<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/fullold.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M" milestone-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.milestone();" name="Blood Rose" safe-key="agdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M"><Description height="5&apos;8&quot;-6&apos;4&quot;" weight="210-310 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="32000" alignment="Unaligned" deity="" experience="26000" experience-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;Experience Points&apos;, {requireInt:1, text:&apos;How many XP should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" gender="female" level="11" name="Fighter" powersource="Martial" role="Defender" size="Medium" tier="Paragon" vision="Normal"><Race description="Covered in vicious spikes, bladelings are skilled and nimble combatants." name="Bladeling" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=38"><Feature description="You can use razor storm as an encounter power." name="Razor Storm" /><Feature description="Use STR for Razor Storm" name="Razor Storm Strength" /><Feature description="You have resist acid 5 + one-half your level." name="Acid Resistance" /><Feature description="" name="Intimidate Bonus" /></Race><Theme description="" name="Iron Wolf Warrior" url="http://www.wizards.com/dndinsider/compendium/theme.aspx?id=885" /><Class description="You define the front line of combat, crushing foes in melee while protecting your allies." name="Fighter" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=3"><Feature description="" name="Iron Wolf Warrior Starting Feature" /><Feature description="" name="Combat Challenge" /><Feature description="" name="Combat Superiority" /><Feature description="" name="Fighter Talents" /><Feature description="When wielding two weapons, +1 attack with offhand weapons; gain Two-Weapon Defense; in light armor or chainmail, +1 damage with melee or close weapons, +2 with offhand weapons" name="Tempest Technique" /><Feature description="" name="Iron Wolf Warrior Level 5 Feature" /><Feature description="" name="Iron Wolf Warrior Level 10 Feature" /></Class><ParagonPath description="" name="Shock Trooper" url="http://www.wizards.com/dndinsider/compendium/paragonpath.aspx?id=168"><Feature description="Increase off-hand weapon&apos;s damage die by one size" name="Deadly Soldier" /><Feature description="When you spend action point to gain action, until end of your next turn gain +2 AC and Reflex and shift 1 if a melee attack misses you" name="Footwork Action" /></ParagonPath></Build><!-- Resistances element: Always present
    Optional Attributes: Fire, Cold, etc. (all allowed resistances)
 --><Resistances acid="10" /><!-- 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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.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="98"><Factor abbreviation="Con" modifier="+13" name="Constitution" /><Factor abbreviation="Fighter 1" modifier="+15" name="Level 1 Fighter" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+10" name="Toughness" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor modifier="+6" name="_PER-LEVEL-HPS" /><Factor abbreviation="Fighter 11" modifier="+60" multiplied="6" multiplier="10" name="Level 11 Fighter" /></MaxHitPoints><BloodiedValue value="49"><Factor abbreviation="1/2 HP" modifier="+49" multiplied="98" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="10"><Factor modifier="+9" name="Fighter" /><Factor abbreviation="Con mod" modifier="+1" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.surgeValueToHitPoints(24);" value="24"><Factor abbreviation="1/4 HP" modifier="+24" multiplied="98" 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="6"><Factor modifier="+6" name="Bladeling" /></Speed><Initiative dice-class="dice1d20plus11Initiative" value="11"><Factor abbreviation="1/2 Level" modifier="+5" 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="26"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+3" name="Hide Armor" /><Factor modifier="+3" name="Summoned Armor +3" /><Condition name="+1 Two-Weapon Defense" /><Condition name="+4 Dexterity modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="26"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="Fortitude Defense Class Bonus" /><Factor modifier="+2" name="Improved Defenses" /><Factor modifier="+2" name="Periapt of Cascading Health +2" /><Factor abbreviation="Str mod" modifier="+5" name="Strength modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="24"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Reflex Defense Class Bonus" /><Factor modifier="+2" name="Improved Defenses" /><Factor modifier="+2" name="Periapt of Cascading Health +2" /><Factor abbreviation="Dex mod" modifier="+4" name="Dexterity modifier" /><Condition name="+1 Two-Weapon Defense" /></Defense><Defense abbreviation="Will" name="Will" value="21"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Will Defense Class Bonus" /><Factor modifier="+2" name="Improved Defenses" /><Factor modifier="+2" name="Periapt of Cascading Health +2" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Defense></Defenses><!-- PassiveSkills element: always present
    Children:
        PassiveSkill elements: two PassiveSkill elements are always present
            Required attributes: value, name (name is "Perception" or "Insight")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><PassiveSkills><PassiveSkill name="Perception" value="21"><Factor modifier="+11" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="17"><Factor modifier="+7" name="Insight" /><Factor modifier="+10" name="Constant" /></PassiveSkill></PassiveSkills><!-- Skills element: always present
    Children:
        Skill elements: one for each skill defined by the Character Builder
            Required attributes: 
                name: name of the skill
                value: numeric display value
                dice-class: Use in conjunction with "Roller" to create a skill roller element.
