<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/fullviewPref.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0s_IBDA" milestone-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.milestone();" name="Krusk &apos;K.O.&apos; Ordak" safe-key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA"><Description age="32" height="6&apos;2&quot;" weight="220 lb."><Notes /><Appearance /><Traits /><Companions /></Description><!-- Build element: always present
    Required attributes: alignment, experience, level, name, powersource, role, size, tier, vision, deity, gender
        The name attribute is the build name if one was selected in the Character Builder, or the class name otherwise.
        Attribute may be blank.
    Control attributes:
        ExperiencePoints: assign to at least one HTML element that should dynamically display current XP.
        experience-prompt-script: javascript to execute to prompt the user for XP to add.
    Children:
        Race element: always present
            Required attributes: name, url, description
            Children:
                Feature elements: one per race feature
                    Required attributes: name, description
        Background element: sometimes present
            Required attributes: name, url, description
            Children: as Race element
        Class element: always present
            Required attributes: name, url, description
            Children: as Race element
        ParagonPath element: present if of sufficient level
            Required attributes: name, url, description
            Children: as Race element
        EpicDestiny element: present if of sufficient level
            Required attributes: name, url, description
            Children: as Race element --><Build ExperienceNeeded="16500" alignment="Good" deity="Kord" experience="13000" experience-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.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="8" name="Fighter" powersource="Martial" role="Defender" size="Medium" tier="Heroic" vision="Normal"><Race description="The most ambitious of races, humans count among their number the greatest heroes &#8230;and the greatest villains." name="Human" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=7"><Feature description="Choose an extra feat at 1st level." name="Bonus Feat" /><Feature description="Trained in one additional class skill." name="Bonus Skill" /><Feature description="+1 to Fortitude, Reflex, and Will." name="Human Defense Bonuses" /><Feature description="Choose an option for your human character." name="Human Power Selection" /><Feature description="Gain the Heroic Effort power" name="Heroic Effort" /></Race><Theme description="" name="Pack Outcast" url="http://www.wizards.com/dndinsider/compendium/theme.aspx?id=871" /><Background description="My mother told me that the caul was just superstition, and the howling wolves were just a coincidence. But I&apos;ve seen enough to know that something . . . dark . . . is involved." name="Born Under a Bad Sign" url="http://www.wizards.com/dndinsider/compendium/background.aspx?id=71"><Feature description="" name="Born Under a Bad Sign Benefit" /></Background><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="Pack Outcast Starting Feature" /><Feature description="Gain Monk Unarmed Strike +3 attack, 1d8 damage" name="Unarmed Combatant" /><Feature description="" name="Combat Challenge" /><Feature description="" name="Combat Superiority" /><Feature description="" name="Fighter Talents" /><Feature description="" name="Brawler Style" /><Feature description="" name="Pack Outcast Level 5 Feature" /></Class></Build><!-- Resistances element: Always present
    Optional Attributes: Fire, Cold, etc. (all allowed resistances)
 --><Resistances /><!-- Health element: always present
    Control attributes:
        short-rest-script: javascript to execute when the user wants to take a short rest.
        extended-rest-script: javascript to execute when the user wants to take an extended rest.
        tempHP-display-class: assign to at least one HTML element that should dynamically display temp HP.
        tempHP-prompt-script: javascript to execute to prompt the user for a new temp HP value.
        tempHP-bar-class: assign to all HTML elements that should have width set in proportion to current tempHP/max HP.
        death-saves-display-class: assign to at least one HTML element that should dynamically display current HP.
        death-saves-add-script: javascript to execute to add a death save.
        death-saves-subtract-script: javascript to execute to subtract a death save.
        power-points-display-class: assign to at least one HTML element that should dynamically display current power points.
        power-points-add-script: javascript to execute to add a power point.
        power-points-subtract-script: javascript to execute to subtract a power point.
        conditions-display-class: assign to at least on HTML element that should dynamically contain a div per condition.
        conditions-prompt-script: javascript to execute to prompt the user to enter a new condition.
        CUR_ConditionsDelete: will be dynamically assigned to each condition div in conditions-display-class elements.
            Not necessary to assign to any elements, but should probably be styled with css in your XSL.
