<?xml version="1.0" encoding="ISO-8859-1"?><?xml-stylesheet type="text/xsl" href="/145740951583/xsl/fullold.xsl"?><Character action-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" action-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Action Points&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA" milestone-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.milestone();" name="Greymane &quot;Mule&quot;" safe-key="agdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA"><Description age="76" height="4&apos;7&quot;" weight="235"><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="26000" alignment="Unaligned" deity="" experience="20500" experience-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;Experience Points&apos;, {requireInt:1, text:&apos;How many XP should be added?&apos;, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" gender="" level="10" name="Ranger" powersource="Martial" role="Striker" size="Medium" tier="Heroic" vision="Low-light"><Race description="The stout dwarves are mountaineers and miners. They are the toughest of the common folk." name="Dwarf" url="http://www.wizards.com/dndinsider/compendium/race.aspx?id=2"><Feature description="Proficient with hammers." name="Dwarven Weapon Proficiency" /><Feature description="+5 bonus to saving throws against poison." name="Cast-Iron Stomach" /><Feature description="Armor or heavy load doesn&apos;t reduce your speed. (Other effects still can.)" name="Encumbered Speed" /><Feature description="You have the dwarven resilience power" name="Dwarven Resilience" /><Feature description="Can move 1 less when forced to move. Immediate saving throw to avoid being knocked prone." name="Stand Your Ground" /><Feature description="" name="Dungeoneering Bonus" /><Feature description="" name="Endurance Bonus" /></Race><Background description="" name="Occupation - Hunter" url="http://www.wizards.com/dndinsider/compendium/background.aspx?id=148"><Feature description="" name="+2 to Nature" /></Background><Class description="A master of bow and blade, you excel at hit-and-run tactics and avoiding danger." name="Ranger" url="http://www.wizards.com/dndinsider/compendium/class.aspx?id=5"><Feature description="Choose Archer Fighting Style, Two-Blade Fighting Style, Beast Mastery, Marauder Fighting Style,  Hunter Fighting Style." name="Fighting Style" /><Feature description="" name="Hunter Fighting Style" /><Feature description="Minor action, designate nearest enemy you see as quarry; deal extra damage to quarry once per round." name="Hunter&apos;s Quarry" /><Feature description="+1 to attack rolls after moving 2+ squares with standard action attack allowing movement" name="Running Attack" /></Class></Build><!-- Resistances element: Always present
    Optional Attributes: Fire, Cold, etc. (all allowed resistances)
 --><Resistances acid="5" /><!-- 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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Conditions&apos;, {text:&apos;Enter text for the condition&apos;});" death-saves-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Death Saves&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" extended-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.extendedRest();" power-points-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" power-points-display-class="CUR_PowerPoints" power-points-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_PowerPoints&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" short-rest-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.shortRest();" tempHP-bar-class="CUR_TempHPBar" tempHP-display-class="CUR_TempHP" tempHP-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_TempHP&apos;, {requireInt:1, min:0, text:&apos;Set to how many temporary HP?&apos; });"><MaxHitPoints damage-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.damagePrompt();" heal-prompt-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.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="75"><Factor abbreviation="Con" modifier="+18" name="Constitution" /><Factor abbreviation="Ranger 1" modifier="+12" name="Level 1 Ranger" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor modifier="+5" name="_PER-LEVEL-HPS" /><Factor abbreviation="Ranger 10" modifier="+45" multiplied="5" multiplier="9" name="Level 10 Ranger" /></MaxHitPoints><BloodiedValue value="37"><Factor abbreviation="1/2 HP" modifier="+37" multiplied="75" multiplier=".5" name="Half Hit Points" /></BloodiedValue><MaxSurges add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Surges&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" value="10"><Factor modifier="+6" name="Ranger" /><Factor abbreviation="Con mod" modifier="+4" name="Constitution modifier" /></MaxSurges><SurgeValue toHitPoints-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.surgeValueToHitPoints(18);" value="18"><Factor abbreviation="1/4 HP" modifier="+18" multiplied="75" 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="+5" name="Dwarf" /><Factor modifier="+0" name="Encumbered Speed" /></Speed><Initiative dice-class="dice1d20plus11Initiative" value="11"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="Initiative Misc" /><Factor abbreviation="Dex mod" modifier="+4" name="Dexterity modifier" /></Initiative></Movement><!-- Defenses element: always present
    Children:
        Condition elements: present if one or more conditions affect all defenses
            Required attributes: name
        Defense elements: four Defense elements are always present.