                url: Compendium URL for the skill
                trained: "true" or "false"
                armorpenaltyapplies: "true" or "false"
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Skills><Skill armorpenaltyapplies="true" dice-class="dice1d20plus8Acrobatics" name="Acrobatics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="8"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Acrobatics Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+4" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4Arcana" name="Arcana" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="4"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Arcana Misc" /><Factor abbreviation="Int mod" modifier="-1" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus14Athletics" name="Athletics" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="14"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Athletics Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Str mod" modifier="+5" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Bluff" name="Bluff" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="5"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Bluff Misc" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Diplomacy" name="Diplomacy" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="5"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Diplomacy Misc" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus7Dungeoneering" name="Dungeoneering" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="7"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus10Endurance" name="Endurance" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="10"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Endurance Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Con mod" modifier="+1" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus7Heal" name="Heal" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="7"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4History" name="History" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="4"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="History Misc" /><Factor abbreviation="Int mod" modifier="-1" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus7Insight" name="Insight" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="7"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus12Intimidate" name="Intimidate" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="12"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus11Nature" name="Nature" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="11"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+4" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus11Perception" name="Perception" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="11"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+4" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4Religion" name="Religion" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="4"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="-1" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus8Stealth" name="Stealth" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="8"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Stealth Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+4" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="5"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus8Thievery" name="Thievery" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="8"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Thievery Misc" /><Factor modifier="-1" name="Armor Penalty" /><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 "Roller" to build an ability check roller element.
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><AbilityScores><AbilityScore abbreviation="Str" name="Strength" value="20"><Factor modifier="+18" name="Starting" /><Factor modifier="+1" name="Level 8" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus10Strength" modifier="+5" rollmodifier="+10" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="13"><Factor modifier="+10" name="Starting" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus6Constitution" modifier="+1" rollmodifier="+6" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="18"><Factor modifier="+14" name="Starting" /><Factor modifier="+2" name="Bladeling" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus9Dexterity" modifier="+4" rollmodifier="+9" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="9"><Factor modifier="+8" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus4Intelligence" modifier="-1" rollmodifier="+4" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="14"><Factor modifier="+11" name="Starting" /><Factor modifier="+2" name="Bladeling" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus7Wisdom" modifier="+2" rollmodifier="+7" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="11"><Factor modifier="+10" name="Starting" /><Factor modifier="+1" name="Level 11" /><AbilityModifier dice-class="dice1d20plus5Charisma" modifier="+0" rollmodifier="+5" /></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" attacktype="Melee weapon" flavor="You resort to the simple attack you learned when you first picked up a melee weapon." isMore="" keywords="Weapon" name="Melee Basic Attack" packagename="" packageurl="" powerusage="At-Will" source="Basic Attack" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Strength modifier damage.</Description></PowerCardItem><PowerCardItem><Name> Level 21</Name><Description>2[W] + Strength modifier damage.