    Child elements:
        MaxHitPoints: always present
            Required attributes: value
            Control attributes:
                CUR_HitPoints: assign to at least one HTML element that should dynamically display current HP.
                CUR_HitPointsBar: assign to all HTML elements that should have width set in proportion to current/max HP.
                CUR_HitPointsDying: assign to all HTML elements that should only be displayed if the character is dying.
                damage-prompt-script: javascript to execute to prompt the user for hit points of damage taken.
                heal-prompt-script: javascript to execute to prompt the user for hit points healed.
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
        BloodiedValue: always present
            Required attributes: value
            Children: as MaxHitPoints
        MaxSurges: always present
            Required attributes: value
            Control attributes:
                CUR_Surges: assign to at least one HTML element that should dynamically display current surges.
                CUR_SurgesBar: assign to all HTML elements that should have width set in proportion to current/max surges.
                add-script: javascript to execute to add a surge.
                subtract-script: javascript to execute to subtract a surge.
            Children: as MaxHitPoints
        SurgeValue: always present
            Required attributes: value
            Control attributes:
                toHitPoints-script: javascript to execute when the surge value should be added to hit points.
            Children: as MaxHitPoints --><Health conditions-display-class="CUR_Conditions" conditions-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.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="79"><Factor abbreviation="Con" modifier="+10" name="Constitution" /><Factor abbreviation="Fighter 1" modifier="+15" name="Level 1 Fighter" /><Factor abbreviation="Str" modifier="+22" name="Strength" /><Factor abbreviation="Dex" modifier="+14" name="Dexterity" /><Factor abbreviation="Int" modifier="+8" name="Intelligence" /><Factor abbreviation="Wis" modifier="+14" name="Wisdom" /><Factor abbreviation="Cha" modifier="+10" name="Charisma" /><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 8" modifier="+42" multiplied="6" multiplier="7" name="Level 8 Fighter" /></MaxHitPoints><BloodiedValue value="39"><Factor abbreviation="1/2 HP" modifier="+39" multiplied="79" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="9"><Factor modifier="+9" name="Fighter" /><Factor abbreviation="Con mod" modifier="+0" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.surgeValueToHitPoints(19);" value="19"><Factor abbreviation="1/4 HP" modifier="+19" multiplied="79" multiplier=".25" name="Quarter Hit Points" /></SurgeValue><PowerPoints value="0" /></Health><!-- Movement element: always present
    Children:
        Speed element: always present
            Required attributes: value
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
        Initiative element: always present
            Required attributes: 
                value: number to display
                dice-class: use in conjunction with "Roller" to make an initiative roller element.
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Movement><Speed value="5"><Factor modifier="+6" name="Human" /><Factor modifier="-1" name="Scale Armor" /></Speed><Initiative dice-class="dice1d20plus7Initiative" value="7"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+1" name="Initiative Misc" /><Factor abbreviation="Dex mod" modifier="+2" 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="+4" name="Half Level" /><Factor modifier="+1" name="Inherent Defense Bonus" /><Factor modifier="+8" name="Scale Armor" /><Factor modifier="+2" name="Dwarven Armor +2" /><Condition name="+1 Brawler Style" /><Condition name="+1 Brawler Guard" /><Condition name="+2 Dexterity modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="28"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="Fortitude Defense Class Bonus" /><Factor modifier="+1" name="Human Defense Bonuses" /><Factor modifier="+1" name="Inherent Defense Bonus" /><Factor modifier="+1" name="Improved Defenses" /><Factor modifier="+2" name="Steadfast Amulet +2" /><Factor abbreviation="Str mod" modifier="+6" name="Strength modifier" /><Condition name="+2 Brawler Style" /></Defense><Defense abbreviation="Ref" name="Reflex" value="21"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Reflex Defense Class Bonus" /><Factor modifier="+1" name="Human Defense Bonuses" /><Factor modifier="+1" name="Inherent Defense Bonus" /><Factor modifier="+1" name="Improved Defenses" /><Factor modifier="+2" name="Steadfast Amulet +2" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /><Condition name="+1 Brawler Guard" /></Defense><Defense abbreviation="Will" name="Will" value="20"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Will Defense Class Bonus" /><Factor modifier="+1" name="Human Defense Bonuses" /><Factor modifier="+1" name="Inherent Defense Bonus" /><Factor modifier="+1" name="Improved Defenses" /><Factor modifier="+2" name="Steadfast Amulet +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="16"><Factor modifier="+6" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="16"><Factor modifier="+6" 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="dice1d20plus11Acrobatics" name="Acrobatics" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="11"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Acrobatics Misc" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus3Arcana" name="Arcana" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="3"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Arcana Misc" /><Factor abbreviation="Int mod" modifier="-1" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus15Athletics" name="Athletics" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="15"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Athletics Misc" /><Factor abbreviation="Str mod" modifier="+6" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4Bluff" name="Bluff" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="4"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Bluff Misc" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4Diplomacy" name="Diplomacy" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="4"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Diplomacy Misc" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus6Dungeoneering" name="Dungeoneering" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="6"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus11Endurance" name="Endurance" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="11"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Endurance