            Required attributes: value, abbreviation, name (name is "ArmorClass", "Fortitude", "Reflex" or "Will")
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
                Condition elements: present if one or more conditions affect this defense
                    Required attributes: name --><Defenses><Condition name="+2 Polearm Expertise" /><Defense abbreviation="AC" name="Armor Class" value="23"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+3" name="Hide Armor" /><Factor modifier="+1" name="Armor of Adaptable Resistance +1" /><Condition name="+4 Hunter Fighting Style" /><Condition name="+4 Dexterity modifier" /></Defense><Defense abbreviation="Fort" name="Fortitude" value="20"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+1" name="Fortitude Defense Class Bonus" /><Factor abbreviation="Str mod" modifier="+4" name="Strength modifier" /></Defense><Defense abbreviation="Ref" name="Reflex" value="20"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+1" name="Reflex Defense Class Bonus" /><Factor abbreviation="Dex mod" modifier="+4" name="Dexterity modifier" /></Defense><Defense abbreviation="Will" name="Will" value="17"><Factor modifier="+10" name="Constant" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Will Defense Class Bonus" /><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="22"><Factor modifier="+12" name="Perception" /><Factor modifier="+10" name="Constant" /></PassiveSkill><PassiveSkill name="Insight" value="17"><Factor modifier="+7" name="Insight" /><Factor modifier="+10" name="Constant" /></PassiveSkill></PassiveSkills><!-- Skills element: always present
    Children:
        Skill elements: one for each skill defined by the Character Builder
            Required attributes: 
                name: name of the skill
                value: numeric display value
                dice-class: Use in conjunction with "Roller" to create a skill roller element.
                url: Compendium URL for the skill
                trained: "true" or "false"
                armorpenaltyapplies: "true" or "false"
            Children:
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Skills><Skill armorpenaltyapplies="true" dice-class="dice1d20plus8Acrobatics" name="Acrobatics" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=1" value="8"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Acrobatics Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+4" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Arcana" name="Arcana" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=2" value="5"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Arcana Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus13Athletics" name="Athletics" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=27" value="13"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Athletics Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Str mod" modifier="+4" name="Strength modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Bluff" name="Bluff" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=3" value="5"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Bluff Misc" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Diplomacy" name="Diplomacy" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=6" value="5"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Diplomacy Misc" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus14Dungeoneering" name="Dungeoneering" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=7" value="14"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Dungeoneering Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus15Endurance" name="Endurance" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=8" value="15"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+2" name="Endurance Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Con mod" modifier="+4" name="Constitution modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus12Heal" name="Heal" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=9" value="12"><Factor abbreviation="1/2 Level" modifier="+5" 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="dice1d20plus5History" name="History" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=11" value="5"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="History Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus7Insight" name="Insight" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=13" value="7"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Insight Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Intimidate" name="Intimidate" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=14" value="5"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Intimidate Misc" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus9Nature" name="Nature" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=16" value="9"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="Nature Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus12Perception" name="Perception" trained="true" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=17" value="12"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+5" name="Trained" /><Factor modifier="+0" name="Perception Misc" /><Factor abbreviation="Wis mod" modifier="+2" name="Wisdom modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Religion" name="Religion" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=18" value="5"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Religion Misc" /><Factor abbreviation="Int mod" modifier="+0" name="Intelligence modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus8Stealth" name="Stealth" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=20" value="8"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Stealth Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+4" name="Dexterity modifier" /></Skill><Skill armorpenaltyapplies="false" dice-class="dice1d20plus5Streetwise" name="Streetwise" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=21" value="5"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Streetwise Misc" /><Factor abbreviation="Cha mod" modifier="+0" name="Charisma modifier" /></Skill><Skill armorpenaltyapplies="true" dice-class="dice1d20plus8Thievery" name="Thievery" trained="false" url="http://www.wizards.com/dndinsider/compendium/skill.aspx?id=23" value="8"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+0" name="Thievery Misc" /><Factor modifier="-1" name="Armor Penalty" /><Factor abbreviation="Dex mod" modifier="+4" name="Dexterity modifier" /></Skill></Skills><!-- AbilityScores element: always present
    Children:
        AbilityScore elements: six AbilityScore elements are always present.
            Required attributes: value, abbreviation, name ("Strength", etc...)
            Children:
                AbilityModifier element: always present
                    Required attributes: 
                        modifier: base modifier
                        rollmodifier: (includes 1/2 level)
                        dice-class: use in conjunction with "Roller" to build an ability check roller element.
                Factor elements: one for each factor contributing to the value.
                    Required attributes: name, modifier
                    Optional attributes: abbreviation, multiplier, multiplied
                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><AbilityScores><AbilityScore abbreviation="Str" name="Strength" value="18"><Factor modifier="+14" name="Starting" /><Factor modifier="+2" name="Dwarf" /><Factor modifier="+1" name="Level 4" /><Factor modifier="+1" name="Level 8" /><AbilityModifier dice-class="dice1d20plus9Strength" modifier="+4" rollmodifier="+9" /></AbilityScore><AbilityScore abbreviation="Con" name="Constitution" value="18"><Factor modifier="+15" name="Starting" /><Factor modifier="+2" name="Dwarf" /><Factor modifier="+1" name="Level 8" /><AbilityModifier dice-class="dice1d20plus9Constitution" modifier="+4" rollmodifier="+9" /></AbilityScore><AbilityScore abbreviation="Dex" name="Dexterity" value="18"><Factor modifier="+17" name="Starting" /><Factor modifier="+1" name="Level 4" /><AbilityModifier dice-class="dice1d20plus9Dexterity" modifier="+4" rollmodifier="+9" /></AbilityScore><AbilityScore abbreviation="Int" name="Intelligence" value="11"><Factor modifier="+11" name="Starting" /><AbilityModifier dice-class="dice1d20plus5Intelligence" modifier="+0" rollmodifier="+5" /></AbilityScore><AbilityScore abbreviation="Wis" name="Wisdom" value="14"><Factor modifier="+14" name="Starting" /><AbilityModifier dice-class="dice1d20plus7Wisdom" modifier="+2" rollmodifier="+7" /></AbilityScore><AbilityScore abbreviation="Cha" name="Charisma" value="10"><Factor modifier="+10" name="Starting" /><AbilityModifier dice-class="dice1d20plus5Charisma" modifier="+0" rollmodifier="+5" /></AbilityScore></AbilityScores><!-- Powers element: always present
    Child elements:
        Power elements: one per power
            Required attributes: name, url, powerusage, actiontype
            Optional attributes: powertype, attacktype, target, level, flavor, source, keywords
            Control attributes: only present for Encounter and Daily powers.
                display-class: assign to all HTML elements that should have classname "Used" added 
                    when the power is used, and classname "Used" removed when the power is un-used.
                use-script: javascript to execute when the user marks a power used or unused.