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5975&amp;ftype=1" name="Challenge-Seeking Scourge +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=52&amp;ftype=3"><Condition dice-class="dice1d6Condition" name="+1d6 damage against enemies at maximum hit points" /><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /></AttackBonus><Damage dice-class="dice1d10plus12Damage" value="1d10+12"><Factor modifier="+5" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /><Factor modifier="+2" name="item bonus - Bracers of Mighty Striking (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2370&amp;ftype=1" name="Staggering Scourge +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=52&amp;ftype=3"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /></AttackBonus><Damage dice-class="dice1d10plus13Damage" value="1d10+13"><Factor modifier="+5" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /><Factor modifier="+2" name="item bonus - Bracers of Mighty Striking (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus7Damage" value="1d4+7"><Factor modifier="+5" name="Strength modifier" /><Factor modifier="+2" name="item bonus - Bracers of Mighty Striking (heroic tier)" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged weapon" flavor="You resort to the simple attack you learned when you first picked up a ranged weapon." isMore="" keywords="Weapon" name="Ranged Basic Attack" packagename="" packageurl="" powerusage="At-Will" source="Basic Attack" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Dexterity modifier damage.</Description></PowerCardItem><PowerCardItem><Name> Level 21</Name><Description>2[W] + Dexterity modifier damage.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus4Damage" value="1d4+4"><Factor modifier="+4" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Immediate Interrupt" attacktype="Melee" isMore="" keywords="Martial, Weapon" name="Combat Challenge" packagename="Fighter" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=3" powertype="Attack" powerusage="At-Will" source="Fighter Attack" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=7419"><PowerCardItem><Name>Effect</Name><Description>Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee weapon" flavor="You lash out quickly and follow up faster, delivering two small wounds." isMore="" keywords="Martial, Weapon" level="1" name="Dual Strike" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Fighter Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2104"><PowerCardItem><Name>Requirement</Name><Description>You must be wielding two melee weapons.</Description></PowerCardItem><PowerCardItem><Name>Primary Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Primary Attack</Name><Description>Strength vs. AC (main weapon)</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] damage.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Make a secondary attack.</Description></PowerCardItem><PowerCardItem><Name> Secondary Target</Name><Description>One creature other than the primary target</Description></PowerCardItem><PowerCardItem><Name> Secondary Attack</Name><Description>Strength vs. AC (off-hand weapon)</Description></PowerCardItem><PowerCardItem><Name> Hit</Name><Description>1[W] damage.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5975&amp;ftype=1" name="Challenge-Seeking Scourge +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=52&amp;ftype=3"><Condition dice-class="dice1d6Condition" name="+1d6 damage against enemies at maximum hit points" /><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /></AttackBonus><Damage dice-class="dice1d10plus5Damage" value="1d10+5"><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2370&amp;ftype=1" name="Staggering Scourge +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=52&amp;ftype=3"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /></AttackBonus><Damage dice-class="dice1d10plus6Damage" value="1d10+6"><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" flavor="You press the attack, engaging your enemy before falling back and drawing him after you." isMore="" keywords="Martial, Weapon" level="1" name="Footwork Lure" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Fighter Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2105"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Strength modifier damage. You can shift 1 square and slide the target 1 square into the space you left.
Increase damage to 2[W] + Strength modifier at 21st level.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5975&amp;ftype=1" name="Challenge-Seeking Scourge +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=52&amp;ftype=3"><Condition dice-class="dice1d6Condition" name="+1d6 damage against enemies at maximum hit points" /><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /></AttackBonus><Damage dice-class="dice1d10plus10Damage" value="1d10+10"><Factor modifier="+5" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2370&amp;ftype=1" name="Staggering Scourge +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=52&amp;ftype=3"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /></AttackBonus><Damage dice-class="dice1d10plus11Damage" value="1d10+11"><Factor modifier="+5" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus5Damage" value="1d4+5"><Factor modifier="+5" name="Strength 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 6 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 8 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=333" /><Power actiontype="Move Action" isMore="true" name="Shift 1 square" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=335" /><Power actiontype="Move Action" isMore="true" name="Crawl 3 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=326" /><Power actiontype="Move Action" isMore="true" name="Squeeze 3 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=336" /><Power actiontype="Move Action" isMore="true" name="Stand up" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=337" /><Power actiontype="Move Action" isMore="true" name="Escape a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=328" /><Power actiontype="Standard Action" isMore="true" name="Any Move Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=116" /><Power actiontype="Standard Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Move Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="No Action" attacktype="Close burst 2" display-class="USAGE_IronWolfCharge" flavor="You scream out an unnerving howl as you charge into battle. Faint-hearted foes shrink from your savage wrath." isMore="" keywords="Fear, Martial, Primal" name="Iron Wolf Charge" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Iron Wolf Warrior Attack" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=14312" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;USAGE_IronWolfCharge&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You hit an enemy with a charge attack.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>That enemy takes 1d6 extra damage from the triggering attack, and you make the following attack.