Misc" /><Factor abbreviation="Con mod" modifier="+0" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus11Heal" name="Heal" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="11"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Heal Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus3History" name="History" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="3"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="History Misc" /><Factor abbreviation="Int mod" modifier="-1" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus6Insight" name="Insight" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="6"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus9Intimidate" name="Intimidate" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="9"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus6Nature" name="Nature" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="6"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus6Perception" name="Perception" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="6"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus3Religion" name="Religion" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="3"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="-1" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus6Stealth" name="Stealth" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="6"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Stealth Misc" /><Factor abbreviation="Dex mod" modifier="+2" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus4Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="4"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus6Thievery" name="Thievery" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="6"><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+0" name="Thievery Misc" /><Factor abbreviation="Dex mod" modifier="+2" 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="22"><Factor modifier="+18" name="Starting" /><Factor modifier="+2" name="Human" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><AbilityModifier dice-class="dice1d20plus10Strength" modifier="+6" rollmodifier="+10" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="10"><Factor modifier="+10" name="Starting" /><AbilityModifier dice-class="dice1d20plus4Constitution" modifier="+0" rollmodifier="+4" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="14"><Factor modifier="+13" name="Starting" /><Factor modifier="+1" name="Level 4" /><AbilityModifier dice-class="dice1d20plus6Dexterity" modifier="+2" rollmodifier="+6" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="8"><Factor modifier="+8" name="Starting" /><AbilityModifier dice-class="dice1d20plus3Intelligence" modifier="-1" rollmodifier="+3" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="14"><Factor modifier="+13" name="Starting" /><Factor modifier="+1" name="Level 8" /><AbilityModifier dice-class="dice1d20plus6Wisdom" modifier="+2" rollmodifier="+6" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="10"><Factor modifier="+10" name="Starting" /><AbilityModifier dice-class="dice1d20plus4Charisma" modifier="+0" rollmodifier="+4" /></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=8071&amp;ftype=1" name="Magic Ki Focused Monk unarmed strike +1" weaponurl="/characters/missingCompendium"><Condition name="+1 to damage rolls against a bloodied enemy - Ki Focus Expertise" /><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus. [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="Enhancement bonus - Brawler Style [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Ki Focus Expertise" /></AttackBonus><Damage dice-class="dice1d8plus10Damage" value="1d8+10"><Factor modifier="+6" name="Strength modifier" /><Factor modifier="+1" name="enhancement bonus. [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Monk unarmed strike" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="Enhancement bonus - Brawler Style [Doesn&apos;t Stack]" /></AttackBonus><Damage dice-class="dice1d8plus10Damage" value="1d8+10"><Factor modifier="+6" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=8071&amp;ftype=1" name="Magic Ki Focused Javelin +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4&amp;ftype=3"><Condition name="+1 to damage rolls against a bloodied enemy - Ki Focus Expertise" /><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus. [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+1" name="Feat bonus - Ki Focus Expertise" /></AttackBonus><Damage dice-class="dice1d6plus10Damage" value="1d6+10"><Factor modifier="+6" name="Strength modifier" /><Factor modifier="+1" name="enhancement bonus. [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Javelin" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d6plus10Damage" value="1d6+10"><Factor modifier="+6" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="Enhancement bonus - Brawler Style [Doesn&apos;t Stack]" /></AttackBonus><Damage dice-class="dice1d4plus10Damage" value="1d4+10"><Factor modifier="+6" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (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="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=8071&amp;ftype=1" name="Magic Ki Focused Javelin +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4&amp;ftype=3"><Condition name="+1 to damage rolls against a bloodied enemy - Ki Focus Expertise" /><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus. [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+1" name="Feat bonus - Ki Focus Expertise" /></AttackBonus><Damage dice-class="dice1d6plus8Damage" value="1d6+8"><Factor modifier="+6" name="Strength modifier" /><Factor modifier="+1" name="enhancement bonus. [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Javelin" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d6plus8Damage" value="1d6+8"><Factor modifier="+6" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus8Attack" value="8"><Factor modifier="+2" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d4plus4Damage" value="1d4+4"><Factor modifier="+2" name="Dexterity modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></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 touch" flavor="You hew your foe with a simple attack and then grab it with your empty hand to keep it from escaping." isMore="" keywords="Martial, Weapon" level="1" name="Grappling Strike" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Fighter Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10470"><PowerCardItem><Name>Requirement</Name><Description>You must have a hand free.</Description></PowerCardItem><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, and you grab the target. The grab ends automatically at the end of your next turn.