            Child Elements:
                Condition elements: one per condition that affects all weapons.
                    Required attributes: name
                Weapon elements: one per weapon that is legal for use with the power.
                    Required attributes: name, url, attackstat, defense
                    Child elements:
                        Condition elements: one per condition that affects all weapons.
                            Required attributes: name
                            Optional attributes: dice-class; if present, this condition should be presented as a "Roller".
                        AttackBonus element: always present
                            Required attributes: 
                                value: value to display
                                dice-class: use in conjunction with "Roller" to make an attack roller element.
                            Child elements:
                                Factor elements: one per factor contributing to the value
                                    Required attributes: name, modifier
                                    Optional attributes: abbreviation, multiplier, multiplied
                                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier.
                        Damage element: always present
                            Required attributes: 
                                value: value to display
                                dice-class: use in conjunction with "Roller" to make a damage roller element.
                            Optional attributes: type (e.g. lightning)
                            Child elements:
                                Factor elements: one per factor contributing to the value
                                    Required attributes: name, modifier
                                    Optional attributes: abbreviation, multiplier, multiplied
                                        The "multiplier" and "multiplied" are only present if math was performed to get the modifier. --><Powers><Power actiontype="Standard Action" attacktype="Melee weapon" flavor="You resort to the simple attack you learned when you first picked up a melee weapon." isMore="" keywords="Weapon" name="Melee Basic Attack" packagename="" packageurl="" powerusage="At-Will" source="Basic Attack" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=426"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><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=149506.8&amp;ftype=1" name="Shock Longspear +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=26&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Polearm Expertise" /></AttackBonus><Damage dice-class="dice1d10plus6Damage" value="1d10+6"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Quarterstaff" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=10&amp;ftype=3"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d8plus4Damage" value="1d8+4"><Factor modifier="+4" name="Strength modifier" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus4Damage" value="1d4+4"><Factor modifier="+4" name="Strength modifier" /></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"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>1[W] + Dexterity modifier damage.</Description></PowerCardItem><PowerCardItem><Name> Level 21</Name><Description>2[W] + Dexterity modifier damage.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=775&amp;ftype=1" name="Thundering Crossbow +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=38&amp;ftype=3"><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+4" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d8plus5Damage" value="1d8+5"><Factor modifier="+4" name="Dexterity modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus4Damage" value="1d4+4"><Factor modifier="+4" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" isMore="" name="Hunter&apos;s Quarry" packagename="Ranger" packageurl="http://www.wizards.com/dndinsider/compendium/class.aspx?id=5" powerusage="At-Will" source="Hunter&apos;s Quarry  Power" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5598"><PowerCardItem><Name>Effect</Name><Description>You can designate the nearest enemy to you that you can see as your quarry.
Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter's Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn.

The hunter's quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.

You can designate one enemy as your quarry at a time.

&lt;table&gt;Level	Hunter's Quarry Extra Damage
1st&#8211;10th	+1d6
11th&#8211;20th	+2d6
21st&#8211;30th	+3d6&lt;/table&gt;</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee or Ranged weapon" flavor="You launch an attack against your foe and then back away for safety." isMore="" keywords="Martial, Weapon" level="1" name="Fading Strike" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Ranger Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10591"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><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, and you shift 2 squares to a square that is not adjacent to the target.
Level 21: 2[W] + Dexterity modifier damage.</Description></PowerCardItem><PowerCardItem><Name> Hunter Fighting Style</Name><Description>When making an opportunity attack, you can use this power in place of a melee basic attack.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149506.8&amp;ftype=1" name="Shock Longspear +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=26&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+4" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Polearm Expertise" /></AttackBonus><Damage dice-class="dice1d10plus6Damage" value="1d10+6"><Factor modifier="+4" name="Dexterity modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=775&amp;ftype=1" name="Thundering Crossbow +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=38&amp;ftype=3"><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+4" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d8plus5Damage" value="1d8+5"><Factor modifier="+4" name="Dexterity modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Quarterstaff" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=10&amp;ftype=3"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+4" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d8plus4Damage" value="1d8+4"><Factor modifier="+4" name="Dexterity modifier" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus4Damage" value="1d4+4"><Factor modifier="+4" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" flavor="Let the fighter stand toe to toe with the monster. You prefer to make your attack, then withdraw to safer ground." isMore="" keywords="Martial, Weapon" level="1" name="Hit and Run" packagename="" packageurl="" powertype="Attack" powerusage="At-Will" source="Ranger Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1505"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><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.