	Level 11: 2d6 extra damage.
	Level 21: 3d6 extra damage.</Description></PowerCardItem><PowerCardItem><Name> Target</Name><Description>Each enemy in the burst</Description></PowerCardItem><PowerCardItem><Name> Attack</Name><Description>Highest ability modifier vs. Will</Description></PowerCardItem><PowerCardItem><Name> Hit</Name><Description>You push the target up to 2 squares. The target takes a -2 penalty to attack rolls until the end of your next turn.</Description></PowerCardItem><Weapon attackstat="Strength" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Minor Action" attacktype="Close burst 1" display-class="USAGE_RazorStorm" flavor="Spikes and blades leap from your body to tear through your foes." isMore="" name="Razor Storm" packagename="Bladeling" packageurl="http://www.wizards.com/dndinsider/compendium/race.aspx?id=38" powerusage="Encounter" source="Bladeling Racial Power" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5599" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;USAGE_RazorStorm&apos;, {isBoolean:1});"><PowerCardItem><Name>Targets</Name><Description>Each creature in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength + 2 vs. Reflex, Constitution + 2 vs. Reflex, or Dexterity + 2 vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1d6 + Dexterity modifier damage.
Increase to +4 bonus and 2d6 + Dexterity modifier damage at 11th level, and to +6 bonus and 3d6 + Dexterity modifier damage at 21st level.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>When you create your character, choose Strength, Constitution, or Dexterity as the ability score you use when making attack rolls with this power. The choice remains throughout your character's life and does not change the power's other effects.</Description></PowerCardItem><Weapon attackstat="Strength" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+4" name="power modifier" /><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="dice2d6plus4Damage" value="2d6+4"><Factor modifier="+4" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_FunnelingFlurry" flavor="With snakelike strikes, you force two of your enemies to move where you want them." isMore="" keywords="Martial, Weapon" level="1" name="Funneling Flurry" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Fighter Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2107" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;USAGE_FunnelingFlurry&apos;, {isBoolean:1});"><PowerCardItem><Name>Requirement</Name><Description>You must be wielding two melee weapons.</Description></PowerCardItem><PowerCardItem><Name>Targets</Name><Description>Two creatures</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC (main weapon and off-hand weapon), one attack per target</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Strength modifier damage, and you slide the target 1 square.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5975&amp;ftype=1" name="Challenge-Seeking Scourge +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=52&amp;ftype=3"><Condition dice-class="dice1d6Condition" name="+1d6 damage against enemies at maximum hit points" /><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /></AttackBonus><Damage dice-class="dice1d10plus10Damage" value="1d10+10"><Factor modifier="+5" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2370&amp;ftype=1" name="Staggering Scourge +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=52&amp;ftype=3"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /></AttackBonus><Damage dice-class="dice1d10plus11Damage" value="1d10+11"><Factor modifier="+5" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_GritandSpittle" flavor="Drawing on pure stubbornness, you&apos;re ready see your way through disaster." isMore="" level="2" name="Grit and Spittle" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Endurance Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12163" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;USAGE_GritandSpittle&apos;, {isBoolean:1});"><PowerCardItem><Name>Requirement</Name><Description>You must have at least 1 healing surge.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You spend a healing surge but regain no hit points. You make a saving throw against every effect on you that a save can end.</Description></PowerCardItem><PowerCardItem><Name>Prerequisite</Name><Description>You must be trained in Endurance.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_RainofBlows" flavor="You become a blur of motion, raining a series of blows upon your opponent." isMore="" keywords="Martial, Weapon" level="3" name="Rain of Blows" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Fighter Attack 3" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=268" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;USAGE_RainofBlows&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC. Make the attack twice against the target.</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] damage.</Description></PowerCardItem><PowerCardItem><Name>Weapon</Name><Description>If you're wielding a flail, a light blade, or a spear and have Dexterity 15 or higher, make the attack a third time against either the target or a different creature.