Level 21: 2[W] + Strength modifier damage.</Description></PowerCardItem><PowerCardItem><Name> Brawler Style</Name><Description>When making an opportunity attack, you can use this power in place of a melee basic attack.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=8071&amp;ftype=1" name="Magic Ki Focused Monk unarmed strike +1" weaponurl="/characters/missingCompendium"><Condition name="+1 to damage rolls against a bloodied enemy - Ki Focus Expertise" /><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus. [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="Enhancement bonus - Brawler Style [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Ki Focus Expertise" /></AttackBonus><Damage dice-class="dice1d8plus10Damage" value="1d8+10"><Factor modifier="+6" name="Strength modifier" /><Factor modifier="+1" name="enhancement bonus. [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Monk unarmed strike" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="Enhancement bonus - Brawler Style [Doesn&apos;t Stack]" /></AttackBonus><Damage dice-class="dice1d8plus10Damage" value="1d8+10"><Factor modifier="+6" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=8071&amp;ftype=1" name="Magic Ki Focused Javelin +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4&amp;ftype=3"><Condition name="+1 to damage rolls against a bloodied enemy - Ki Focus Expertise" /><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus. [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+1" name="Feat bonus - Ki Focus Expertise" /></AttackBonus><Damage dice-class="dice1d6plus10Damage" value="1d6+10"><Factor modifier="+6" name="Strength modifier" /><Factor modifier="+1" name="enhancement bonus. [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Javelin" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice1d6plus10Damage" value="1d6+10"><Factor modifier="+6" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="Enhancement bonus - Brawler Style [Doesn&apos;t Stack]" /></AttackBonus><Damage dice-class="dice1d4plus10Damage" value="1d4+10"><Factor modifier="+6" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon></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.
	Level 21: 2[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.
