<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/fullold.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM" milestone-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.milestone();" name="Sunder" safe-key="agdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM"><Description age="2" height="6&apos;5&quot;" weight="300"><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="255000" alignment="Unaligned" deity="" experience="210000" experience-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;Experience Points&apos;, {requireInt:1, text:&apos;How many XP should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" gender="Male" level="22" name="Barbarian" powersource="Primal" role="Striker" size="Medium" tier="Epic" vision="Normal"><Race description="" name="Warforged" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=28"><Feature description="No need to eat, drink, breathe, or sleep" name="Living Construct" /><Feature description="Use warforged resolve as an encounter power" name="Warforged Resolve" /><Feature description="+1 to Will defense" name="Warforged Mind" /><Feature description="+2 racial bonus to saving throws against ongoing damage" name="Warforged Resilience" /><Feature description="4 hours of inactivity counts as an extended rest" name="Unsleeping Watcher" /><Feature description="" name="Endurance Bonus" /><Feature description="" name="Intimidate Bonus" /></Race><Background description="I served with the Targa Lancers throughout the Montesi Incursion, then I trained the Wallach family retinue when they took back Blackbarrow Castle. That led to a promotion when the orcs invaded, and I . . ." name="Wandering Mercenary" url="http://www.wizards.com/dndinsider/compendium/background.aspx?id=44" /><Class description="You are a proud and fierce warrior, dealing out powerful blows with your mighty weapon." name="Barbarian" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=148"><Feature description="Gain +1 AC and Reflex when not wearing heavy armor. (+2 at 11th level, +3 at 21st)" name="Barbarian Agility" /><Feature description="Choose a Feral Might option." name="Feral Might" /><Feature description="Swift charge power; temporary hp equal to Con mod (+5 at 11th, +10 at 21st) when you drop enemy to 0 hp" name="Rageblood Vigor" /><Feature description="Gain the rage strike power at 5th level" name="Rage Strike" /><Feature description="Critical hit grants free melee basic attack; once per round, barbarian attack power only" name="Rampage" /></Class><ParagonPath description="" name="Frenzied Berserker" url="http://www.wizards.com/dndinsider/compendium/paragonpath.aspx?id=214"><Feature description="Spend an action point to make a melee attack and deal half damage on a miss" name="Frenzied Blood" /><Feature description="While raging, deal 2 extra damage with melee attacks and must attack adjacent enemy at the start of your turn or be stunned" name="Warpath" /><Feature description="While bloodied and raging, gain resist 5 to all damage" name="Unfeeling Rage" /></ParagonPath><EpicDestiny description="" name="Demigod" url="http://www.wizards.com/dndinsider/compendium/epicdestiny.aspx?id=54"><Feature description="Increase two ability scores by 2 each" name="Divine Spark" /><Feature description="+2 to your Consititution" name="Divine Spark Constitution" /><Feature description="+2 to your Strength" name="Divine Spark Strength" /></EpicDestiny></Build><!-- Resistances element: Always present
    Optional Attributes: Fire, Cold, etc. (all allowed resistances)
 --><Resistances all="0" /><!-- 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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.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="180"><Factor abbreviation="Con" modifier="+24" name="Constitution" /><Factor abbreviation="Barbarian 1" modifier="+15" name="Level 1 Barbarian" /><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="+5" 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 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="Barbarian 22" modifier="+126" multiplied="6" multiplier="21" name="Level 22 Barbarian" /></MaxHitPoints><BloodiedValue value="90"><Factor abbreviation="1/2 HP" modifier="+90" multiplied="180" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="15"><Factor modifier="+8" name="Barbarian" /><Factor abbreviation="Con mod" modifier="+7" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.surgeValueToHitPoints(45);" value="45"><Factor abbreviation="1/4 HP" modifier="+45" multiplied="180" 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="7"><Factor modifier="+6" name="Warforged" /><Factor modifier="+1" name="Fleet-Footed" /><Condition name="+2 Fast Runner" /><Condition name="+2 Dragonborn Greaves (paragon tier)" /></Speed><Initiative dice-class="dice1d20plus18Initiative" value="18"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+4" name="Initiative Misc" /><Factor abbreviation="Dex mod" modifier="+3" name="Dexterity modifier" /></Initiative></Movement><!-- Defenses element: always present
    Children:
        Condition elements: present if one or more conditions affect all defenses
            Required attributes: name
        Defense elements: four Defense elements are always present.