Increase damage to 2[W] + Strength modifier at 21st level.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the target.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149506.8&amp;ftype=1" name="Shock Longspear +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=26&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Polearm Expertise" /></AttackBonus><Damage dice-class="dice1d10plus6Damage" value="1d10+6"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Quarterstaff" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=10&amp;ftype=3"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice1d8plus4Damage" value="1d8+4"><Factor modifier="+4" name="Strength modifier" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus4Damage" value="1d4+4"><Factor modifier="+4" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Attack" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=331" /><Power actiontype="Opportunity Action" isMore="true" name="Opportunity Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=119" /><Power actiontype="Immediate Reaction" isMore="true" name="Readied action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Free Action" isMore="true" name="Delay" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=327" /><Power actiontype="Free Action" isMore="true" name="End a grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Drop prone" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=141" /><Power actiontype="Standard Action" isMore="true" name="Aid Another" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=322" /><Power actiontype="Standard Action" isMore="true" name="Bull Rush" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=323" /><Power actiontype="Standard Action" isMore="true" name="Charge" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=324" /><Power actiontype="Standard Action" isMore="true" name="Coup de grace" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=325" /><Power actiontype="Standard Action" isMore="true" name="Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Minor Action" isMore="true" name="Sustain a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=329" /><Power actiontype="Standard Action" isMore="true" name="Ready an action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=332" /><Power actiontype="Standard Action" isMore="true" name="Total defense" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=338" /><Power actiontype="Move Action" isMore="true" name="Walk 5 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=339" /><Power actiontype="Move Action" isMore="true" name="Run 7 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=333" /><Power actiontype="Move Action" isMore="true" name="Shift 1 square" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=335" /><Power actiontype="Move Action" isMore="true" name="Crawl 2 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=326" /><Power actiontype="Move Action" isMore="true" name="Squeeze 2 squares" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=336" /><Power actiontype="Move Action" isMore="true" name="Stand up" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=337" /><Power actiontype="Move Action" isMore="true" name="Escape a Grab" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=328" /><Power actiontype="Standard Action" isMore="true" name="Any Move Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=116" /><Power actiontype="Standard Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Move Action" isMore="true" name="Any Minor Action" packagename="" packageurl="" powerusage="At-Will" url="http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=117" /><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_DwarvenResilience" isMore="" name="Dwarven Resilience" packagename="Dwarf" packageurl="http://www.wizards.com/dndinsider/compendium/race.aspx?id=2" powerusage="Encounter" source="Dwarf Racial Power" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=13211" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;USAGE_DwarvenResilience&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>You use your second wind.</Description></PowerCardItem></Power><Power actiontype="Standard Action" attacktype="Melee or Ranged weapon" display-class="USAGE_EvasiveStrike" flavor="You confound enemies by weaving through the battlefield unscathed as you make your attacks." isMore="" keywords="Martial, Weapon" level="1" name="Evasive Strike" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Ranger Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=1386" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;USAGE_EvasiveStrike&apos;, {isBoolean:1});"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Special</Name><Description>You can shift a number of squares equal to 1 + your Wisdom modifier either before or after the attack.</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Strength vs. AC (melee) or Dexterity vs. AC (ranged)</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged).</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149506.8&amp;ftype=1" name="Shock Longspear +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=26&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Polearm Expertise" /></AttackBonus><Damage dice-class="dice2d10plus6Damage" value="2d10+6"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=775&amp;ftype=1" name="Thundering Crossbow +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=38&amp;ftype=3"><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+4" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice2d8plus5Damage" value="2d8+5"><Factor modifier="+4" name="Dexterity modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Quarterstaff" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=10&amp;ftype=3"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice2d8plus4Damage" value="2d8+4"><Factor modifier="+4" name="Strength modifier" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus4Damage" value="2d4+4"><Factor modifier="+4" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee weapon" display-class="USAGE_PartingStrike" flavor="You slash your enemy across the legs and then withdraw, leaving your foe hobbled." isMore="" keywords="Martial, Weapon" level="3" name="Parting Strike" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Ranger Attack 3" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10611" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;USAGE_PartingStrike&apos;, {isBoolean:1});"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><PowerCardItem><Name>Target</Name><Description>One creature</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>Dexterity vs. AC</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>2[W] + Dexterity modifier damage, and the target is slowed until the end of your next turn.</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>After the attack, you shift your speed.