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5975&amp;ftype=1" name="Challenge-Seeking Scourge +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=52&amp;ftype=3"><Condition dice-class="dice1d6Condition" name="+1d6 damage against enemies at maximum hit points" /><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /></AttackBonus><Damage dice-class="dice1d10plus5Damage" value="1d10+5"><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2370&amp;ftype=1" name="Staggering Scourge +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=52&amp;ftype=3"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /></AttackBonus><Damage dice-class="dice1d10plus6Damage" value="1d10+6"><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus0Damage" value="1d4+0" /></Weapon></Power><Power actiontype="Standard Action" attacktype="Close burst 3" display-class="USAGE_ComeandGetIt" flavor="You brandish your weapon and call out to your foes, luring them close through their overconfidence, and then deliver a spinning strike against them all." isMore="" keywords="Martial, Weapon" level="7" name="Come and Get It" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Fighter Attack 7" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2177" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;USAGE_ComeandGetIt&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>Each enemy you can see in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. Will</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>You pull the target up to 2 squares, but only if it can end the pull adjacent to you. If the target is adjacent to you after the pull, it takes 1[W] damage.</Description></PowerCardItem><Weapon attackstat="Strength" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5975&amp;ftype=1" name="Challenge-Seeking Scourge +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=52&amp;ftype=3"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Strength" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2370&amp;ftype=1" name="Staggering Scourge +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=52&amp;ftype=3"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Strength" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_FightersGrit" flavor="With pure determination, you ignore weakness and battle on." isMore="" keywords="Martial" level="10" name="Fighter&apos;s Grit" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Fighter Utility 10" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10512" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;USAGE_FightersGrit&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>Until the end of your next turn, you ignore the effects of the dazed, immobilized, slowed, and weakened conditions.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_ShockingTwister" flavor="Slipping around your enemy, you deliver a series of exact stabs, leaving the foe reeling from three wounds." isMore="" keywords="Martial, Weapon" level="11" name="Shocking Twister" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Shock Trooper Attack 11" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4676" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;USAGE_ShockingTwister&apos;, {isBoolean:1});"><PowerCardItem><Name>Requirement</Name><Description>You must be wielding two melee weapons.</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Primary Attack</Name><Description>Strength + 2 vs. AC (main weapon)</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Strength modifier damage. Make a secondary attack against the target.</Description></PowerCardItem><PowerCardItem><Name> Secondary Attack</Name><Description>Strength vs. AC (off-hand weapon)</Description></PowerCardItem><PowerCardItem><Name> Hit</Name><Description>1[W] + Strength modifier damage, and you can shift 1 square. Make a tertiary attack against the target.</Description></PowerCardItem><PowerCardItem><Name> Tertiary Attack</Name><Description>Strength vs. AC (main or off-hand weapon)</Description></PowerCardItem><PowerCardItem><Name> Hit</Name><Description>1[W] + Strength modifier damage, and you can shift 1 square. Make a tertiary attack against the target.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5975&amp;ftype=1" name="Challenge-Seeking Scourge +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=52&amp;ftype=3"><Condition dice-class="dice1d6Condition" name="+1d6 damage against enemies at maximum hit points" /><AttackBonus dice-class="dice1d20plus17Attack" value="17"><Factor modifier="+2" name="power modifier" /><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /></AttackBonus><Damage dice-class="dice1d10plus10Damage" value="1d10+10"><Factor modifier="+5" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2370&amp;ftype=1" name="Staggering Scourge +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=52&amp;ftype=3"><AttackBonus dice-class="dice1d20plus18Attack" value="18"><Factor modifier="+2" name="power modifier" /><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /></AttackBonus><Damage dice-class="dice1d10plus11Damage" value="1d10+11"><Factor modifier="+5" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /></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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_TempestDance" flavor="You lunge from enemy to enemy, giving each a taste of your weapon as you pass." isMore="" keywords="Martial, Weapon" level="1" name="Tempest Dance" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Fighter Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4316" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;USAGE_TempestDance&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Strength modifier damage. If you have combat advantage against the target, the attack deals extra damage equal to your Dexterity modifier.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You can shift 1 square and repeat the attack against a second target. You can then shift 1 square and repeat the attack against a third target.