            Required attributes: value, abbreviation, name (name is "ArmorClass", "Fortitude", "Reflex" or "Will")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
                Condition elements: present if one or more conditions affect this defense
                    Required attributes: name --><Defenses><Defense abbreviation="AC" name="Armor Class" value="35"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+4" name="Darkhide Armor" /><Factor modifier="+4" name="Shared Suffering Armor +4" /><Condition name="+1 Dragonborn Greaves (paragon tier)" /><Condition name="+1 Barbarian Agility" /><Condition name="+3 Dexterity modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="36"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+2" name="Fortitude Defense Class Bonus" /><Factor modifier="+1" name="Paragon Defenses" /><Factor modifier="+4" name="Torc of Power Preservation +4" /><Factor abbreviation="Str mod" modifier="+8" name="Strength modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="32"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+0" name="Reflex Defense Class Bonus" /><Factor modifier="+1" name="Paragon Defenses" /><Factor modifier="+4" name="Torc of Power Preservation +4" /><Factor abbreviation="Dex mod" modifier="+3" name="Dexterity modifier" /><Condition name="+1 Dragonborn Greaves (paragon tier)" /><Condition name="+1 Barbarian Agility" /></Defense><Defense abbreviation="Will" name="Will" value="28"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+0" name="Will Defense Class Bonus" /><Factor modifier="+1" name="Warforged Mind" /><Factor modifier="+1" name="Paragon Defenses" /><Factor modifier="+4" name="Torc of Power Preservation +4" /><Factor abbreviation="Wis mod" modifier="+1" 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="27"><Factor modifier="+17" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="22"><Factor modifier="+12" 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="dice1d20plus13Acrobatics" name="Acrobatics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="13"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+0" name="Acrobatics Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+3" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus11Arcana" name="Arcana" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="11"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+0" name="Arcana Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus23Athletics" name="Athletics" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="23"><Factor abbreviation="1/2 Level" modifier="+11" 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="+8" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus12Bluff" name="Bluff" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="12"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+0" name="Bluff Misc" /><Factor abbreviation="Cha mod" modifier="+1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus12Diplomacy" name="Diplomacy" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="12"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+0" name="Diplomacy Misc" /><Factor abbreviation="Cha mod" modifier="+1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus12Dungeoneering" name="Dungeoneering" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="12"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+0" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+1" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus24Endurance" name="Endurance" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="24"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Endurance Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Con mod" modifier="+7" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus12Heal" name="Heal" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="12"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+0" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="+1" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus11History" name="History" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="11"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+0" name="History Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus12Insight" name="Insight" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="12"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+0" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+1" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus14Intimidate" name="Intimidate" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="14"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+2" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="+1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus12Nature" name="Nature" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="12"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+0" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+1" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus17Perception" name="Perception" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="17"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+1" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus11Religion" name="Religion" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="11"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+0" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus13Stealth" name="Stealth" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="13"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+0" name="Stealth Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+3" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus12Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="12"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+0" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="+1" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus13Thievery" name="Thievery" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="13"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+0" name="Thievery Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+3" name="Dexterity modifier" /></Skill></Skills><!-- AbilityScores element: always present
    Children:
        AbilityScore elements: six AbilityScore elements are always present.
            Required attributes: value, abbreviation, name ("Strength", etc...)
