;, {isBoolean:1});" /><Power actiontype="Minor Action" display-class="USAGE_MajesticWord" isMore="" name="Majestic Word" packagename="Bard" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=104" powerusage="Encounter (Special)" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2339" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;USAGE_MajesticWord&apos;, {isBoolean:1});"><Weapon attackstat="Unknown" defense="Unknown" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus6Attack" value="6"><Factor abbreviation="1/2 Level" modifier="+6" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></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="You gain a familiar" name="Arcane Familiar" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=738" /><Feat description="Master and perform rituals" name="Ritual Caster" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=159" /><Feat description="Target of majestic word gains temporary hp" name="Improved Majestic Word" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=471" /><Feat description="Bonus to attacks with weapons and implements of your choice" name="Versatile Expertise" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2785" /><Feat description="+1 to saving throws" name="Human Perseverance" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=47" /><Feat description="Ally gains greater bonus to his or her defense" name="Prescient Fortification" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1152" /><Feat description="Trade utility power for spellseer familiar power" name="Spellseer Familiar" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=741" /><Feat description="Grant target of majestic word a saving throw" name="Majestic Rescue" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1182" /><Feat description="+3 bonus to untrained skill checks" name="Bard of All Trades" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2562" /><Feat description="" name="Active Familiar" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2255" /></Feats><!-- Loot element: always present
    Required attributes: 
        carried-ad, carried-pp, carried-gp, carried-sp, carried-cp: number of each type of coin carried.
        stored-ad, stored-pp, stored-gp, stored-sp, stored-cp: number of each type of coin stored.
        carried-ad-display-class, carried-pp-display-class, carried-gp-display-class, carried-sp-display-class, carried-cp-display-class:
            assign to at least one HTML element each to dynamically display number of each coin type carried.
        stored-ad-display-class, stored-pp-display-class, stored-gp-display-class, stored-sp-display-class, stored-cp-display-class:
            assign to at least one HTML element each to dynamically display number of each coin type stored.
    Control attributes:
        daily-use-display-class: assign to at least one HTML element that should dynamically display remaining daily magic item uses.
        daily-use-add-script: javascript to execute when the user triggers a daily item power.
        daily-use-subtract-script: javascript to execute when the user regains a daily item power.
        carried-ad-add-script, carried-pp-add-script, carried-gp-add-script, carried-sp-add-script, carried-cp-add-script:
            javascript to execute to ask the user how many coins of a given type to add to those carried.
        carried-ad-subtract-script, carried-pp-subtract-script, carried-gp-subtract-script, carried-sp-subtract-script, carried-cp-subtract-script:
            javascript to execute to ask the user how many coins of a given type to subtract from those carried.
        stored-ad-add-script, stored-pp-add-script, stored-gp-add-script, stored-sp-add-script, stored-cp-add-script:
            javascript to execute to ask the user how many coins of a given type to add to those stored.
        stored-ad-subtract-script, stored-pp-subtract-script, stored-gp-subtract-script, stored-sp-subtract-script, stored-cp-subtract-script:
            javascript to execute to ask the user how many coins of a given type to subtract from those stored.
    Child elements:
        Item elements: one for each item.
            Required attributes: count, equippedcount, name, type, url
                Do not have expectations about values in the type attribute (e.g. Weapon, Armor) or you will miss something.
            Child elements:
                Enhancement element: only present if the parent element has an enhancement.
                    Require attributes: name, url --><Loot carried-ad="0" carried-ad-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_carriedad&apos;, {min:1, requireInt:1, text:&apos;How many Astral Diamonds should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" carried-ad-display-class="CUR_carriedad" carried-ad-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_carriedad&apos;, {min:1, requireInt:1, text:&apos;How many ad should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" carried-cp="0" carried-cp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_carriedcp&apos;, {min:1, requireInt:1, text:&apos;How many Copper Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" carried-cp-display-class="CUR_carriedcp" carried-cp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_carriedcp&apos;, {min:1, requireInt:1, text:&apos;How many cp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" carried-gp="5" carried-gp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_carriedgp&apos;, {min:1, requireInt:1, text:&apos;How many Gold Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" carried-gp-display-class="CUR_carriedgp" carried-gp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_carriedgp&apos;, {min:1, requireInt:1, text:&apos;How many gp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" carried-pp="0" carried-pp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_carriedpp&apos;, {min:1, requireInt:1, text:&apos;How many Platinum Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" carried-pp-display-class="CUR_carriedpp" carried-pp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_carriedpp&apos;, {min:1, requireInt:1, text:&apos;How many pp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" carried-sp="0" carried-sp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_carriedsp&apos;, {min:1, requireInt:1, text:&apos;How many Silver Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" carried-sp-display-class="CUR_carriedsp" carried-sp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_carriedsp&apos;, {min:1, requireInt:1, text:&apos;How many sp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" daily-use-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_storedad&apos;, {min:1, requireInt:1, text:&apos;How many Astral Diamonds should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad-display-class="CUR_storedad" stored-ad-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_storedad&apos;, {min:1, requireInt:1, text:&apos;How