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5975&amp;ftype=1" name="Challenge-Seeking Scourge +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=52&amp;ftype=3"><Condition dice-class="dice1d6Condition" name="+1d6 damage against enemies at maximum hit points" /><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /></AttackBonus><Damage dice-class="dice1d10plus10Damage" value="1d10+10"><Factor modifier="+5" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2370&amp;ftype=1" name="Staggering Scourge +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=52&amp;ftype=3"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /></AttackBonus><Damage dice-class="dice1d10plus11Damage" value="1d10+11"><Factor modifier="+5" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus5Damage" value="1d4+5"><Factor modifier="+5" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Close burst 1" display-class="USAGE_NimbleBladestorm" flavor="Your weapon becomes a whirlwind around you, striking so fast that your enemies have little chance to dodge." isMore="" keywords="Martial, Weapon" level="5" name="Nimble Bladestorm" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Fighter Attack 5" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4231" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;USAGE_NimbleBladestorm&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>All enemies in the burst</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC</Description></PowerCardItem><PowerCardItem><Name> Weapon</Name><Description>If you're wielding a light blade, heavy blade or a spear, you gain a bonus to the attack roll equal to your Dexterity modifier.</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Strength modifier damage.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5975&amp;ftype=1" name="Challenge-Seeking Scourge +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=52&amp;ftype=3"><Condition dice-class="dice1d6Condition" name="+1d6 damage against enemies at maximum hit points" /><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /></AttackBonus><Damage dice-class="dice2d10plus10Damage" value="2d10+10"><Factor modifier="+5" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2370&amp;ftype=1" name="Staggering Scourge +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=52&amp;ftype=3"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /></AttackBonus><Damage dice-class="dice2d10plus11Damage" value="2d10+11"><Factor modifier="+5" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus10Attack" value="10"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus5Damage" value="2d4+5"><Factor modifier="+5" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_ThirdWind" flavor="You have almost endless reserves and can rebound from injuries that would bring down another." isMore="" keywords="Healing" level="6" name="Third Wind" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Endurance Utility 6" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=11546" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;USAGE_ThirdWind&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You spend a healing surge.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>As a standard action, an adjacent ally can make a DC 10 Heal check to allow you to use this power without spending an action yourself.</Description></PowerCardItem><PowerCardItem><Name>Prerequisite</Name><Description>You must be trained in Endurance.</Description></PowerCardItem><Weapon attackstat="" defense="unknown" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus5Attack" value="5"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_PunishingStorm" flavor="You strike twice at the foe, dance aside, and deliver a sudden strike with your secondary weapon to send the enemy sprawling." isMore="" keywords="Martial, Weapon" level="9" name="Punishing Storm" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Fighter Attack 9" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=9367" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;USAGE_PunishingStorm&apos;, {isBoolean:1});"><PowerCardItem><Name>Requirement</Name><Description>You must be wielding two melee weapons.</Description></PowerCardItem><PowerCardItem><Name>Primary Target</Name><Description>One or two creatures</Description></PowerCardItem><PowerCardItem><Name>Primary Attack</Name><Description>Strength vs. AC (main weapon)</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Strength modifier damage.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>If you hit at least once, you can shift 1 square and make a secondary attack.</Description></PowerCardItem><PowerCardItem><Name> Secondary Target</Name><Description>One creature other than a primary target</Description></PowerCardItem><PowerCardItem><Name> Secondary Attack</Name><Description>Strength vs. Fortitude (off-hand weapon)</Description></PowerCardItem><PowerCardItem><Name> Hit</Name><Description>1[W] damage, and the target falls prone.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=5975&amp;ftype=1" name="Challenge-Seeking Scourge +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=52&amp;ftype=3"><Condition dice-class="dice1d6Condition" name="+1d6 damage against enemies at maximum hit points" /><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /></AttackBonus><Damage dice-class="dice2d10plus10Damage" value="2d10+10"><Factor modifier="+5" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=2370&amp;ftype=1" name="Staggering Scourge +3" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=52&amp;ftype=3"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+5" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /></AttackBonus><Damage dice-class="dice2d10plus11Damage" value="2d10+11"><Factor modifier="+5" name="Strength modifier" /><Factor modifier="+3" name="enhancement