            Children:
                AbilityModifier element: always present
                    Required attributes: 
                        modifier: base modifier
                        rollmodifier: (includes 1/2 level)
                        dice-class: use in conjunction with "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="26"><Factor modifier="+16" name="Starting" /><Factor modifier="+2" name="Warforged" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><Factor modifier="+1" name="Level 11" /><Factor modifier="+1" name="Level 14" /><Factor modifier="+1" name="Level 18" /><Factor modifier="+1" name="Level 21" /><Factor modifier="+2" name="Divine Spark Strength" /><AbilityModifier dice-class="dice1d20plus19Strength" modifier="+8" rollmodifier="+19" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="24"><Factor modifier="+15" name="Starting" /><Factor modifier="+2" name="Warforged" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><Factor modifier="+1" name="Level 11" /><Factor modifier="+1" name="Level 18" /><Factor modifier="+1" name="Level 21" /><Factor modifier="+2" name="Divine Spark Constitution" /><AbilityModifier dice-class="dice1d20plus18Constitution" modifier="+7" rollmodifier="+18" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="17"><Factor modifier="+14" name="Starting" /><Factor modifier="+1" name="Level 11" /><Factor modifier="+1" name="Level 14" /><Factor modifier="+1" name="Level 21" /><AbilityModifier dice-class="dice1d20plus14Dexterity" modifier="+3" rollmodifier="+14" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="10"><Factor modifier="+8" name="Starting" /><Factor modifier="+1" name="Level 11" /><Factor modifier="+1" name="Level 21" /><AbilityModifier dice-class="dice1d20plus11Intelligence" modifier="+0" rollmodifier="+11" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="13"><Factor modifier="+11" name="Starting" /><Factor modifier="+1" name="Level 11" /><Factor modifier="+1" name="Level 21" /><AbilityModifier dice-class="dice1d20plus12Wisdom" modifier="+1" rollmodifier="+12" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="12"><Factor modifier="+10" name="Starting" /><Factor modifier="+1" name="Level 11" /><Factor modifier="+1" name="Level 21" /><AbilityModifier dice-class="dice1d20plus12Charisma" modifier="+1" rollmodifier="+12" /></AbilityScore></AbilityScores><!-- Powers element: always present
    Child elements:
        Power elements: one per power
            Required attributes: name, url, powerusage, actiontype
            Optional attributes: powertype, attacktype, target, level, flavor, source, keywords
            Control attributes: only present for Encounter and Daily powers.
                display-class: assign to all HTML elements that should have classname "Used" added 
                    when the power is used, and classname "Used" removed when the power is un-used.
                use-script: javascript to execute when the user marks a power used or unused.
            Child Elements:
                Condition elements: one per condition that affects all weapons.
                    Required attributes: name
                Weapon elements: one per weapon that is legal for use with the power.
                    Required attributes: name, url, attackstat, defense
                    Child elements:
                        Condition elements: one per condition that affects all weapons.
                            Required attributes: name
                            Optional attributes: dice-class; if present, this condition should be presented as a "Roller".
                        AttackBonus element: always present
                            Required attributes: 
                                value: value to display
                                dice-class: use in conjunction with "Roller" to make an attack roller element.
                            Child elements:
                                Factor elements: one per factor contributing to the value
                                    Required attributes: name, modifier
                                    Optional attributes: abbreviation, multiplier, multiplied
                                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
                        Damage element: always present
                            Required attributes: 
                                value: value to display
                                dice-class: use in conjunction with "Roller" to make a damage roller element.