	Level 21: 2[W] damage</Description></PowerCardItem></Power><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=331" /><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=119" /><Power actiontype="Immediate Reaction" isMore="true" name="Readied action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Free Action" isMore="true" name="Delay" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=327" /><Power actiontype="Free Action" isMore="true" name="End a grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Drop prone" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=141" /><Power actiontype="Standard Action" isMore="true" name="Aid Another" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=322" /><Power actiontype="Standard Action" isMore="true" name="Bull Rush" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=323" /><Power actiontype="Standard Action" isMore="true" name="Charge" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=324" /><Power actiontype="Standard Action" isMore="true" name="Coup de grace" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=325" /><Power actiontype="Standard Action" isMore="true" name="Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Sustain a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Standard Action" isMore="true" name="Ready an action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Standard Action" isMore="true" name="Total defense" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=338" /><Power actiontype="Move Action" isMore="true" name="Walk 5 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=339" /><Power actiontype="Move Action" isMore="true" name="Run 7 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=333" /><Power actiontype="Move Action" isMore="true" name="Shift 1 square" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=335" /><Power actiontype="Move Action" isMore="true" name="Crawl 2 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=326" /><Power actiontype="Move Action" isMore="true" name="Squeeze 2 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=336" /><Power actiontype="Move Action" isMore="true" name="Stand up" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=337" /><Power actiontype="Move Action" isMore="true" name="Escape a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=328" /><Power actiontype="Standard Action" isMore="true" name="Any Move Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=116" /><Power actiontype="Standard Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Move Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="No Action" attacktype="Personal" display-class="USAGE_HeroicEffort" flavor="Your grim focus and unbridled energy means that failure is not an option." isMore="" name="Heroic Effort" packagename="Human" packageurl="http://www.wizards.com/dndinsider/compendium/race.aspx?id=7" powerusage="Encounter" source="Human Racial Power" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=13213" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;USAGE_HeroicEffort&apos;, {isBoolean:1});"><PowerCardItem><Name>Trigger</Name><Description>You miss with an attack or fail a saving throw.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You gain a +4 racial bonus to the attack roll or the saving throw.</Description></PowerCardItem></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.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></Power><Power actiontype="Move Action" attacktype="Personal" display-class="USAGE_ForcefulDrag" flavor="You dig your fingers into a foe and drag the struggling opponent across the battlefield." isMore="" keywords="Martial" level="2" name="Forceful Drag" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Fighter Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10483" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;USAGE_ForcefulDrag&apos;, {isBoolean:1});"><PowerCardItem><Name>Requirement</Name><Description>You must have a creature grabbed.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You move your speed. For each square you move, you slide a creature grabbed by you 1 square to a square adjacent to you. The creature remains grabbed, and you do not provoke an opportunity attack from the grabbed creature for this movement. At the end of the move, you can end the grab to knock the creature prone.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_BullCharge" flavor="You run into your enemy, taking a brutal swing. Your force knocks your enemy backward and to the ground, allowing you to step forward." isMore="" keywords="Invigorating, Martial, Weapon" level="3" name="Bull Charge" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Fighter Attack 3" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10488" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;USAGE_BullCharge&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Primary Attack</Name><Description>Strength vs. Fortitude</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Strength modifier damage, and you push the target 1 square. You then shift 1 square to a square the target vacated. Make a secondary attack against the target.</Description></PowerCardItem><PowerCardItem><Name> Secondary Attack</Name><Description>Strength vs. Fortitude</Description></PowerCardItem><PowerCardItem><Name> Hit</Name><Description>You knock the target prone.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>When charging, you can use this power in place of a melee basic attack.</Description></PowerCardItem><Weapon attackstat="Strength" defense="Fortitude" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=8071&amp;ftype=1" name="Magic Ki Focused Monk unarmed strike +1" weaponurl="/characters/missingCompendium"><Condition name="+1 to damage rolls against a bloodied enemy - Ki Focus Expertise" /><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus. [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="Enhancement bonus - Brawler Style [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Ki Focus Expertise" /></AttackBonus><Damage dice-class="dice2d8plus10Damage" value="2d8+10"><Factor modifier="+6" name="Strength modifier" /><Factor modifier="+1" name="enhancement bonus. [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="Fortitude" name="Monk unarmed strike" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="Enhancement bonus - Brawler Style [Doesn&apos;t Stack]" /></AttackBonus><Damage dice-class="dice2d8plus10Damage" value="2d8+10"><Factor modifier="+6" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="Fortitude" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=8071&amp;ftype=1" name="Magic Ki Focused Javelin +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4&amp;ftype=3"><Condition name="+1 to damage rolls against a bloodied enemy - Ki Focus Expertise" /><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus. [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+1" name="Feat bonus - Ki Focus Expertise" /></AttackBonus><Damage dice-class="dice2d6plus10Damage" value="2d6+10"><Factor modifier="+6" name="Strength modifier" /><Factor modifier="+1" name="enhancement bonus. [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="Fortitude" name="Javelin" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice2d6plus10Damage" value="2d6+10"><Factor modifier="+6" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="Fortitude" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="Enhancement bonus - Brawler Style [Doesn&apos;t Stack]" /></AttackBonus><Damage dice-class="dice2d4plus10Damage" value="2d4+10"><Factor modifier="+6" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Close burst 2" display-class="USAGE_GloweringThreat" flavor="Your intimidating presence distracts your enemies as they attempt to attack your allies." isMore="" keywords="Martial" level="2" name="Glowering Threat" packagename="" packageurl="" powertype="Utility" powerusage="Encounter" source="Fighter Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=12670" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;USAGE_GloweringThreat&apos;, {isBoolean:1});"><PowerCardItem><Name>Prerequisite</Name><Description>You must have training in Intimidate.