bonus" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Tempest Technique" /><Factor modifier="+1" name="bonus - Two-Weapon Fighting" /></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="" name="Two-Weapon Defense" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=172" /><Feat description="" name="Starlight Duelist Style" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=988" /><Feat description="" name="Toughness" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=171" /><Feat description="" name="Deadly Draw" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2590" /><Feat description="" name="Wasteland Wanderer" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3526" /><Feat description="" name="Two-Weapon Fighting" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=173" /><Feat description="" name="Improved Defenses" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3143" /><Feat description="" name="Lashing Flail" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2507" /></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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.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="80" carried-gp-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.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="29"><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;CUR_Item_Scourge&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Scourge" equippedcount="1" name="Scourge" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;CUR_Item_Scourge&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Scourge?&apos;, displayClass:&apos;CUR_Item_Scourge&apos;, text:&apos;How many Scourge should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=52&amp;ftype=3&amp;page=item"><Enhancement name="Staggering Weapon +3" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=2370&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;CUR_Item_Scourge&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Scourge" equippedcount="1" name="Scourge" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;CUR_Item_Scourge&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Scourge?&apos;, displayClass:&apos;CUR_Item_Scourge&apos;, text:&apos;How many Scourge should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=52&amp;ftype=3&amp;page=item"><Enhancement name="Challenge-Seeking Weapon +2" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=5975&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;CUR_Item_BracersofMightyStrikingheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BracersofMightyStrikingheroictier" equippedcount="1" name="Bracers of Mighty Striking (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;CUR_Item_BracersofMightyStrikingheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BracersofMightyStrikingheroictier?&apos;, displayClass:&apos;CUR_Item_BracersofMightyStrikingheroictier&apos;, text:&apos;How many BracersofMightyStrikingheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=964&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;CUR_Item_BootsoftheFencingMaster&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_BootsoftheFencingMaster" equippedcount="1" name="Boots of the Fencing Master" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;CUR_Item_BootsoftheFencingMaster&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last BootsoftheFencingMaster?&apos;, displayClass:&apos;CUR_Item_BootsoftheFencingMaster&apos;, text:&apos;How many BootsoftheFencingMaster should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3318&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;CUR_Item_PeriaptofCascadingHealth2&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_PeriaptofCascadingHealth2" equippedcount="1" name="Periapt of Cascading Health +2" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;CUR_Item_PeriaptofCascadingHealth2&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PeriaptofCascadingHealth2?&apos;, displayClass:&apos;CUR_Item_PeriaptofCascadingHealth2&apos;, text:&apos;How many PeriaptofCascadingHealth2 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=4520&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;CUR_Item_HideArmor&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_HideArmor" equippedcount="1" name="Hide Armor" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhi02S8M.triggerVariable(&apos;CUR_Item_HideArmor&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last HideArmor?&apos;, displayClass:&apos;CUR_Item_HideArmor&apos;, text:&apos;How many HideArmor should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3&amp;ftype=2&amp;page=item"><Enhancement name="Summoned Armor +3" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1844&amp;ftype=1&amp;page=item" /></Item></Loot><!-- Languages element: always present 
    Children:
        Language elements: one for each language
            Required attributes: name --><Languages><Language name="Common" /></Languages><!-- Proficiencies element: always present
    Children:
        ArmorProficiencies element: may be absent if the character has no armor proficiences.
            Children:
                Proficiency elements: one for each armor proficiency
                    Required attributes: name, source
        ShieldProficiencies element: may be absent if the character has no shield proficiences.
            Children:
                Proficiency elements: one for each shield proficiency
                    Required attributes: name, source
        WeaponProficiencies element: may be absent if the character has no weapon proficiences.
            Children:
                Proficiency elements: one for each weapon proficiency that isn't in a group.