                            Optional attributes: type (e.g. lightning)
                            Child elements:
                                Factor elements: one per factor contributing to the value
                                    Required attributes: name, modifier
                                    Optional attributes: abbreviation, multiplier, multiplied
                                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Powers><Power actiontype="Standard Action" isMore="" name="Melee Basic Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><Condition name="+2 to damage rolls while raging - Warpath" /><Condition dice-class="dice2d6Condition" name="+2d6 to damage rolls when charging" /><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=785&amp;ftype=1" name="Vicious Execution axe +5" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=62&amp;ftype=3"><AttackBonus dice-class="dice1d20plus28Attack" value="28"><Factor modifier="+8" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Axe)" /></AttackBonus><Damage dice-class="dice2d12plus20Damage" value="2d12+20"><Factor modifier="+8" name="Strength modifier" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+3" name="Feat bonus - Weapon Focus (Axe)" /><Factor modifier="+4" name="item bonus - Iron Armbands of Power (paragon tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+8" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus12Damage" value="2d4+12"><Factor modifier="+8" name="Strength modifier" /><Factor modifier="+4" name="item bonus - Iron Armbands of Power (paragon tier)" /></Damage></Weapon></Power><Power actiontype="Standard Action" isMore="" name="Ranged Basic Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+3" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus3Damage" value="2d4+3"><Factor modifier="+3" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" isMore="" name="Devastating Strike" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=563"><Condition name="+2 to damage rolls while raging - Warpath" /><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=785&amp;ftype=1" name="Vicious Execution axe +5" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=62&amp;ftype=3"><AttackBonus dice-class="dice1d20plus28Attack" value="28"><Factor modifier="+8" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Axe)" /></AttackBonus><Damage dice-class="dice2d12plus3d8plus20Damage" value="2d12+3d8+20"><Factor modifier="+8" name="Strength modifier" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+3" name="Feat bonus - Weapon Focus (Axe)" /><Factor modifier="+4" name="item bonus - Iron Armbands of Power (paragon tier)" /></Damage></Weapon></Power><Power actiontype="Standard Action" isMore="" name="Howling Strike" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4818"><Condition name="+2 to damage rolls while raging - Warpath" /><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=785&amp;ftype=1" name="Vicious Execution axe +5" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=62&amp;ftype=3"><AttackBonus dice-class="dice1d20plus28Attack" value="28"><Factor modifier="+8" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Axe)" /></AttackBonus><Damage dice-class="dice2d12plus3d6plus20Damage" value="2d12+3d6+20"><Factor modifier="+8" name="Strength modifier" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+3" name="Feat bonus - Weapon Focus (Axe)" /><Factor modifier="+4" name="item bonus - Iron Armbands of Power (paragon tier)" /></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 7 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 9 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="Minor Action" display-class="USAGE_WarforgedResolve" isMore="" name="Warforged Resolve" packagename="Warforged" packageurl="http://www.wizards.com/dndinsider/compendium/race.aspx?id=28" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2485" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;USAGE_WarforgedResolve&apos;, {isBoolean:1});"><Weapon attackstat="Unknown" defense="Unknown" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Free Action" display-class="USAGE_SwiftCharge" isMore="" name="Swift Charge" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4809" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;USAGE_SwiftCharge&apos;, {isBoolean:1});" /><Power actiontype="Immediate Reaction" display-class="USAGE_CurtainofSteel" isMore="" name="Curtain of Steel" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4947" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;USAGE_CurtainofSteel&apos;, {isBoolean:1});"><Condition name="+2 to damage rolls while raging - Warpath" /><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=785&amp;ftype=1" name="Vicious Execution axe +5" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=62&amp;ftype=3"><AttackBonus dice-class="dice1d20plus28Attack" value="28"><Factor modifier="+8" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Axe)" /></AttackBonus><Damage dice-class="dice3d12plus20Damage" value="3d12+20"><Factor modifier="+8" name="Strength modifier" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+3" name="Feat bonus - Weapon Focus (Axe)" /><Factor modifier="+4" name="item bonus - Iron Armbands of Power (paragon tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+8" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /></AttackBonus><Damage dice-class="dice3d4plus12Damage" value="3d4+12"><Factor modifier="+8" name="Strength modifier" /><Factor modifier="+4" name="item bonus - Iron Armbands of Power (paragon tier)" /></Damage></Weapon></Power><Power