</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>Each enemy in the burst</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>Until the end of your next turn, each target takes a -5 penalty to attack rolls against any creature other than you.</Description></PowerCardItem></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.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=8071&amp;ftype=1" name="Magic Ki Focused Monk unarmed strike +1" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus. [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="Enhancement bonus - Brawler Style [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Ki Focus Expertise" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Strength" defense="Will" name="Monk unarmed strike" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="Enhancement bonus - Brawler Style [Doesn&apos;t Stack]" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Strength" defense="Will" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=8071&amp;ftype=1" name="Magic Ki Focused Javelin +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4&amp;ftype=3"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus. [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+1" name="Feat bonus - Ki Focus Expertise" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Strength" defense="Will" name="Javelin" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon><Weapon attackstat="Strength" defense="Will" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="Enhancement bonus - Brawler Style [Doesn&apos;t Stack]" /></AttackBonus><Damage dice-class="diceDamage" value="" /></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Standard Action" attacktype="Melee 1" display-class="USAGE_SeizeandStab" flavor="You grab your foe to make certain of your aim. Then you plunge your weapon into the creature." isMore="" keywords="Martial, Reliable, Weapon" level="1" name="Seize and Stab" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Fighter Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10481" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;USAGE_SeizeandStab&apos;, {isBoolean:1});"><PowerCardItem><Name>Requirement</Name><Description>You must have a hand free.</Description></PowerCardItem><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. Reflex</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Strength modifier damage, and you grab the target. The target cannot attempt to escape the grab until the end of its next turn.</Description></PowerCardItem><Weapon attackstat="Strength" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=8071&amp;ftype=1" name="Magic Ki Focused Monk unarmed strike +1" weaponurl="/characters/missingCompendium"><Condition name="+1 to damage rolls against a bloodied enemy - Ki Focus Expertise" /><AttackBonus dice-class="dice1d20plus16Attack" value="16"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus. [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="Enhancement bonus - Brawler Style [Doesn&apos;t Stack]" /><Factor modifier="+1" name="Feat bonus - Ki Focus Expertise" /></AttackBonus><Damage dice-class="dice2d8plus10Damage" value="2d8+10"><Factor modifier="+6" name="Strength modifier" /><Factor modifier="+1" name="enhancement bonus. [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="Reflex" name="Monk unarmed strike" weaponurl="/characters/missingCompendium"><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+3" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="Enhancement bonus - Brawler Style [Doesn&apos;t Stack]" /></AttackBonus><Damage dice-class="dice2d8plus10Damage" value="2d8+10"><Factor modifier="+6" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="Reflex" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=8071&amp;ftype=1" name="Magic Ki Focused Javelin +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4&amp;ftype=3"><Condition name="+1 to damage rolls against a bloodied enemy - Ki Focus Expertise" /><AttackBonus dice-class="dice1d20plus15Attack" value="15"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus. [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+1" name="Feat bonus - Ki Focus Expertise" /></AttackBonus><Damage dice-class="dice2d6plus10Damage" value="2d6+10"><Factor modifier="+6" name="Strength modifier" /><Factor modifier="+1" name="enhancement bonus. [Doesn&apos;t Stack]" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="Reflex" name="Javelin" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=4&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /></AttackBonus><Damage dice-class="dice2d6plus10Damage" value="2d6+10"><Factor modifier="+6" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon><Weapon attackstat="Strength" defense="Reflex" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+6" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+4" name="Half Level" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="Enhancement bonus - Brawler Style [Doesn&apos;t Stack]" /></AttackBonus><Damage dice-class="dice2d4plus10Damage" value="2d4+10"><Factor modifier="+6" name="Strength modifier" /><Factor modifier="+2" name="Enhancement bonus - Inherent Bonuses" /><Factor modifier="+2" name="item bonus - Iron Armbands of Power (heroic tier)" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_RainofSteel" flavor="You constantly swing your weapon about, slashing and cutting into nearby enemies." isMore="" keywords="Martial, Stance, Weapon" level="5" name="Rain of Steel" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Fighter Attack 5" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1436" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;USAGE_RainofSteel&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You assume the rain of steel stance. Until the stance ends, any enemy that starts its turn adjacent to you takes 1[W] damage, but only if you're able to make opportunity attacks.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Personal" flavor="Your flesh flows, your bones twist, and you lift your snout to howl." isMore="" keywords="Polymorph, Primal" name="Body of the Wolf" packagename="" packageurl="" powertype="Utility" powerusage="At-Will (Special)" source="Pack Outcast Utility" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=14205"><PowerCardItem><Name>Effect</Name><Description>You change from your humanoid form to the form of a wolf, or vice versa. When you change from wolf form to humanoid form, you can shift 1 square.