many ad should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" stored-cp="0" stored-cp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_storedcp&apos;, {min:1, requireInt:1, text:&apos;How many Copper Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-cp-display-class="CUR_storedcp" stored-cp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_storedcp&apos;, {min:1, requireInt:1, text:&apos;How many cp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" stored-gp="0" stored-gp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_storedgp&apos;, {min:1, requireInt:1, text:&apos;How many Gold Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-gp-display-class="CUR_storedgp" stored-gp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_storedgp&apos;, {min:1, requireInt:1, text:&apos;How many gp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" stored-pp="0" stored-pp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_storedpp&apos;, {min:1, requireInt:1, text:&apos;How many Platinum Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-pp-display-class="CUR_storedpp" stored-pp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_storedpp&apos;, {min:1, requireInt:1, text:&apos;How many pp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" stored-sp="0" stored-sp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_storedsp&apos;, {min:1, requireInt:1, text:&apos;How many Silver Pieces should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-sp-display-class="CUR_storedsp" stored-sp-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_storedsp&apos;, {min:1, requireInt:1, text:&apos;How many sp should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" weightCarried="84"><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_TheEyeofVecna&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_TheEyeofVecna" equippedcount="1" name="The Eye of Vecna" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_TheEyeofVecna&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last TheEyeofVecna?&apos;, displayClass:&apos;CUR_Item_TheEyeofVecna&apos;, text:&apos;How many TheEyeofVecna should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1284&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_Longbow&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Longbow" equippedcount="1" name="Longbow" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_Longbow&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Longbow?&apos;, displayClass:&apos;CUR_Item_Longbow&apos;, text:&apos;How many Longbow should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=40&amp;ftype=3&amp;page=item"><Enhancement name="Whistling Songbow +3" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=6200&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_BroochofNoRegrets2&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BroochofNoRegrets2" equippedcount="1" name="Brooch of No Regrets +2" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_BroochofNoRegrets2&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BroochofNoRegrets2?&apos;, displayClass:&apos;CUR_Item_BroochofNoRegrets2&apos;, text:&apos;How many BroochofNoRegrets2 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3561&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_BraidmailArmor&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BraidmailArmor" equippedcount="1" name="Braidmail Armor" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_BraidmailArmor&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BraidmailArmor?&apos;, displayClass:&apos;CUR_Item_BraidmailArmor&apos;, text:&apos;How many BraidmailArmor should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=35&amp;ftype=2&amp;page=item"><Enhancement name="Imposter&apos;s Armor +3" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1626&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_OnslaughtArrow3&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="20" display-class="CUR_Item_OnslaughtArrow3" equippedcount="0" name="Onslaught Arrow +3" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_OnslaughtArrow3&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last OnslaughtArrow3?&apos;, displayClass:&apos;CUR_Item_OnslaughtArrow3&apos;, text:&apos;How many OnslaughtArrow3 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=6252&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_ShadowWalk&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ShadowWalk" equippedcount="0" name="Shadow Walk" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_ShadowWalk&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ShadowWalk?&apos;, displayClass:&apos;CUR_Item_ShadowWalk&apos;, text:&apos;How many ShadowWalk should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=56" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_HuntersKit&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_HuntersKit" equippedcount="0" name="Hunter&apos;s Kit" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_HuntersKit&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last HuntersKit?&apos;, displayClass:&apos;CUR_Item_HuntersKit&apos;, text:&apos;How many HuntersKit should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=103&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_PotionofHealingheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_PotionofHealingheroictier" equippedcount="0" name="Potion of Healing (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_PotionofHealingheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PotionofHealingheroictier?&apos;, displayClass:&apos;CUR_Item_PotionofHealingheroictier&apos;, text:&apos;How many PotionofHealingheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1138&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_AdventurersKit&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_AdventurersKit" equippedcount="0" name="Adventurer&apos;s Kit" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_AdventurersKit&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AdventurersKit?&apos;, displayClass:&apos;CUR_Item_AdventurersKit&apos;, text:&apos;How many AdventurersKit should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_TravelersCamouflage&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_TravelersCamouflage" equippedcount="0" name="Traveler&apos;s Camouflage" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_TravelersCamouflage&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last TravelersCamouflage?&apos;, displayClass:&apos;CUR_Item_TravelersCamouflage&apos;, text:&apos;How many TravelersCamouflage should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=291" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_PurifyWater&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_PurifyWater" equippedcount="0" name="Purify Water" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_PurifyWater&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PurifyWater?