actiontype="Minor Action" display-class="USAGE_WellspringofRenewal" isMore="" name="Wellspring of Renewal" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4840" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;USAGE_WellspringofRenewal&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_PersistentFrenzy" isMore="" name="Persistent Frenzy" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4861" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;USAGE_PersistentFrenzy&apos;, {isBoolean:1});"><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=785&amp;ftype=1" name="Vicious Execution axe +5" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=62&amp;ftype=3"><AttackBonus dice-class="dice1d20plus28Attack" value="28"><Factor modifier="+8" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Axe)" /></AttackBonus><Damage dice-class="dice1d12plus16Damage" value="1d12+16"><Factor modifier="+8" name="Strength modifier" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+3" name="Feat bonus - Weapon Focus (Axe)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+8" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus8Damage" value="1d4+8"><Factor modifier="+8" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_StormofBlades" isMore="" name="Storm of Blades" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=2047" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;USAGE_StormofBlades&apos;, {isBoolean:1});"><Condition name="+2 to damage rolls while raging - Warpath" /><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=785&amp;ftype=1" name="Vicious Execution axe +5" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=62&amp;ftype=3"><AttackBonus dice-class="dice1d20plus28Attack" value="28"><Factor modifier="+8" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Axe)" /></AttackBonus><Damage dice-class="dice1d12plus20Damage" value="1d12+20"><Factor modifier="+8" name="Strength modifier" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+3" name="Feat bonus - Weapon Focus (Axe)" /><Factor modifier="+4" name="item bonus - Iron Armbands of Power (paragon tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+8" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus12Damage" value="1d4+12"><Factor modifier="+8" name="Strength modifier" /><Factor modifier="+4" name="item bonus - Iron Armbands of Power (paragon tier)" /></Damage></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_ShoulderSlam" isMore="" name="Shoulder Slam" packagename="" packageurl="" powerusage="Encounter" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4847" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;USAGE_ShoulderSlam&apos;, {isBoolean:1});"><Condition name="+2 to damage rolls while raging - Warpath" /><Condition name="+7 to attack rolls if you charge - Shoulder Slam" /><Weapon attackstat="Strength" defense="Fortitude" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=785&amp;ftype=1" name="Vicious Execution axe +5" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=62&amp;ftype=3"><AttackBonus dice-class="dice1d20plus28Attack" value="28"><Factor modifier="+8" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Axe)" /></AttackBonus><Damage dice-class="dice2d12plus20Damage" value="2d12+20"><Factor modifier="+8" name="Strength modifier" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+3" name="Feat bonus - Weapon Focus (Axe)" /><Factor modifier="+4" name="item bonus - Iron Armbands of Power (paragon tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="Fortitude" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+8" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus12Damage" value="2d4+12"><Factor modifier="+8" name="Strength modifier" /><Factor modifier="+4" name="item bonus - Iron Armbands of Power (paragon tier)" /></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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Minor Action" display-class="USAGE_PrimalVitality" isMore="" name="Primal Vitality" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4827" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;USAGE_PrimalVitality&apos;, {isBoolean:1});" /><Power actiontype="Free Action" display-class="USAGE_CombatSurge" isMore="" name="Combat Surge" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4945" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;USAGE_CombatSurge&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_OakHammerRage" isMore="" name="Oak Hammer Rage" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4837" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;USAGE_OakHammerRage&apos;, {isBoolean:1});"><Condition name="+2 to damage rolls while raging - Warpath" /><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=785&amp;ftype=1" name="Vicious Execution axe +5" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=62&amp;ftype=3"><AttackBonus dice-class="dice1d20plus28Attack" value="28"><Factor modifier="+8" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Axe)" /></AttackBonus><Damage dice-class="dice3d12plus20Damage" value="3d12+20"><Factor modifier="+8" name="Strength modifier" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+3" name="Feat bonus - Weapon Focus (Axe)" /><Factor modifier="+4" name="item bonus - Iron Armbands of Power (paragon tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+8" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /></AttackBonus><Damage dice-class="dice3d4plus12Damage" value="3d4+12"><Factor modifier="+8" name="Strength modifier" /><Factor modifier="+4" name="item bonus - Iron Armbands of Power (paragon