	While in wolf form, you retain your normal game statistics and size, but gain a +1 bonus to speed. Your equipment becomes part of your wolf form. You continue to gain the benefits of the equipment you wear, except shields and item powers. While equipment is part of your wolf form, it cannot be removed, and anything in a container that is part of your wolf form is inaccessible.
	You gain proficiency with your bite while in wolf form. Treat your bite as a melee weapon with a +3 proficiency bonus, a 1d8 damage die, and the enhancement bonus of your primary weapon.</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>You can use this power only once per round.</Description></PowerCardItem></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="Master of the Fist" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3699" /><Feat description="" name="Brawler Guard" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2399" /><Feat description="" name="Ki Focus Expertise" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3566" /><Feat description="" name="Inescapable Hold" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2432" /><Feat description="" name="World Serpent&apos;s Grasp" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3528" /><Feat description="" name="Pin Down" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=948" /><Feat description="" name="Improved Defenses" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3143" /></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.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="100" carried-gp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.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="95"><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_SteadfastAmulet2&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_SteadfastAmulet2" equippedcount="1" name="Steadfast Amulet +2" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_SteadfastAmulet2&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last SteadfastAmulet2?&apos;, displayClass:&apos;CUR_Item_SteadfastAmulet2&apos;, text:&apos;How many SteadfastAmulet2 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3706&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_IronArmbandsofPowerheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_IronArmbandsofPowerheroictier" equippedcount="1" name="Iron Armbands of Power (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_IronArmbandsofPowerheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last IronArmbandsofPowerheroictier?&apos;, displayClass:&apos;CUR_Item_IronArmbandsofPowerheroictier&apos;, text:&apos;How many IronArmbandsofPowerheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3234&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_CasqueofTacticsheroictier&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_CasqueofTacticsheroictier" equippedcount="1" name="Casque of Tactics (heroic tier)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_CasqueofTacticsheroictier&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last CasqueofTacticsheroictier?&apos;, displayClass:&apos;CUR_Item_CasqueofTacticsheroictier&apos;, text:&apos;How many CasqueofTacticsheroictier should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3425&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_ScaleArmor&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ScaleArmor" equippedcount="1" name="Scale Armor" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_ScaleArmor&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ScaleArmor?&apos;, displayClass:&apos;CUR_Item_ScaleArmor&apos;, text:&apos;How many ScaleArmor should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=5&amp;ftype=2&amp;page=item"><Enhancement name="Dwarven Armor +2" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=570&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_MagicKiFocus1&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_MagicKiFocus1" equippedcount="1" name="Magic Ki Focus +1" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_MagicKiFocus1&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last MagicKiFocus1?&apos;, displayClass:&apos;CUR_Item_MagicKiFocus1&apos;, text:&apos;How many MagicKiFocus1 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=8071&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_Monkunarmedstrike&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Monkunarmedstrike" equippedcount="1" name="Monk unarmed strike" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_Monkunarmedstrike&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Monkunarmedstrike?&apos;, displayClass:&apos;CUR_Item_Monkunarmedstrike&apos;, text:&apos;How many Monkunarmedstrike should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="/characters/missingCompendium" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_Regalia&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Regalia" equippedcount="0" name="Regalia" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_Regalia&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Regalia?&apos;, displayClass:&apos;CUR_Item_Regalia&apos;, text:&apos;How many Regalia should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=166&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_Sunbalm&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Sunbalm" equippedcount="0" name="Sun balm" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_Sunbalm&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Sunbalm?&apos;, displayClass:&apos;CUR_Item_Sunbalm&apos;, text:&apos;How many Sunbalm should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=123&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_Coldweatherclothing&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Coldweatherclothing" equippedcount="0" name="Cold-weather clothing" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_Coldweatherclothing&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Coldweatherclothing?