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149506.8&amp;ftype=1" name="Shock Longspear +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=26&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+4" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Polearm Expertise" /></AttackBonus><Damage dice-class="dice2d10plus6Damage" value="2d10+6"><Factor modifier="+4" name="Dexterity modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Quarterstaff" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=10&amp;ftype=3"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+4" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice2d8plus4Damage" value="2d8+4"><Factor modifier="+4" name="Dexterity modifier" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="dice2d4plus4Damage" value="2d4+4"><Factor modifier="+4" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="Standard Action" attacktype="Ranged weapon" display-class="USAGE_PinningShot" flavor="Your arrow passes through one enemy to pin another." isMore="" keywords="Martial, Weapon" level="7" name="Pinning Shot" packagename="" packageurl="" powertype="Attack" powerusage="Encounter" source="Ranger Attack 7" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10703" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;USAGE_PinningShot&apos;, {isBoolean:1});"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><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. The target and one enemy adjacent to the target are immobilized until the end of your next turn.</Description></PowerCardItem><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=775&amp;ftype=1" name="Thundering Crossbow +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=38&amp;ftype=3"><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+4" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice1d8plus5Damage" value="1d8+5"><Factor modifier="+4" name="Dexterity modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="dice1d4plus4Damage" value="1d4+4"><Factor modifier="+4" name="Dexterity modifier" /></Damage></Weapon></Power><Power actiontype="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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;USAGE_SecondWind&apos;, { isBoolean:1, useRequires: function() { return CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;USAGE_ActionPoint&apos;, {isBoolean:1});" /><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_SkirmishingStance" flavor="You adopt a defensive, highly mobile combat stance. Your speed helps you catch opponents unprepared and inflict greater damage." isMore="" keywords="Martial, Stance" level="1" name="Skirmishing Stance" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Ranger Attack 1" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10603" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;USAGE_SkirmishingStance&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>Until the stance ends, whenever you move at least 4 squares away from where you started your turn, you gain a +2 power bonus to AC and Reflex until the start of your next turn, and your next attack before the end of your next turn deals 1d8 extra damage.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Area burst 2 within 10 squares" display-class="USAGE_BridgeofRoots" flavor="The primal energy you draw from the ground calls forth a churning mass of great roots that can cover even the most dangerous ground." isMore="" keywords="Primal, Zone" level="2" name="Bridge of Roots" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Ranger Utility 2" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=13597" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;USAGE_BridgeofRoots&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>The burst creates a zone that lasts until the end of the encounter. At least one square of the zone must be on a solid surface. You and your allies can ignore hindering terrain and difficult terrain in the zone. In addition, any portion of a pit, chasm, or similar feature within the zone becomes safe, passable ground.</Description></PowerCardItem><PowerCardItem><Name> Move Action</Name><Description>You move the zone up to 5 squares, keeping at least one square on a solid surface.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_SnarlingWolfStance" flavor="Like an animal backed into a corner, you become deadlier in your desperation." isMore="" keywords="Martial, Stance" level="5" name="Snarling Wolf Stance" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Ranger Attack 5" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10618" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;USAGE_SnarlingWolfStance&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>Until the stance ends, whenever an enemy hits or misses you with a close or a melee attack, you can make a melee basic attack against it as an immediate reaction. You can then shift 3 squares but must not end the shift adjacent to any enemy.</Description></PowerCardItem></Power><Power actiontype="Minor Action" attacktype="Melee touch" display-class="USAGE_HealingHerbs" flavor="You aid a wounded companion by quickly applying a poultice of healing herbs." isMore="" keywords="Healing, Martial" level="6" name="Healing Herbs" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Ranger Utility 6" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=10622" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;USAGE_HealingHerbs&apos;, {isBoolean:1});"><PowerCardItem><Name>Target</Name><Description>One ally</Description></PowerCardItem><PowerCardItem><Name>Effect</Name><Description>You make a Heal check. The target regains hit points equal to half the result of your check. The target can make a saving throw against one poison effect on him or her that a save can end.</Description></PowerCardItem><Weapon attackstat="" defense="unknown" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus5Attack" value="5"><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="diceDamage" value="" /></Weapon></Power><Power actiontype="Standard Action" attacktype="Melee or Ranged weapon" display-class="USAGE_AttacksontheRun" flavor="Without breaking stride, you make two attacks against a single foe or two different targets." isMore="" keywords="Martial, Weapon" level="9" name="Attacks on the Run" packagename="" packageurl="" powertype="Attack" powerusage="Daily" source="Ranger Attack 9" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=384" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;USAGE_AttacksontheRun&apos;, {isBoolean:1});"><Condition dice-class="dice1d6Condition" name="+1d6 to damage once per round (Hunter&apos;s Quarry)" /><PowerCardItem><Name>Targets</Name><Description>One or two creatures</Description></PowerCardItem><PowerCardItem><Name>Attack</Name><Description>You can move your speed. At any point during your move, you can make two Strength vs. AC attacks with a melee weapon or two Dexterity vs. AC attacks with a ranged weapon.</Description></PowerCardItem><PowerCardItem><Name>Hit</Name><Description>3[W] + Strength modifier damage (melee) or 3[W] + Dexterity modifier damage (ranged) per attack.</Description></PowerCardItem><PowerCardItem><Name>Miss</Name><Description>Half damage per attack.