tier)" /></Damage></Weapon></Power><Power actiontype="Immediate Interrupt" display-class="USAGE_DeathlessFrenzy" isMore="" name="Deathless Frenzy" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4862" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;USAGE_DeathlessFrenzy&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_ThunderfuryRage" isMore="" name="Thunderfury Rage" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4844" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;USAGE_ThunderfuryRage&apos;, {isBoolean:1});"><Condition name="+2 to damage rolls while raging - Warpath" /><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=785&amp;ftype=1" name="Vicious Execution axe +5" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=62&amp;ftype=3"><AttackBonus dice-class="dice1d20plus28Attack" value="28"><Factor modifier="+8" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Axe)" /></AttackBonus><Damage dice-class="dice3d12plus20Damage" value="3d12+20"><Factor modifier="+8" name="Strength modifier" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+3" name="Feat bonus - Weapon Focus (Axe)" /><Factor modifier="+4" name="item bonus - Iron Armbands of Power (paragon tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+8" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /></AttackBonus><Damage dice-class="dice3d4plus12Damage" value="3d4+12"><Factor modifier="+8" name="Strength modifier" /><Factor modifier="+4" name="item bonus - Iron Armbands of Power (paragon tier)" /></Damage></Weapon></Power><Power actiontype="Minor Action" display-class="USAGE_PrimalResistance" isMore="" name="Primal Resistance" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4959" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;USAGE_PrimalResistance&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_WinterPhoenixRage" isMore="" name="Winter Phoenix Rage" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4850" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;USAGE_WinterPhoenixRage&apos;, {isBoolean:1});"><Condition name="+2 to damage rolls while raging - Warpath" /><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=785&amp;ftype=1" name="Vicious Execution axe +5" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=62&amp;ftype=3"><AttackBonus dice-class="dice1d20plus28Attack" value="28"><Factor modifier="+8" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Axe)" /></AttackBonus><Damage dice-class="dice3d12plus20Damage" type="Cold" value="3d12+20"><Factor modifier="+8" name="Strength modifier" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+3" name="Feat bonus - Weapon Focus (Axe)" /><Factor modifier="+4" name="item bonus - Iron Armbands of Power (paragon tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+8" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /></AttackBonus><Damage dice-class="dice3d4plus12Damage" type="Cold" value="3d4+12"><Factor modifier="+8" name="Strength modifier" /><Factor modifier="+4" name="item bonus - Iron Armbands of Power (paragon tier)" /></Damage></Weapon></Power><Power actiontype="Standard Action" display-class="USAGE_FinalConfrontation" isMore="" name="Final Confrontation" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4863" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;USAGE_FinalConfrontation&apos;, {isBoolean:1});"><Condition name="+2 to damage rolls while raging - Warpath" /><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=785&amp;ftype=1" name="Vicious Execution axe +5" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=62&amp;ftype=3"><AttackBonus dice-class="dice1d20plus28Attack" value="28"><Factor modifier="+8" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Axe)" /></AttackBonus><Damage dice-class="dice7d12plus20Damage" value="7d12+20"><Factor modifier="+8" name="Strength modifier" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+3" name="Feat bonus - Weapon Focus (Axe)" /><Factor modifier="+4" name="item bonus - Iron Armbands of Power (paragon tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+8" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /></AttackBonus><Damage dice-class="dice7d4plus12Damage" value="7d4+12"><Factor modifier="+8" name="Strength modifier" /><Factor modifier="+4" name="item bonus - Iron Armbands of Power (paragon tier)" /></Damage></Weapon></Power><Power actiontype="Minor Action" display-class="USAGE_Untouched" isMore="" name="Untouched" packagename="" packageurl="" powerusage="Daily" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4852" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;USAGE_Untouched&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" display-class="USAGE_RageStrike" isMore="" name="Rage Strike" packagename="Barbarian" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=148" powerusage="Daily (Special)" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4807" use-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;USAGE_RageStrike&apos;, {isBoolean:1});"><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=785&amp;ftype=1" name="Vicious Execution axe +5" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=62&amp;ftype=3"><AttackBonus dice-class="dice1d20plus28Attack" value="28"><Factor modifier="+8" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+5" name="enhancement bonus" /><Factor modifier="+2" name="Feat bonus - Weapon Expertise (Axe)" /></AttackBonus><Damage dice-class="diceAs AboveDamage" value="As Above" /></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus19Attack" value="19"><Factor modifier="+8" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+11" name="Half