&apos;, displayClass:&apos;CUR_Item_Coldweatherclothing&apos;, text:&apos;How many Coldweatherclothing should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=176&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_DesertClothing&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_DesertClothing" equippedcount="0" name="Desert Clothing" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_DesertClothing&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last DesertClothing?&apos;, displayClass:&apos;CUR_Item_DesertClothing&apos;, text:&apos;How many DesertClothing should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=116&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_ClimbersKit&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ClimbersKit" equippedcount="0" name="Climber&apos;s Kit" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_ClimbersKit&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ClimbersKit?&apos;, displayClass:&apos;CUR_Item_ClimbersKit&apos;, text:&apos;How many ClimbersKit should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=20&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_Daggerboots&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Daggerboots" equippedcount="0" name="Dagger boots" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_Daggerboots&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Daggerboots?&apos;, displayClass:&apos;CUR_Item_Daggerboots&apos;, text:&apos;How many Daggerboots should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=153&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_Crowbar&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Crowbar" equippedcount="0" name="Crowbar" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_Crowbar&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Crowbar?&apos;, displayClass:&apos;CUR_Item_Crowbar&apos;, text:&apos;How many Crowbar should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=96&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_ObsidianSteed&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ObsidianSteed" equippedcount="0" name="Obsidian Steed" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_ObsidianSteed&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ObsidianSteed?&apos;, displayClass:&apos;CUR_Item_ObsidianSteed&apos;, text:&apos;How many ObsidianSteed should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3914&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_PotionofHealing&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="2" display-class="CUR_Item_PotionofHealing" equippedcount="0" name="Potion of Healing" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_PotionofHealing&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PotionofHealing?&apos;, displayClass:&apos;CUR_Item_PotionofHealing&apos;, text:&apos;How many PotionofHealing should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1138&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_Javelin&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="5" display-class="CUR_Item_Javelin" equippedcount="0" name="Javelin" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_Javelin&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Javelin?&apos;, displayClass:&apos;CUR_Item_Javelin&apos;, text:&apos;How many Javelin should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=4&amp;ftype=3&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_AmuletofLife1&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_AmuletofLife1" equippedcount="0" name="Amulet of Life +1" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi0sIBDA.triggerVariable(&apos;CUR_Item_AmuletofLife1&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AmuletofLife1?&apos;, displayClass:&apos;CUR_Item_AmuletofLife1&apos;, text:&apos;How many AmuletofLife1 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=8233&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" /><Language name="Giant" /></Languages><!-- Proficiencies element: always present
    Children:
        ArmorProficiencies element: may be absent if the character has no armor proficiences.
            Children:
                Proficiency elements: one for each armor proficiency
                    Required attributes: name, source
        ShieldProficiencies element: may be absent if the character has no shield proficiences.
            Children:
                Proficiency elements: one for each shield proficiency
                    Required attributes: name, source
        WeaponProficiencies element: may be absent if the character has no weapon proficiences.
            Children:
                Proficiency elements: one for each weapon proficiency that isn't in a group.
                    Required attributes: name, source
                ProficiencyGroup elements: one for each group of weapon proficiencie (e.g. "simple melee")
                    Required attributes: name, source
                    Children:
                        Proficiency elements: one for each weapon proficiency in the group
                            Required attributes: name, source --><Proficiencies><WeaponProficiencies><ProficiencyGroup name="Implement Proficiency" source="Fighter"><Proficiency name="Ki Focuses" source="Fighter" /></ProficiencyGroup><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="Lance" source="Fighter" /><Proficiency name="Pike" source="Fighter" /><Proficiency name="Blade of chaos" 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="Light mace" source="Fighter" /><Proficiency name="Short spear" 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><Proficiency name="Monk unarmed strike" source="Bonus Feat" /></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>