</Description></PowerCardItem><Weapon attackstat="Strength" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=149506.8&amp;ftype=1" name="Shock Longspear +2" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=26&amp;ftype=3"><AttackBonus dice-class="dice1d20plus14Attack" value="14"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+2" name="enhancement bonus" /><Factor modifier="+1" name="Feat bonus - Polearm Expertise" /></AttackBonus><Damage dice-class="dice3d10plus6Damage" value="3d10+6"><Factor modifier="+4" name="Strength modifier" /><Factor modifier="+2" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Dexterity" defense="AC" enhancementurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=775&amp;ftype=1" name="Thundering Crossbow +1" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=38&amp;ftype=3"><AttackBonus dice-class="dice1d20plus12Attack" value="12"><Factor modifier="+4" name="Dexterity modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /><Factor modifier="+1" name="enhancement bonus" /></AttackBonus><Damage dice-class="dice3d8plus5Damage" value="3d8+5"><Factor modifier="+4" name="Dexterity modifier" /><Factor modifier="+1" name="enhancement bonus" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Quarterstaff" weaponurl="http://www.wizards.com/dndinsider/compendium/item.aspx?fid=10&amp;ftype=3"><AttackBonus dice-class="dice1d20plus11Attack" value="11"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /><Factor modifier="+2" name="proficiency bonus" /></AttackBonus><Damage dice-class="dice3d8plus4Damage" value="3d8+4"><Factor modifier="+4" name="Strength modifier" /></Damage></Weapon><Weapon attackstat="Strength" defense="AC" name="Unarmed" weaponurl=""><AttackBonus dice-class="dice1d20plus9Attack" value="9"><Factor modifier="+4" name="Strength modifier" /><Factor abbreviation="1/2 Level" modifier="+5" name="Half Level" /></AttackBonus><Damage dice-class="dice3d4plus4Damage" value="3d4+4"><Factor modifier="+4" name="Strength modifier" /></Damage></Weapon></Power><Power actiontype="Minor Action" attacktype="Personal" display-class="USAGE_HuntingParty" flavor="You&apos;re not about to give up with a simple miss." isMore="" keywords="Martial, Stance" level="10" name="Hunting Party" packagename="" packageurl="" powertype="Utility" powerusage="Daily" source="Ranger Utility 10" url="http://www.wizards.com/dndinsider/compendium/power.aspx?id=4412" use-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;USAGE_HuntingParty&apos;, {isBoolean:1});"><PowerCardItem><Name>Effect</Name><Description>Until the stance ends, each time you miss your quarry with an attack, you can choose an ally within 5 squares of the quarry. If that ally hits the quarry before the start of your next turn, the ally's attack deals extra damage equal to your Hunter's Quarry damage.</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="Quick Draw" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=157" /><Feat description="" name="Speed Loader" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=396" /><Feat description="" name="Polearm Expertise" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3611" /><Feat description="" name="Dungeon Experience" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2835" /><Feat description="" name="Practiced Study" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=2050" /><Feat description="" name="Solid Footing" url="http://www.wizards.com/dndinsider/compendium/feat.aspx?id=3475" /></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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.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="77" carried-gp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.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="33" carried-pp-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" daily-use-display-class="CUR_DailyUses" daily-use-subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_DailyUses&apos;, {autoValue:-1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" stored-ad="0" stored-ad-add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.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="120"><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_Longspear&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Longspear" equippedcount="1" name="Longspear" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_Longspear&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Longspear?&apos;, displayClass:&apos;CUR_Item_Longspear&apos;, text:&apos;How many Longspear should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=26&amp;ftype=3&amp;page=item"><Enhancement name="Shock Weapon +2" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=149506.8&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_HideArmor&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_HideArmor" equippedcount="1" name="Hide Armor" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_HideArmor&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last HideArmor?&apos;, displayClass:&apos;CUR_Item_HideArmor&apos;, text:&apos;How many HideArmor should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Armor" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=3&amp;ftype=2&amp;page=item"><Enhancement name="Armor of Adaptable Resistance +1" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=9570&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_HolyWaterlevel6&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_HolyWaterlevel6" equippedcount="0" name="Holy Water (level 6)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_HolyWaterlevel6&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last HolyWaterlevel6?&apos;, displayClass:&apos;CUR_Item_HolyWaterlevel6&apos;, text:&apos;How many HolyWaterlevel6 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=6953&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_AlchemistsFirelevel11&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_AlchemistsFirelevel11" equippedcount="0" name="Alchemist&apos;s Fire (level 11)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_AlchemistsFirelevel11&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AlchemistsFirelevel11?&apos;, displayClass:&apos;CUR_Item_AlchemistsFirelevel11&apos;, text:&apos;How many AlchemistsFirelevel11 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1310&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_PotionofCureModerateWounds&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="2" display-class="CUR_Item_PotionofCureModerateWounds" equippedcount="0" name="Potion of Cure Moderate Wounds" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_PotionofCureModerateWounds&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last PotionofCureModerateWounds?&apos;, displayClass:&apos;CUR_Item_PotionofCureModerateWounds&apos;, text:&apos;How many PotionofCureModerateWounds should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=149658.10&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_Quarterstaff&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Quarterstaff" equippedcount="0" name="Quarterstaff" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_Quarterstaff&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Quarterstaff?&apos;, displayClass:&apos;CUR_Item_Quarterstaff&apos;, text:&apos;How many Quarterstaff should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=10&amp;ftype=3&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_WardedCampsite&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_WardedCampsite" equippedcount="0" name="Warded Campsite" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_WardedCampsite&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last WardedCampsite?&apos;, displayClass:&apos;CUR_Item_WardedCampsite&apos;, text:&apos;How many WardedCampsite should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=325" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_SurvivorsPreparation&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_SurvivorsPreparation" equippedcount="0" name="Survivor&apos;s Preparation" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_SurvivorsPreparation&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last SurvivorsPreparation?&apos;, displayClass:&apos;CUR_Item_SurvivorsPreparation&apos;, text:&apos;How many SurvivorsPreparation should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=318" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_ForgeWeapon&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ForgeWeapon" equippedcount="0" name="Forge Weapon" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_ForgeWeapon&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ForgeWeapon?