Level" /></AttackBonus><Damage dice-class="diceAs AboveDamage" value="As Above" /></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="+2 to speed when you charge or run" name="Fast Runner" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=6" /><Feat description="+2 damage for &#8211;2 to attack" name="Power Attack" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=261" /><Feat description="Gain bonus to attack rolls with axes." name="Weapon Expertise (Axe)" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=1032" /><Feat description="Gain 5 additional hit points per tier" name="Toughness" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=171" /><Feat description="Gain proficiency with the Execution axe." name="Weapon Proficiency (Execution axe)" url="/characters/missingCompendium" /><Feat description="Gain +1 damage per tier with Axes." name="Weapon Focus (Axe)" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=233" /><Feat description="Deal additional 1d10 damage on a critical hit" name="Devastating Critical" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=128" /><Feat description="+1 to Fortitude, Reflex, and Will" name="Paragon Defenses" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=530" /><Feat description="+1 to speed" name="Fleet-Footed" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=142" /><Feat description="+1 on melee attacks against foe adjacent to your ally" name="Warforged Tactics" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=446" /><Feat description="Charge when you score a critical hit" name="Charging Rampage" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=467" /><Feat description="+4 to initiative checks" name="Improved Initiative" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=272" /><Feat description="Remain conscious at 0 hp or lower while raging" name="Enduring Rage" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=468" /><Feat description="Critical hit with axe melee attack roll of 19 or 20" name="Axe Mastery" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=184" /></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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.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="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.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="72"><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_Item_DragonbornGreavesparagontier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_DragonbornGreavesparagontier" equippedcount="1" name="Dragonborn Greaves (paragon tier)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_Item_DragonbornGreavesparagontier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last DragonbornGreavesparagontier?&apos;, displayClass:&apos;CUR_Item_DragonbornGreavesparagontier&apos;, text:&apos;How many DragonbornGreavesparagontier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3327&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_Item_GiantkindGlovesparagontier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_GiantkindGlovesparagontier" equippedcount="1" name="Giantkind Gloves (paragon tier)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_Item_GiantkindGlovesparagontier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last GiantkindGlovesparagontier?&apos;, displayClass:&apos;CUR_Item_GiantkindGlovesparagontier&apos;, text:&apos;How many GiantkindGlovesparagontier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=4515&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_Item_IronArmbandsofPowerparagontier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_IronArmbandsofPowerparagontier" equippedcount="1" name="Iron Armbands of Power (paragon tier)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_Item_IronArmbandsofPowerparagontier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last IronArmbandsofPowerparagontier?&apos;, displayClass:&apos;CUR_Item_IronArmbandsofPowerparagontier&apos;, text:&apos;How many IronArmbandsofPowerparagontier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3235&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_Item_HornedHelmparagontier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_HornedHelmparagontier" equippedcount="1" name="Horned Helm (paragon tier)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_Item_HornedHelmparagontier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last HornedHelmparagontier?&apos;, displayClass:&apos;CUR_Item_HornedHelmparagontier&apos;, text:&apos;How many HornedHelmparagontier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1024&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_Item_DarkhideArmor&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_DarkhideArmor" equippedcount="1" name="Darkhide Armor" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_Item_DarkhideArmor&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last DarkhideArmor?&apos;, displayClass:&apos;CUR_Item_DarkhideArmor&apos;, text:&apos;How many DarkhideArmor should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=14&amp;ftype=2&amp;page=item"><Enhancement name="Shared Suffering Armor +4" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1783&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_Item_Executionaxe&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Executionaxe" equippedcount="1" name="Execution axe" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_Item_Executionaxe&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Executionaxe?