                    Required attributes: name, source
                ProficiencyGroup elements: one for each group of weapon proficiencie (e.g. "simple melee")
                    Required attributes: name, source
                    Children:
                        Proficiency elements: one for each weapon proficiency in the group
                            Required attributes: name, source --><Proficiencies><WeaponProficiencies><ProficiencyGroup name="Military Melee" source="Fighter"><Proficiency name="Battleaxe" source="Fighter" /><Proficiency name="Handaxe" source="Fighter" /><Proficiency name="Flail" source="Fighter" /><Proficiency name="Throwing hammer" source="Fighter" /><Proficiency name="Warhammer" source="Fighter" /><Proficiency name="War pick" source="Fighter" /><Proficiency name="Scimitar" source="Fighter" /><Proficiency name="Longsword" source="Fighter" /><Proficiency name="Short sword" source="Fighter" /><Proficiency name="Greataxe" source="Fighter" /><Proficiency name="Heavy flail" source="Fighter" /><Proficiency name="Glaive" source="Fighter" /><Proficiency name="Halberd" source="Fighter" /><Proficiency name="Maul" source="Fighter" /><Proficiency name="Longspear" source="Fighter" /><Proficiency name="Greatsword" source="Fighter" /><Proficiency name="Rapier" source="Fighter" /><Proficiency name="Falchion" source="Fighter" /><Proficiency name="Broadsword" source="Fighter" /><Proficiency name="Khopesh" source="Fighter" /><Proficiency name="Light war pick" source="Fighter" /><Proficiency name="Scourge" source="Fighter" /><Proficiency name="Trident" source="Fighter" /><Proficiency name="Heavy war pick" source="Fighter" /><Proficiency name="Alhulak" source="Fighter" /><Proficiency name="Carrikal" source="Fighter" /><Proficiency name="Trikal" source="Fighter" /><Proficiency name="Blade of winter&apos;s mourning" source="Fighter" /><Proficiency name="Blade of annihilation" source="Fighter" /><Proficiency name="Starshadow blade" source="Fighter" /><Proficiency name="Sword of the white well" source="Fighter" /><Proficiency name="Scourge of exquisite agony" source="Fighter" /><Proficiency name="Feral armor claw" source="Fighter" /></ProficiencyGroup><ProficiencyGroup name="Military Ranged" source="Fighter"><Proficiency name="Shortbow" source="Fighter" /><Proficiency name="Longbow" source="Fighter" /><Proficiency name="Chatkcha" source="Fighter" /></ProficiencyGroup><ProficiencyGroup name="Simple Melee" source="Fighter"><Proficiency name="Club" source="Fighter" /><Proficiency name="Dagger" source="Fighter" /><Proficiency name="Javelin" source="Fighter" /><Proficiency name="Mace" source="Fighter" /><Proficiency name="Sickle" source="Fighter" /><Proficiency name="Spear" source="Fighter" /><Proficiency name="Greatclub" source="Fighter" /><Proficiency name="Morningstar" source="Fighter" /><Proficiency name="Quarterstaff" source="Fighter" /><Proficiency name="Scythe" source="Fighter" /><Proficiency name="Spiked gauntlet" source="Fighter" /><Proficiency name="Talid" source="Fighter" /><Proficiency name="Widow&apos;s knife" source="Fighter" /><Proficiency name="Wrist razors" source="Fighter" /><Proficiency name="Claw fighter claw" source="Fighter" /><Proficiency name="Shadowblade" source="Fighter" /><Proficiency name="Climbing claw" source="Fighter" /><Proficiency name="Dragontooth shield" source="Fighter" /><Proficiency name="Fighting shield" source="Fighter" /><Proficiency name="Soul shield" source="Fighter" /><Proficiency name="Sun shield" source="Fighter" /><Proficiency name="Rod of seven parts" source="Fighter" /></ProficiencyGroup><ProficiencyGroup name="Simple Ranged" source="Fighter"><Proficiency name="Hand crossbow" source="Fighter" /><Proficiency name="Sling" source="Fighter" /><Proficiency name="Crossbow" source="Fighter" /><Proficiency name="Repeating crossbow" source="Fighter" /><Proficiency name="Dejada" source="Fighter" /></ProficiencyGroup></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Fighter" /><Proficiency name="Leather" source="Fighter" /><Proficiency name="Hide" source="Fighter" /><Proficiency name="Chainmail" source="Fighter" /><Proficiency name="Scale" source="Fighter" /></ArmorProficiencies><ShieldProficiencies><Proficiency name="Heavy" source="Fighter" /><Proficiency name="Light" source="Fighter" /></ShieldProficiencies></Proficiencies></Character>