&apos;, displayClass:&apos;CUR_Item_ForgeWeapon&apos;, text:&apos;How many ForgeWeapon should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=309" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_ForgeArmor&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_ForgeArmor" equippedcount="0" name="Forge Armor" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_ForgeArmor&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last ForgeArmor?&apos;, displayClass:&apos;CUR_Item_ForgeArmor&apos;, text:&apos;How many ForgeArmor should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=308" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_TemporaryFix&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_TemporaryFix" equippedcount="0" name="Temporary Fix" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_TemporaryFix&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last TemporaryFix?&apos;, displayClass:&apos;CUR_Item_TemporaryFix&apos;, text:&apos;How many TemporaryFix should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Ritual" url="http://www.wizards.com/dndinsider/compendium/ritual.aspx?id=319" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_Crossbow&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Crossbow" equippedcount="0" name="Crossbow" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_Crossbow&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Crossbow?&apos;, displayClass:&apos;CUR_Item_Crossbow&apos;, text:&apos;How many Crossbow should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=38&amp;ftype=3&amp;page=item"><Enhancement name="Thundering Weapon +1" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=775&amp;ftype=1&amp;page=item" /></Item><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_UniversalSolvent&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_UniversalSolvent" equippedcount="0" name="Universal Solvent" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_UniversalSolvent&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last UniversalSolvent?&apos;, displayClass:&apos;CUR_Item_UniversalSolvent&apos;, text:&apos;How many UniversalSolvent should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1426&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_GreaterSovereignGluelevel8&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_GreaterSovereignGluelevel8" equippedcount="0" name="Greater Sovereign Glue (level 8)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_GreaterSovereignGluelevel8&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last GreaterSovereignGluelevel8?&apos;, displayClass:&apos;CUR_Item_GreaterSovereignGluelevel8&apos;, text:&apos;How many GreaterSovereignGluelevel8 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=149703.8&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_Journeybreads&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Journeybreads" equippedcount="0" name="Journeybreads" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_Journeybreads&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Journeybreads?&apos;, displayClass:&apos;CUR_Item_Journeybreads&apos;, text:&apos;How many Journeybreads should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=28&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_AlchemistsFirelevel1&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="2" display-class="CUR_Item_AlchemistsFirelevel1" equippedcount="0" name="Alchemist&apos;s Fire (level 1)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_AlchemistsFirelevel1&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AlchemistsFirelevel1?&apos;, displayClass:&apos;CUR_Item_AlchemistsFirelevel1&apos;, text:&apos;How many AlchemistsFirelevel1 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1308&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_AlchemistsAcidlevel1&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="2" display-class="CUR_Item_AlchemistsAcidlevel1" equippedcount="0" name="Alchemist&apos;s Acid (level 1)" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_AlchemistsAcidlevel1&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AlchemistsAcidlevel1?&apos;, displayClass:&apos;CUR_Item_AlchemistsAcidlevel1&apos;, text:&apos;How many AlchemistsAcidlevel1 should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Magic Item" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1302&amp;ftype=1&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_Delverskit&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_Delverskit" equippedcount="0" name="Delver&apos;s kit" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_Delverskit&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Delverskit?&apos;, displayClass:&apos;CUR_Item_Delverskit&apos;, text:&apos;How many Delverskit should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=154&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.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="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_EverburningTorch&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_EverburningTorch" equippedcount="0" name="Everburning Torch" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_EverburningTorch&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last EverburningTorch?&apos;, displayClass:&apos;CUR_Item_EverburningTorch&apos;, text:&apos;How many EverburningTorch should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=24&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_CrossbowBolts&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="2" display-class="CUR_Item_CrossbowBolts" equippedcount="0" name="Crossbow Bolts" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_CrossbowBolts&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last CrossbowBolts?&apos;, displayClass:&apos;CUR_Item_CrossbowBolts&apos;, text:&apos;How many CrossbowBolts should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=15&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_AdventurersKit&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="1" display-class="CUR_Item_AdventurersKit" equippedcount="0" name="Adventurer&apos;s Kit" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_AdventurersKit&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last AdventurersKit?&apos;, displayClass:&apos;CUR_Item_AdventurersKit&apos;, text:&apos;How many AdventurersKit should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Gear" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=1&amp;ftype=4&amp;page=item" /><Item add-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_Crossbow&apos;, {autoValue:1, calculateChange: function(oldVal, newVal) { return oldVal + newVal; } });" count="0" display-class="CUR_Item_Crossbow" equippedcount="-1" name="Crossbow" subtract-script="CHARACTERagdpcGxheTRlchQLEgtDaGFyYWN0ZXJWMhi8uu8FDA.triggerVariable(&apos;CUR_Item_Crossbow&apos;, {min:1, requireInt:1, askLastText:&apos;Are you sure you want to discard your last Crossbow?&apos;, displayClass:&apos;CUR_Item_Crossbow&apos;, text:&apos;How many Crossbow should be subtracted?&apos;, calculateChange: function(oldVal, newVal) { return oldVal - newVal; } });" type="Weapon" url="http://www.wizards.com/dndinsider/compendium/display.aspx?fid=38&amp;ftype=3&amp;page=item" /></Loot><!-- Languages element: always present 
    Children:
        Language elements: one for each language
            Required attributes: name --><Languages><Language name="Common" /><Language name="Dwarven" /></Languages><!-- Proficiencies element: always present
    Children:
        ArmorProficiencies element: may be absent if the character has no armor proficiences.