&apos;, displayClass:&apos;CUR_Item_Executionaxe&apos;, text:&apos;How many Executionaxe should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=62&amp;ftype=3&amp;page=item"><Enhancement name="Vicious Weapon +5" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=785&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_Item_TorcofPowerPreservation4&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_TorcofPowerPreservation4" equippedcount="1" name="Torc of Power Preservation +4" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_Item_TorcofPowerPreservation4&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last TorcofPowerPreservation4?&apos;, displayClass:&apos;CUR_Item_TorcofPowerPreservation4&apos;, text:&apos;How many TorcofPowerPreservation4 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3716&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_Item_PotionofRegenerationheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="2" display-class="CUR_Item_PotionofRegenerationheroictier" equippedcount="0" name="Potion of Regeneration (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_Item_PotionofRegenerationheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PotionofRegenerationheroictier?&apos;, displayClass:&apos;CUR_Item_PotionofRegenerationheroictier&apos;, text:&apos;How many PotionofRegenerationheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3937&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_Item_PotionofClaritylevel5&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="8" display-class="CUR_Item_PotionofClaritylevel5" equippedcount="0" name="Potion of Clarity (level 5)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_Item_PotionofClaritylevel5&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PotionofClaritylevel5?&apos;, displayClass:&apos;CUR_Item_PotionofClaritylevel5&apos;, text:&apos;How many PotionofClaritylevel5 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3925&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_Item_AdventurersKit&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_AdventurersKit" equippedcount="0" name="Adventurer&apos;s Kit" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_Item_AdventurersKit&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AdventurersKit?&apos;, displayClass:&apos;CUR_Item_AdventurersKit&apos;, text:&apos;How many AdventurersKit should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_Item_DelversLightheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_DelversLightheroictier" equippedcount="0" name="Delver&apos;s Light (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhjXwCcM.triggerVariable(&apos;CUR_Item_DelversLightheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last DelversLightheroictier?&apos;, displayClass:&apos;CUR_Item_DelversLightheroictier&apos;, text:&apos;How many DelversLightheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1210&amp;ftype=1&amp;page=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="Barbarian"><Proficiency name="Battleaxe" source="Barbarian" /><Proficiency name="Handaxe" source="Barbarian" /><Proficiency name="Flail" source="Barbarian" /><Proficiency name="Throwing hammer" source="Barbarian" /><Proficiency name="Warhammer" source="Barbarian" /><Proficiency name="War pick" source="Barbarian" /><Proficiency name="Scimitar" source="Barbarian" /><Proficiency name="Longsword" source="Barbarian" /><Proficiency name="Short sword" source="Barbarian" /><Proficiency name="Greataxe" source="Barbarian" /><Proficiency name="Heavy flail" source="Barbarian" /><Proficiency name="Glaive" source="Barbarian" /><Proficiency name="Halberd" source="Barbarian" /><Proficiency name="Maul" source="Barbarian" /><Proficiency name="Longspear" source="Barbarian" /><Proficiency name="Greatsword" source="Barbarian" /><Proficiency name="Falchion" source="Barbarian" /><Proficiency name="Broadsword" source="Barbarian" /><Proficiency name="Khopesh" source="Barbarian" /><Proficiency name="Light war pick" source="Barbarian" /><Proficiency name="Scourge" source="Barbarian" /><Proficiency name="Trident" source="Barbarian" /><Proficiency name="Heavy war pick" source="Barbarian" /><Proficiency name="Feral armor claw" source="Barbarian" /></ProficiencyGroup><ProficiencyGroup name="Simple Melee" source="Barbarian"><Proficiency name="Club" source="Barbarian" /><Proficiency name="Dagger" source="Barbarian" /><Proficiency name="Javelin" source="Barbarian" /><Proficiency name="Mace" source="Barbarian" /><Proficiency name="Sickle" source="Barbarian" /><Proficiency name="Spear" source="Barbarian" /><Proficiency name="Greatclub" source="Barbarian" /><Proficiency name="Morningstar" source="Barbarian" /><Proficiency name="Quarterstaff" source="Barbarian" /><Proficiency name="Scythe" source="Barbarian" /><Proficiency name="Spiked gauntlet" source="Barbarian" /><Proficiency name="Claw fighter claw" source="Barbarian" /><Proficiency name="Shadowblade" source="Barbarian" /><Proficiency name="Climbing claw" source="Barbarian" /><Proficiency name="Dragontooth shield" source="Barbarian" /><Proficiency name="Fighting shield" source="Barbarian" /><Proficiency name="Soul shield" source="Barbarian" /><Proficiency name="Sun shield" source="Barbarian" /><Proficiency name="Rod of seven parts" source="Barbarian" /></ProficiencyGroup><Proficiency name="Execution axe" source="Weapon Proficiency (Execution axe)" /></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Barbarian" /><Proficiency name="Leather" source="Barbarian" /><Proficiency name="Hide" source="Barbarian" /></ArmorProficiencies><ShieldProficiencies /></Proficiencies></Character>