&apos;, displayClass:&apos;CUR_Item_PurifyWater&apos;, text:&apos;How many PurifyWater should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=227" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_CallofFriendship&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_CallofFriendship" equippedcount="0" name="Call of Friendship" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_CallofFriendship&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last CallofFriendship?&apos;, displayClass:&apos;CUR_Item_CallofFriendship&apos;, text:&apos;How many CallofFriendship should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=217" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_HuntersCurse&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_HuntersCurse" equippedcount="0" name="Hunter&apos;s Curse" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_HuntersCurse&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last HuntersCurse?&apos;, displayClass:&apos;CUR_Item_HuntersCurse&apos;, text:&apos;How many HuntersCurse should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=300" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_FochlucanBandore1&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_FochlucanBandore1" equippedcount="0" name="Fochlucan Bandore +1" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_FochlucanBandore1&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last FochlucanBandore1?&apos;, displayClass:&apos;CUR_Item_FochlucanBandore1&apos;, text:&apos;How many FochlucanBandore1 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=4859&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_TravelersChant&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_TravelersChant" equippedcount="0" name="Traveler&apos;s Chant" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_TravelersChant&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last TravelersChant?&apos;, displayClass:&apos;CUR_Item_TravelersChant&apos;, text:&apos;How many TravelersChant should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=206" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_GlibLimerick&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_GlibLimerick" equippedcount="0" name="Glib Limerick" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_GlibLimerick&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last GlibLimerick?&apos;, displayClass:&apos;CUR_Item_GlibLimerick&apos;, text:&apos;How many GlibLimerick should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=197" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_LaurelCircletheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_LaurelCircletheroictier" equippedcount="0" name="Laurel Circlet (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_LaurelCircletheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last LaurelCircletheroictier?&apos;, displayClass:&apos;CUR_Item_LaurelCircletheroictier&apos;, text:&apos;How many LaurelCircletheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3490&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_RitualBook&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_RitualBook" equippedcount="0" name="Ritual Book" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi31S8M.triggerVariable(&apos;CUR_Item_RitualBook&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last RitualBook?&apos;, displayClass:&apos;CUR_Item_RitualBook&apos;, text:&apos;How many RitualBook should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=31&amp;ftype=4&amp;page=item" /></Loot><!-- Languages element: always present 
    Children:
        Language elements: one for each language
            Required attributes: name --><Languages><Language name="Common" /><Language name="Elven" /></Languages><!-- Proficiencies element: always present
    Children:
        ArmorProficiencies element: may be absent if the character has no armor proficiences.
            Children:
                Proficiency elements: one for each armor proficiency
                    Required attributes: name, source
        ShieldProficiencies element: may be absent if the character has no shield proficiences.
            Children:
                Proficiency elements: one for each shield proficiency
                    Required attributes: name, source
        WeaponProficiencies element: may be absent if the character has no weapon proficiences.
            Children:
                Proficiency elements: one for each weapon proficiency that isn't in a group.
                    Required attributes: name, source
                ProficiencyGroup elements: one for each group of weapon proficiencie (e.g. "simple melee")
                    Required attributes: name, source
                    Children:
                        Proficiency elements: one for each weapon proficiency in the group
                            Required attributes: name, source --><Proficiencies><WeaponProficiencies><ProficiencyGroup name="Implement Proficiency" source="Bard"><Proficiency name="Wand" source="Bard" /></ProficiencyGroup><ProficiencyGroup name="Military Ranged" source="Bard"><Proficiency name="Shortbow" source="Bard" /><Proficiency name="Longbow" source="Bard" /></ProficiencyGroup><ProficiencyGroup name="Simple Melee" source="Bard"><Proficiency name="Club" source="Bard" /><Proficiency name="Dagger" source="Bard" /><Proficiency name="Javelin" source="Bard" /><Proficiency name="Mace" source="Bard" /><Proficiency name="Sickle" source="Bard" /><Proficiency name="Spear" source="Bard" /><Proficiency name="Greatclub" source="Bard" /><Proficiency name="Morningstar" source="Bard" /><Proficiency name="Quarterstaff" source="Bard" /><Proficiency name="Scythe" source="Bard" /><Proficiency name="Spiked gauntlet" source="Bard" /><Proficiency name="Claw fighter claw" source="Bard" /><Proficiency name="Shadowblade" source="Bard" /><Proficiency name="Climbing claw" source="Bard" /><Proficiency name="Rod of seven parts" source="Bard" /></ProficiencyGroup><ProficiencyGroup name="Simple Ranged" source="Bard"><Proficiency name="Hand crossbow" source="Bard" /><Proficiency name="Sling" source="Bard" /><Proficiency name="Crossbow" source="Bard" /><Proficiency name="Repeating crossbow" source="Bard" /></ProficiencyGroup><Proficiency name="Longsword" source="Bard" /><Proficiency name="Scimitar" source="Bard" /><Proficiency name="Short sword" source="Bard" /></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Bard" /><Proficiency name="Leather" source="Bard" /><Proficiency name="Hide" source="Bard" /><Proficiency name="Chainmail" source="Bard" /></ArmorProficiencies><ShieldProficiencies><Proficiency name="Light" source="Bard" /></ShieldProficiencies></Proficiencies></Character>