            Children:
                Proficiency elements: one for each armor proficiency
                    Required attributes: name, source
        ShieldProficiencies element: may be absent if the character has no shield proficiences.
            Children:
                Proficiency elements: one for each shield proficiency
                    Required attributes: name, source
        WeaponProficiencies element: may be absent if the character has no weapon proficiences.
            Children:
                Proficiency elements: one for each weapon proficiency that isn't in a group.
                    Required attributes: name, source
                ProficiencyGroup elements: one for each group of weapon proficiencie (e.g. "simple melee")
                    Required attributes: name, source
                    Children:
                        Proficiency elements: one for each weapon proficiency in the group
                            Required attributes: name, source --><Proficiencies><WeaponProficiencies><ProficiencyGroup name="Military Melee" source="Ranger"><Proficiency name="Battleaxe" source="Ranger" /><Proficiency name="Handaxe" source="Ranger" /><Proficiency name="Flail" source="Ranger" /><Proficiency name="Throwing hammer" source="Ranger" /><Proficiency name="Warhammer" source="Ranger" /><Proficiency name="War pick" source="Ranger" /><Proficiency name="Scimitar" source="Ranger" /><Proficiency name="Longsword" source="Ranger" /><Proficiency name="Short sword" source="Ranger" /><Proficiency name="Greataxe" source="Ranger" /><Proficiency name="Heavy flail" source="Ranger" /><Proficiency name="Glaive" source="Ranger" /><Proficiency name="Halberd" source="Ranger" /><Proficiency name="Maul" source="Ranger" /><Proficiency name="Longspear" source="Ranger" /><Proficiency name="Greatsword" source="Ranger" /><Proficiency name="Rapier" source="Ranger" /><Proficiency name="Falchion" source="Ranger" /><Proficiency name="Broadsword" source="Ranger" /><Proficiency name="Khopesh" source="Ranger" /><Proficiency name="Light war pick" source="Ranger" /><Proficiency name="Scourge" source="Ranger" /><Proficiency name="Trident" source="Ranger" /><Proficiency name="Heavy war pick" source="Ranger" /><Proficiency name="Alhulak" source="Ranger" /><Proficiency name="Carrikal" source="Ranger" /><Proficiency name="Trikal" source="Ranger" /><Proficiency name="Blade of winter&apos;s mourning" source="Ranger" /><Proficiency name="Blade of annihilation" source="Ranger" /><Proficiency name="Starshadow blade" source="Ranger" /><Proficiency name="Sword of the white well" source="Ranger" /><Proficiency name="Scourge of exquisite agony" source="Ranger" /><Proficiency name="Lance" source="Ranger" /><Proficiency name="Pike" source="Ranger" /><Proficiency name="Feral armor claw" source="Ranger" /><Proficiency name="Blade of chaos" source="Ranger" /></ProficiencyGroup><ProficiencyGroup name="Military Ranged" source="Ranger"><Proficiency name="Shortbow" source="Ranger" /><Proficiency name="Longbow" source="Ranger" /><Proficiency name="Chatkcha" source="Ranger" /></ProficiencyGroup><ProficiencyGroup name="Simple Melee" source="Ranger"><Proficiency name="Club" source="Ranger" /><Proficiency name="Dagger" source="Ranger" /><Proficiency name="Javelin" source="Ranger" /><Proficiency name="Mace" source="Ranger" /><Proficiency name="Sickle" source="Ranger" /><Proficiency name="Spear" source="Ranger" /><Proficiency name="Greatclub" source="Ranger" /><Proficiency name="Morningstar" source="Ranger" /><Proficiency name="Quarterstaff" source="Ranger" /><Proficiency name="Scythe" source="Ranger" /><Proficiency name="Spiked gauntlet" source="Ranger" /><Proficiency name="Talid" source="Ranger" /><Proficiency name="Widow&apos;s knife" source="Ranger" /><Proficiency name="Wrist razors" source="Ranger" /><Proficiency name="Light mace" source="Ranger" /><Proficiency name="Short spear" source="Ranger" /><Proficiency name="Claw fighter claw" source="Ranger" /><Proficiency name="Shadowblade" source="Ranger" /><Proficiency name="Climbing claw" source="Ranger" /><Proficiency name="Dragontooth shield" source="Ranger" /><Proficiency name="Fighting shield" source="Ranger" /><Proficiency name="Soul shield" source="Ranger" /><Proficiency name="Sun shield" source="Ranger" /><Proficiency name="Rod of seven parts" source="Ranger" /></ProficiencyGroup><ProficiencyGroup name="Simple Ranged" source="Ranger"><Proficiency name="Hand crossbow" source="Ranger" /><Proficiency name="Sling" source="Ranger" /><Proficiency name="Crossbow" source="Ranger" /><Proficiency name="Repeating crossbow" source="Ranger" /><Proficiency name="Dejada" source="Ranger" /></ProficiencyGroup></WeaponProficiencies><ArmorProficiencies><Proficiency name="Cloth" source="Ranger" /><Proficiency name="Leather" source="Ranger" /><Proficiency name="Hide" source="Ranger" /></ArmorProficiencies><ShieldProficiencies /></Proficiencies></Character>